148 research outputs found

    Design and Effect of Continuous Wearable Tactile Displays

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    Our sense of touch is one of our core senses and while not as information rich as sight and hearing, it tethers us to reality. Our skin is the largest sensory organ in our body and we rely on it so much that we don\u27t think about it most of the time. Tactile displays - with the exception of actuators for notifications on smartphones and smartwatches - are currently understudied and underused. Currently tactile cues are mostly used in smartphones and smartwatches to notify the user of an incoming call or text message. Specifically continuous displays - displays that do not just send one notification but stay active for an extended period of time and continuously communicate information - are rarely studied. This thesis aims at exploring the utilization of our vibration perception to create continuous tactile displays. Transmitting a continuous stream of tactile information to a user in a wearable format can help elevate tactile displays from being mostly used for notifications to becoming more like additional senses enabling us to perceive our environment in new ways. This work provides a serious step forward in design, effect and use of continuous tactile displays and their use in human-computer interaction. The main contributions include: Exploration of Continuous Wearable Tactile Interfaces This thesis explores continuous tactile displays in different contexts and with different types of tactile information systems. The use-cases were explored in various domains for tactile displays - Sports, Gaming and Business applications. The different types of continuous tactile displays feature one- or multidimensional tactile patterns, temporal patterns and discrete tactile patterns. Automatic Generation of Personalized Vibration Patterns In this thesis a novel approach of designing vibrotactile patterns without expert knowledge by leveraging evolutionary algorithms to create personalized vibration patterns - is described. This thesis presents the design of an evolutionary algorithm with a human centered design generating abstract vibration patterns. The evolutionary algorithm was tested in a user study which offered evidence that interactive generation of abstract vibration patterns is possible and generates diverse sets of vibration patterns that can be recognized with high accuracy. Passive Haptic Learning for Vibration Patterns Previous studies in passive haptic learning have shown surprisingly strong results for learning Morse Code. If these findings could be confirmed and generalized, it would mean that learning a new tactile alphabet could be made easier and learned in passing. Therefore this claim was investigated in this thesis and needed to be corrected and contextualized. A user study was conducted to study the effects of the interaction design and distraction tasks on the capability to learn stimulus-stimulus-associations with Passive Haptic Learning. This thesis presents evidence that Passive Haptic Learning of vibration patterns induces only a marginal learning effect and is not a feasible and efficient way to learn vibration patterns that include more than two vibrations. Influence of Reference Frames for Spatial Tactile Stimuli Designing wearable tactile stimuli that contain spatial information can be a challenge due to the natural body movement of the wearer. An important consideration therefore is what reference frame to use for spatial cues. This thesis investigated allocentric versus egocentric reference frames on the wrist and compared them for induced cognitive load, reaction time and accuracy in a user study. This thesis presents evidence that using an allocentric reference frame drastically lowers cognitive load and slightly lowers reaction time while keeping the same accuracy as an egocentric reference frame, making a strong case for the utilization of allocentric reference frames in tactile bracelets with several tactile actuators

    An Approach to Assess the Impact of Tutorials in Video Games

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    Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, control schemes, core game mechanics, etc. While effective tutorial design is considered a crucial aspect to support this learning process, the existing literature approaches focus on designing ad hoc tutorials for specific game genres rather than investigating the impact of different tutorial styles on game learnability and player engagement. In this paper, we tackle this challenge by presenting a general-purpose approach aimed at supporting game designers in the identification of the most suitable tutorial style for a specific genre of video games. The approach is evaluated in the context of a simple first-person shooter (FPS) mainstream video game built by the authors through a controlled comparative user experiment involving 46 players

