11 research outputs found
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Moment-to-moment mood change modelling in mobile mental health network
Human interests and behaviour change over time and often affected by multiple factors. In particular, human emotions, mood and its constituent processes change and interact over time. Therefore, modelling human behaviour should take into account the changes over time for customization and adaptation of systems to the users’ specific needs. Understanding and assessing the temporal dynamics of mood are critical for modelling human behaviour for both individuals and group of people who share similar habits, life style and personal circumstances. Thus, in order to construct a personalized recommendation for a given user, it is first necessary to have some knowledge about previous user interests and behaviours. However, the challenge of obtaining large-scale data on human emotions has left the most fundamental questions on emotions less explored: How do emotions vary across individuals, evolve over time, and are connected to social ties? We address these questions using a large-scale dataset of users that contains both their users’ interactions with momentary emotions and topical labels. Using this dataset, we identify patterns of human emotions on different levels, starting from the network level, group-level (cluster) and moving towards the user level. At the user-level, we identify how human emotions are distributed and vary over time. In particular, we model changes in mood using multi-level multimodal features including users’ sentimental status, engagement and linguistic queries. We also utilise language models to model and understand patterns of mood change. We model the changes of users’ mental states based on replies and responses to posts over time and predict future states. We find that the future mental states can be predicted with reasonable accuracy given users’ historical posts, current participation features. Our findings form a step forward towards better understand the interplay between user behaviour and mood change exhibited while interacting on mental health network and providing some interpretable summaries that can be used in the future by health experts and individuals and work on possible medical interventions together with clinical experts
HyperBody: An Experimental VR Game Exploring the Cosmotechnics of Game Fandom through a Posthumanist Lens
Interdependencies among ACGN (Anime, Comics, Games, and Novels) communities in China, Hong Kong, and Taiwan are growing. However, game studies and fan studies remain distinct disciplines. This cross-disciplinary thesis bridges this gap by investigating "game-fandom" practices in VR production, defined as the fusion of game and fan studies within the ACGN context.
Drawing from Yuk Hui's "cosmotechnics" and Karen Barad's posthumanist perspective, this research reconsiders the relationship between cosmology, morality, and technology (Hui 2017). It employs "intra-action" to emphasise the indivisible, dynamic relations among specified objects (Barad 2007). Cultural practices in C-pop idol groups, Chinese BL (Boys' Love) novels, science fiction, and modding communities are analysed, illuminating the ACGN fandom's cultural, technological, and affective dimensions. This work features the creation, description, and evaluation of an experimental VR game, "HyperBody", which integrates the written thesis by reflecting game-fandom's cosmotechnics and intra-actions.
The thesis offers two significant contributions: "queer tuning", a theory illuminating new cultural, technological, and affective turns within fandom and computational art, and a "diffractive" approach, forming a methodological framework for posthuman performative contexts. This diffractive framework enables practical contributions such as creating and describing experimental VR productions using the sound engine. It also highlights a thorough evaluation approach reconciling quantitative and qualitative methods in VR production analysis, investigating affective experiences, and exploring how users engage creatively with queer VR gamespaces. These contributions foster interdisciplinary collaboration among VR, game design, architecture, and fandom studies, underscoring the inextricable link among ethics, ontology, and epistemology, culminating in a proposed ethico-onto-epistem-ological framework
Media, place and tourism:Worlds of Imagination
Accessible and interdisciplinary in nature, this volume highlights the connections between media, tourism and place, bringing together the diverse perspectives, approaches and actors involved in critical issues relating to media tourism worldwide.This book explores new avenues, adopting a global and transnational perspec-tive and placing emphasis on the exploration, analysis and comparison of cases from around the world. Encompassing chapters from a plethora of experts, the volume discusses processes and relationships of power involved in the develop-ment and experience of media tourism. This book seeks to broaden the horizons of both the reader and existing academic research into media tourism by including research into, among other topics, Bollywood and Nollywood films, Brazilian telenovelas and South Korean K-pop culture. Illustrated with tables and figures throughout, the volume presents insights from a variety of strands of cutting-edge and empirically rich research, which are collated, compared and contrasted to dem-onstrate the connections between media, tourism and place around the world.International in scope, this book is an ideal companion for academics and scholars within a wide array of disciplines, such as media studies, tourism studies, fan studies, cultural geography and sociology, as well as those with an interest in media tourism more specifically