    ๋™์˜์ƒ ์† ์‚ฌ๋žŒ ๋™์ž‘์˜ ๋ฌผ๋ฆฌ ๊ธฐ๋ฐ˜ ์žฌ๊ตฌ์„ฑ ๋ฐ ๋ถ„์„

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    ํ•™์œ„๋…ผ๋ฌธ (๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต ๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ์ปดํ“จํ„ฐ๊ณตํ•™๋ถ€, 2021. 2. ์ด์ œํฌ.In computer graphics, simulating and analyzing human movement have been interesting research topics started since the 1960s. Still, simulating realistic human movements in a 3D virtual world is a challenging task in computer graphics. In general, motion capture techniques have been used. Although the motion capture data guarantees realistic result and high-quality data, there is lots of equipment required to capture motion, and the process is complicated. Recently, 3D human pose estimation techniques from the 2D video are remarkably developed. Researchers in computer graphics and computer vision have attempted to reconstruct the various human motions from video data. However, existing methods can not robustly estimate dynamic actions and not work on videos filmed with a moving camera. In this thesis, we propose methods to reconstruct dynamic human motions from in-the-wild videos and to control the motions. First, we developed a framework to reconstruct motion from videos using prior physics knowledge. For dynamic motions such as backspin, the poses estimated by a state-of-the-art method are incomplete and include unreliable root trajectory or lack intermediate poses. We designed a reward function using poses and hints extracted from videos in the deep reinforcement learning controller and learned a policy to simultaneously reconstruct motion and control a virtual character. Second, we simulated figure skating movements in video. Skating sequences consist of fast and dynamic movements on ice, hindering the acquisition of motion data. Thus, we extracted 3D key poses from a video to then successfully replicate several figure skating movements using trajectory optimization and a deep reinforcement learning controller. Third, we devised an algorithm for gait analysis through video of patients with movement disorders. After acquiring the patients joint positions from 2D video processed by a deep learning network, the 3D absolute coordinates were estimated, and gait parameters such as gait velocity, cadence, and step length were calculated. Additionally, we analyzed the optimization criteria of human walking by using a 3D musculoskeletal humanoid model and physics-based simulation. For two criteria, namely, the minimization of muscle activation and joint torque, we compared simulation data with real human data for analysis. To demonstrate the effectiveness of the first two research topics, we verified the reconstruction of dynamic human motions from 2D videos using physics-based simulations. For the last two research topics, we evaluated our results with real human data.์ปดํ“จํ„ฐ ๊ทธ๋ž˜ํ”ฝ์Šค์—์„œ ์ธ๊ฐ„์˜ ์›€์ง์ž„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ ๋ฐ ๋ถ„์„์€ 1960 ๋…„๋Œ€๋ถ€ํ„ฐ ๋‹ค๋ฃจ์–ด์ง„ ํฅ๋ฏธ๋กœ์šด ์—ฐ๊ตฌ ์ฃผ์ œ์ด๋‹ค. ๋ช‡ ์‹ญ๋…„ ๋™์•ˆ ํ™œ๋ฐœํ•˜๊ฒŒ ์—ฐ๊ตฌ๋˜์–ด ์™”์Œ์—๋„ ๋ถˆ๊ตฌํ•˜๊ณ , 3์ฐจ์› ๊ฐ€์ƒ ๊ณต๊ฐ„ ์ƒ์—์„œ ์‚ฌ์‹ค์ ์ธ ์ธ๊ฐ„์˜ ์›€์ง์ž„์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•˜๋Š” ์—ฐ๊ตฌ๋Š” ์—ฌ์ „ํžˆ ์–ด๋ ต๊ณ  ๋„์ „์ ์ธ ์ฃผ์ œ์ด๋‹ค. ๊ทธ๋™์•ˆ ์‚ฌ๋žŒ์˜ ์›€์ง์ž„ ๋ฐ์ดํ„ฐ๋ฅผ ์–ป๊ธฐ ์œ„ํ•ด์„œ ๋ชจ์…˜ ์บก์ณ ๊ธฐ์ˆ ์ด ์‚ฌ์šฉ๋˜์–ด ์™”๋‹ค. ๋ชจ์…˜ ์บก์ฒ˜ ๋ฐ์ดํ„ฐ๋Š” ์‚ฌ์‹ค์ ์ธ ๊ฒฐ๊ณผ์™€ ๊ณ ํ’ˆ์งˆ ๋ฐ์ดํ„ฐ๋ฅผ ๋ณด์žฅํ•˜์ง€๋งŒ ๋ชจ์…˜ ์บก์ณ๋ฅผ ํ•˜๊ธฐ ์œ„ํ•ด์„œ ํ•„์š”ํ•œ ์žฅ๋น„๋“ค์ด ๋งŽ๊ณ , ๊ทธ ๊ณผ์ •์ด ๋ณต์žกํ•˜๋‹ค. ์ตœ๊ทผ์— 2์ฐจ์› ์˜์ƒ์œผ๋กœ๋ถ€ํ„ฐ ์‚ฌ๋žŒ์˜ 3์ฐจ์› ์ž์„ธ๋ฅผ ์ถ”์ •ํ•˜๋Š” ์—ฐ๊ตฌ๋“ค์ด ๊ด„๋ชฉํ•  ๋งŒํ•œ ๊ฒฐ๊ณผ๋ฅผ ๋ณด์—ฌ์ฃผ๊ณ  ์žˆ๋‹ค. ์ด๋ฅผ ๋ฐ”ํƒ•์œผ๋กœ ์ปดํ“จํ„ฐ ๊ทธ๋ž˜ํ”ฝ์Šค์™€ ์ปดํ“จํ„ฐ ๋น„์ ผ ๋ถ„์•ผ์˜ ์—ฐ๊ตฌ์ž๋“ค์€ ๋น„๋””์˜ค ๋ฐ์ดํ„ฐ๋กœ๋ถ€ํ„ฐ ๋‹ค์–‘ํ•œ ์ธ๊ฐ„ ๋™์ž‘์„ ์žฌ๊ตฌ์„ฑํ•˜๋ ค๋Š” ์‹œ๋„๋ฅผ ํ•˜๊ณ  ์žˆ๋‹ค. ๊ทธ๋Ÿฌ๋‚˜ ๊ธฐ์กด์˜ ๋ฐฉ๋ฒ•๋“ค์€ ๋น ๋ฅด๊ณ  ๋‹ค์ด๋‚˜๋ฏนํ•œ ๋™์ž‘๋“ค์€ ์•ˆ์ •์ ์œผ๋กœ ์ถ”์ •ํ•˜์ง€ ๋ชปํ•˜๋ฉฐ ์›€์ง์ด๋Š” ์นด๋ฉ”๋ผ๋กœ ์ดฌ์˜ํ•œ ๋น„๋””์˜ค์— ๋Œ€ํ•ด์„œ๋Š” ์ž‘๋™ํ•˜์ง€ ์•Š๋Š”๋‹ค. ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š” ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ์—ญ๋™์ ์ธ ์ธ๊ฐ„ ๋™์ž‘์„ ์žฌ๊ตฌ์„ฑํ•˜๊ณ  ๋™์ž‘์„ ์ œ์–ดํ•˜๋Š” ๋ฐฉ๋ฒ•์„ ์ œ์•ˆํ•œ๋‹ค. ๋จผ์ € ์‚ฌ์ „ ๋ฌผ๋ฆฌํ•™ ์ง€์‹์„ ์‚ฌ์šฉํ•˜์—ฌ ๋น„๋””์˜ค์—์„œ ๋ชจ์…˜์„ ์žฌ๊ตฌ์„ฑํ•˜๋Š” ํ”„๋ ˆ์ž„ ์›Œํฌ๋ฅผ ์ œ์•ˆํ•œ๋‹ค. ๊ณต์ค‘์ œ๋น„์™€ ๊ฐ™์€ ์—ญ๋™์ ์ธ ๋™์ž‘๋“ค์— ๋Œ€ํ•ด์„œ ์ตœ์‹  ์—ฐ๊ตฌ ๋ฐฉ๋ฒ•์„ ๋™์›ํ•˜์—ฌ ์ถ”์ •๋œ ์ž์„ธ๋“ค์€ ์บ๋ฆญํ„ฐ์˜ ๊ถค์ ์„ ์‹ ๋ขฐํ•  ์ˆ˜ ์—†๊ฑฐ๋‚˜ ์ค‘๊ฐ„์— ์ž์„ธ ์ถ”์ •์— ์‹คํŒจํ•˜๋Š” ๋“ฑ ๋ถˆ์™„์ „ํ•˜๋‹ค. ์šฐ๋ฆฌ๋Š” ์‹ฌ์ธต๊ฐ•ํ™”ํ•™์Šต ์ œ์–ด๊ธฐ์—์„œ ์˜์ƒ์œผ๋กœ๋ถ€ํ„ฐ ์ถ”์ถœํ•œ ํฌ์ฆˆ์™€ ํžŒํŠธ๋ฅผ ํ™œ์šฉํ•˜์—ฌ ๋ณด์ƒ ํ•จ์ˆ˜๋ฅผ ์„ค๊ณ„ํ•˜๊ณ  ๋ชจ์…˜ ์žฌ๊ตฌ์„ฑ๊ณผ ์บ๋ฆญํ„ฐ ์ œ์–ด๋ฅผ ๋™์‹œ์— ํ•˜๋Š” ์ •์ฑ…์„ ํ•™์Šตํ•˜์˜€๋‹ค. ๋‘˜ ์งธ, ๋น„๋””์˜ค์—์„œ ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ์„ ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•œ๋‹ค. ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ๋“ค์€ ๋น™์ƒ์—์„œ ๋น ๋ฅด๊ณ  ์—ญ๋™์ ์ธ ์›€์ง์ž„์œผ๋กœ ๊ตฌ์„ฑ๋˜์–ด ์žˆ์–ด ๋ชจ์…˜ ๋ฐ์ดํ„ฐ๋ฅผ ์–ป๊ธฐ๊ฐ€ ๊นŒ๋‹ค๋กญ๋‹ค. ๋น„๋””์˜ค์—์„œ 3์ฐจ์› ํ‚ค ํฌ์ฆˆ๋ฅผ ์ถ”์ถœํ•˜๊ณ  ๊ถค์  ์ตœ์ ํ™” ๋ฐ ์‹ฌ์ธต๊ฐ•ํ™”ํ•™์Šต ์ œ์–ด๊ธฐ๋ฅผ ์‚ฌ์šฉํ•˜์—ฌ ์—ฌ๋Ÿฌ ํ”ผ๊ฒจ ์Šค์ผ€์ดํŒ… ๊ธฐ์ˆ ์„ ์„ฑ๊ณต์ ์œผ๋กœ ์‹œ์—ฐํ•œ๋‹ค. ์…‹ ์งธ, ํŒŒํ‚จ์Šจ ๋ณ‘์ด๋‚˜ ๋‡Œ์„ฑ๋งˆ๋น„์™€ ๊ฐ™์€ ์งˆ๋ณ‘์œผ๋กœ ์ธํ•˜์—ฌ ์›€์ง์ž„ ์žฅ์• ๊ฐ€ ์žˆ๋Š” ํ™˜์ž์˜ ๋ณดํ–‰์„ ๋ถ„์„ํ•˜๊ธฐ ์œ„ํ•œ ์•Œ๊ณ ๋ฆฌ์ฆ˜์„ ์ œ์•ˆํ•œ๋‹ค. 2์ฐจ์› ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ๋”ฅ๋Ÿฌ๋‹์„ ์‚ฌ์šฉํ•œ ์ž์„ธ ์ถ”์ •๊ธฐ๋ฒ•์„ ์‚ฌ์šฉํ•˜์—ฌ ํ™˜์ž์˜ ๊ด€์ ˆ ์œ„์น˜๋ฅผ ์–ป์–ด๋‚ธ ๋‹ค์Œ, 3์ฐจ์› ์ ˆ๋Œ€ ์ขŒํ‘œ๋ฅผ ์–ป์–ด๋‚ด์–ด ์ด๋กœ๋ถ€ํ„ฐ ๋ณดํญ, ๋ณดํ–‰ ์†๋„์™€ ๊ฐ™์€ ๋ณดํ–‰ ํŒŒ๋ผ๋ฏธํ„ฐ๋ฅผ ๊ณ„์‚ฐํ•œ๋‹ค. ๋งˆ์ง€๋ง‰์œผ๋กœ, ๊ทผ๊ณจ๊ฒฉ ์ธ์ฒด ๋ชจ๋ธ๊ณผ ๋ฌผ๋ฆฌ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ์ด์šฉํ•˜์—ฌ ์ธ๊ฐ„ ๋ณดํ–‰์˜ ์ตœ์ ํ™” ๊ธฐ์ค€์— ๋Œ€ํ•ด ํƒ๊ตฌํ•œ๋‹ค. ๊ทผ์œก ํ™œ์„ฑ๋„ ์ตœ์†Œํ™”์™€ ๊ด€์ ˆ ๋Œ๋ฆผํž˜ ์ตœ์†Œํ™”, ๋‘ ๊ฐ€์ง€ ๊ธฐ์ค€์— ๋Œ€ํ•ด ์‹œ๋ฎฌ๋ ˆ์ด์…˜ํ•œ ํ›„, ์‹ค์ œ ์‚ฌ๋žŒ ๋ฐ์ดํ„ฐ์™€ ๋น„๊ตํ•˜์—ฌ ๊ฒฐ๊ณผ๋ฅผ ๋ถ„์„ํ•œ๋‹ค. ์ฒ˜์Œ ๋‘ ๊ฐœ์˜ ์—ฐ๊ตฌ ์ฃผ์ œ์˜ ํšจ๊ณผ๋ฅผ ์ž…์ฆํ•˜๊ธฐ ์œ„ํ•ด, ๋ฌผ๋ฆฌ ์‹œ๋ฎฌ๋ ˆ์ด์…˜์„ ์‚ฌ์šฉํ•˜์—ฌ ์ด์ฐจ์› ๋น„๋””์˜ค๋กœ๋ถ€ํ„ฐ ์žฌ๊ตฌ์„ฑํ•œ ์—ฌ๋Ÿฌ ๊ฐ€์ง€ ์—ญ๋™์ ์ธ ์‚ฌ๋žŒ์˜ ๋™์ž‘๋“ค์„ ์žฌํ˜„ํ•œ๋‹ค. ๋‚˜์ค‘ ๋‘ ๊ฐœ์˜ ์—ฐ๊ตฌ ์ฃผ์ œ๋Š” ์‚ฌ๋žŒ ๋ฐ์ดํ„ฐ์™€์˜ ๋น„๊ต ๋ถ„์„์„ ํ†ตํ•˜์—ฌ ํ‰๊ฐ€ํ•œ๋‹ค.1 Introduction 1 2 Background 9 2.1 Pose Estimation from 2D Video . . . . . . . . . . . . . . . . . . . . 9 2.2 Motion Reconstruction from Monocular Video . . . . . . . . . . . . 10 2.3 Physics-Based Character Simulation and Control . . . . . . . . . . . 12 2.4 Motion Reconstruction Leveraging Physics . . . . . . . . . . . . . . 13 2.5 Human Motion Control . . . . . . . . . . . . . . . . . . . . . . . . . 14 2.5.1 Figure Skating Simulation . . . . . . . . . . . . . . . . . . . 16 2.6 Objective Gait Analysis . . . . . . . . . . . . . . . . . . . . . . . . . 16 2.7 Optimization for Human Movement Simulation . . . . . . . . . . . . 17 2.7.1 Stability Criteria . . . . . . . . . . . . . . . . . . . . . . . . 18 3 Human Dynamics from Monocular Video with Dynamic Camera Movements 19 3.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 3.2 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 3.3 Pose and Contact Estimation . . . . . . . . . . . . . . . . . . . . . . 21 3.4 Learning Human Dynamics . . . . . . . . . . . . . . . . . . . . . . . 24 3.4.1 Policy Learning . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.4.2 Network Training . . . . . . . . . . . . . . . . . . . . . . . . 28 3.4.3 Scene Estimator . . . . . . . . . . . . . . . . . . . . . . . . 29 3.5 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.5.1 Video Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . 31 3.5.2 Comparison of Contact Estimators . . . . . . . . . . . . . . . 33 3.5.3 Ablation Study . . . . . . . . . . . . . . . . . . . . . . . . . 37 3.5.4 Robustness . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 3.6 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 4 Figure Skating Simulation from Video 42 4.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 4.2 System Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 4.3 Skating Simulation . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.3.1 Non-holonomic Constraints . . . . . . . . . . . . . . . . . . 46 4.3.2 Relaxation of Non-holonomic Constraints . . . . . . . . . . . 47 4.4 Data Acquisition . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 4.5 Trajectory Optimization and Control . . . . . . . . . . . . . . . . . . 50 4.5.1 Trajectory Optimization . . . . . . . . . . . . . . . . . . . . 50 4.5.2 Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54 4.6 Experimental Results . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.7 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 5 Gait Analysis Using Pose Estimation Algorithm with 2D-video of Patients 61 5.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 5.2 Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 5.2.1 Patients and video recording . . . . . . . . . . . . . . . . . . 63 5.2.2 Standard protocol approvals, registrations, and patient consents 66 5.2.3 3D Pose estimation from 2D video . . . . . . . . . . . . . . . 66 5.2.4 Gait parameter estimation . . . . . . . . . . . . . . . . . . . 67 5.2.5 Statistical analysis . . . . . . . . . . . . . . . . . . . . . . . 68 5.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 5.3.1 Validation of video-based analysis of the gait . . . . . . . . . 68 5.3.2 gait analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . 70 5.4 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 5.4.1 Validation with the conventional sensor-based method . . . . 75 5.4.2 Analysis of gait and turning in TUG . . . . . . . . . . . . . . 75 5.4.3 Correlation with clinical parameters . . . . . . . . . . . . . . 76 5.4.4 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 5.5 Supplementary Material . . . . . . . . . . . . . . . . . . . . . . . . . 77 6 Control Optimization of Human Walking 80 6.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 6.2 Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 6.2.1 Musculoskeletal model . . . . . . . . . . . . . . . . . . . . . 82 6.2.2 Optimization . . . . . . . . . . . . . . . . . . . . . . . . . . 82 6.2.3 Control co-activation level . . . . . . . . . . . . . . . . . . . 83 6.2.4 Push-recovery experiment . . . . . . . . . . . . . . . . . . . 84 6.3 Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 6.4 Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 7 Conclusion 90 7.1 Future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91Docto

    Agency is molecular: moved by being moved to moving or co-constitution in intra-active knowledge production

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    This practice-based PhD aims to intertwine theoretical research and artistic practice on the basis of knowledge production by conceptually thinking through motion, with movement informing the methodological counterpart in performative research settings. I argue that movement and the concept of motion, in their immanent potential for in/determinancy, transport possibilities of transversality that have been neglected in western Modernity. Both offer the means of moving beyond the bifurcated exceptionalism of Modernity's epistemology. The project interrogates its own positioning from within by affirming embodied ways of knowing, which are marginalised within the rationalised epistemes in European Universalisms (Wallerstein). In doing so it also takes a stand against appropriation. From a feminist position, new materialism's situatedness (Haraway) and relational objectivity (Barad) are particularly suitable tools for a shift from within. The apparatus definitions of Agential Realism gather insights through agential cuts that provide a transient exteriority-within, allowing modifying the bounds of knowing from within. The primary chapters examine the impact of practicing through theory and coalesce into a final experiment that reverses the process. Applied to the path of thoughts, movement's induction of changes to matter initiates an essential process of creating space for delinking (Mignolo/Walsh) and unlearning (Singh). The foundation of both practice- and theory-based approaches is Barad's notion of intra-active doing-being, which provides an understanding of agential intertwinement by approaching matter through and with interferences. In experiments, electronic devices were set to receive techno-sound-reverberations as diffractional concerns (noise), that transposed mattering (meaning) from co-constitutional forms. These 'voices', enacted in material-discursive experiments of various entangled engagements in different molecular matterings (body-mind, nature-culture, non-human-human, other-self) are typically ignored, denied, or misunderstood by the notorious bifurcation of the western metaphysical matrix (Jackson). Listening to matterโ€™s iterative performativity (Barad) disclosed uneven levels of capacity (Wilderson) within such non-interrogated generalisations as the flattening to 'we' of the Anthropocene discourse. This awareness of interferential reverberations demands a multidirectional pluriverse of capabilities, which compromises any one-world (Law) exceptionality

    Cyberathletesโ€™ Lived Experience of Video Game Tournaments

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    Increased interest in video games has led to the emergence of competitive video game leagues and organizations known as e-Sport (Hutchins, 2008; Wagner, 2006). Much of the research on video games has focused on negative aspects of gamersโ€™ behavior, such as aggression (Ferguson, 2007) and addiction (Kuss & Griffiths, 2012). The majority of studies have examined video game performance from a third-person perspective using video analysis (Reeves, Brown, & Laurier, 2009) or behavioral observation when examining high-level video game play (Jansz & Martens, 2005). Prior to the present study, there had been very little attention devoted to gamersโ€™ experience of playing video games in the competitive tournament setting and presence of an evaluative audience. Research in sport psychology has demonstrated the challenges associated with performance in front of spectators (Beilock & Gray, 2007; Schmidt & Wrisberg, 2008). Thus, it might be assumed that the added presence of others at video game tournaments would create a competitive experience that is similar to that of athletes in traditional sports. Therefore, the purpose of the present study was to investigate the lived experience of cyberathletes (gamers) during video game tournaments. Existential phenomenological interviews were conducted with twelve co-participants who had recently competed in a video game tournament. Qualitative analysis revealed a thematic structure consisting of three distinct contexts โ€“ video game world, tournament world, playing world โ€“ and four figural or major themes โ€“ real life event, comrades and competitors, respect and maturity, and from cutthroat to good time โ€“ that captured the essential elements of the these cyberathletesโ€™ tournament experience. A fifth major theme โ€“ committed investment โ€“ was not immediate to the tournament experience, but contained elements that were related to the tournament setting. It was concluded that for the video gamers in this study, meeting and interacting other serious gamers was the most significant aspect of the tournament experience. In addition, the results revealed a number of fundamental challenges for video game tournament competitors that are similar to those confronted by athletes in most traditional sports (e.g., pre-event anxiety, distractions, and the need for competitors to maintain focus and composure under pressure)

    Human experience in the natural and built environment : implications for research policy and practice

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    22nd IAPS conference. Edited book of abstracts. 427 pp. University of Strathclyde, Sheffield and West of Scotland Publication. ISBN: 978-0-94-764988-3

    Innovative teaching units and activity trackers for the promotion of healthy physical activity habits in physical education

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    The innovative teaching units effectively improve some factors influencing the acquisition of studentsโ€™ healthy physical activity and sedentary behavior habits, overcoming some limitations related to planning in Physical Education. However, other strategies such as proposed longer programs, complementing them with other extracurricular physical activity plans for leisure time, structured programs for recess, or including consumer-wearable activity trackers for providing students real-time feedback seem necessary to improve studentsโ€™ objective habitual physical activity and reduce sedentary behavior levels. This knowledge could help Physical Education teachers to design effective and feasible intervention programs to increase studentsโ€™ daily physical activity levels and reduce sedentary behavior from the Physical Education setting.Las unidades didรกcticas innovadoras son eficaces para mejorar algunos factores que influyen en la adquisiciรณn de hรกbitos saludables de actividad fรญsica y conducta sedentaria de los escolares, superando algunas limitaciones relacionadas con la planificaciรณn en Educaciรณn Fรญsica. Sin embargo, parece necesario adoptar otras estrategias, tales como llevar a cabo programas mรกs largos, complementarlos con otros planes de actividad fรญsica extraescolar para el tiempo libre, programas estructurados para el recreo escolar, o la inclusiรณn de monitores portรกtiles de fitness que proporcionen a los estudiantes informaciรณn en tiempo real para incrementar los niveles habituales de actividad fรญsica y reducir los niveles de conducta sedentaria de los escolares medidos objetivamente. Este conocimiento podrรญa ayudar a los profesores de Educaciรณn Fรญsica a diseรฑar programas de intervenciรณn eficaces y viables para incrementar los niveles de actividad fรญsica diarios y reducir la conducta sedentaria de los escolares desde el contexto de la Educaciรณn Fรญsica.Tesis Univ. Granada.Ministerio de Universidades, Gobierno de Espaรฑa FPU16/03314Ministerio de Ciencia e Innovaciรณn PID2019-110179GB-I00Uniรณn Europea y Junta de Andalucรญa B-SEJ-029-UGR18Vicerrectorado de Investigaciรณn y Transferencia de la Universidad de Granada. Plan Propio de Investigaciรณn 2019 Programa de Proyectos de Investigaciรณn Precompetitivos para Jรณvenes Investigadore

    An exploration of a traceur's experience of lack of progression in parkour: a grounded theory study

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    Parkour is an exciting, complex and at times risky art form in the sporting world. Officially incorporated as a sport in the UK in 2017 (Parkour UK, 2019) but born in France almost 30 years ago (Belle, 2009). Parkour consists of practitioners finding a route through predominantly urban terrain, mastering various physical and psychological skills to overcome obstacles in the most efficient, effective way possible (Belle, 2009). Although initially proposed as a noncompetitive discipline, it is now headed for the Olympics in 2022 (Gillen, 2020). Possibly due to the relative novelty of parkour and the buzz surrounding it, little to no research to date has reviewed the deterrents, hurdles and various physical, mental, emotional and social stressors that practitioners may experience during parkour training, that is in direct relationship with the disciplineโ€™s practice and delivery hurdles. The main aim of this study was to explore accounts of parkour practitioners who no longer engage in the sport, to gain deeper insight into their experience of parkour training and the processes leading up to their stopping. The subsequent aim was to co-construct an explanatory grounded theory (GT) of the process. The study adopted a social constructivist GT methodology (Charmaz, 2010), initially using purposeful sampling, and recruiting four parkour practitioners. Refining the developing theory further, theoretical sampling was adopted, recruiting four further parkour practitioners and one gymnast for theoretical sampling. Overall, nine participants informed the co-constructed final GT model. The psychosocioemotional process co-constructed from the data indicated that participants experienced several forms of losses that were paradoxical. The losses could be attributed to an experience opposite to that anticipated, which in turn, over time, cost them a lack of progression (LoP) as opposed to meeting their needs. This led to such a significant struggle, it forced them to cope in various ways, eventually resulting in a behavioural outcome of stopping training or contemplative re-entry. Participants, therefore, appeared to suffer a complex process of โ€˜paradoxically losing while journeying through parkourโ€™, influenced by the factors that had initially influenced them to enter parkour. The intrapsychic conflict of โ€˜anticipated gainingโ€™ through parkour practice versus โ€˜risk of losingโ€™ appeared to lead to a rupture in their sense of self. The findings from this study provide very important insights into parkour practitioners experiences of LoP, the re-traumatisation that seems to occur, the rupture participants often experienced in their sense of self, and the important recommendations that participants and researcher believed could help reduce such outcomes in the future. A longitudinal, traumabased, person-centred model of LoP such as the one proposed in this thesis could help inform practitioners, coaches and counselling or other psychological professionals who are involved primarily in parkour, and beyond. This studyโ€™s conceptualisation of a parkour specific model, informed by pluralistic counselling psychology is particularly important as the sport moves towards elite competition. Additionally, it adds to existing sports stress and burnout management literature. The translational implication of this LoP model could lead to more systemic changes in sports culture as well as increased congruence within parkour multidisciplinary team structures. The LoP model potentially enhances intervention delivery within and outside of competition resulting in more holistic coaching practices, increasing practitioner training satisfaction and overall partitioner well-being. Full implications for practice, training and the counselling/psychological profession will be discussed further, in addition to the studyโ€™s limitations and recommendations for further research

    Parkour and the city: the role of human mobility in place-making

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    The intention of this thesis is to frame the emerging discipline of parkour into the context of architectural research. The thesis takes into consideration a range of research methods including interviews, literature and film reviews, and filmmaking exercises. The subject of the documentary films produced for this study, are a series of tours of the city of Liverpool that are carried out by practitioners of parkour, so-called traceurs, and university architecture students. By using these tours of Liverpool as case studies, the research project provides a novel approach to understanding the multi-sensory qualities of urban spaces, and builds upon practices found within the emerging field of sensory-ethnography. These tours are used as a means to gather qualitative data that extends beyond verbal responses, as physical interactions between individuals and their surroundings are documented and analysed. The use of filmmaking techniques within this piece of research allows for it to build upon pre-existing practices found within the culture associated with parkour. By examining video filmmaking as a tool for documenting the relationship between traceurs and city spaces, this research study makes reference to the growth of the parkour movement via Internet based social networks and the proliferation of digital videos. The thesis concludes with a novel approach for understanding traceurs as an architectural figure, akin to the concept of the flรขneur, which has significance for the interrogating multiple layers of meaning within contemporary urban space. The study also provides support for critically examining the development of subject knowledge and epistemological knowledge in relation to architecture and the body
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