179,000 research outputs found

    Fidelity metrics for virtual environment simulations based on spatial memory awareness states

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    This paper describes a methodology based on human judgments of memory awareness states for assessing the simulation fidelity of a virtual environment (VE) in relation to its real scene counterpart. To demonstrate the distinction between task performance-based approaches and additional human evaluation of cognitive awareness states, a photorealistic VE was created. Resulting scenes displayed on a headmounted display (HMD) with or without head tracking and desktop monitor were then compared to the real-world task situation they represented, investigating spatial memory after exposure. Participants described how they completed their spatial recollections by selecting one of four choices of awareness states after retrieval in an initial test and a retention test a week after exposure to the environment. These reflected the level of visual mental imagery involved during retrieval, the familiarity of the recollection and also included guesses, even if informed. Experimental results revealed variations in the distribution of participants’ awareness states across conditions while, in certain cases, task performance failed to reveal any. Experimental conditions that incorporated head tracking were not associated with visually induced recollections. Generally, simulation of task performance does not necessarily lead to simulation of the awareness states involved when completing a memory task. The general premise of this research focuses on how tasks are achieved, rather than only on what is achieved. The extent to which judgments of human memory recall, memory awareness states, and presence in the physical and VE are similar provides a fidelity metric of the simulation in question

    An outdoor spatially-aware audio playback platform exemplified by a virtual zoo

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    Outlined in this short paper is a framework for the construction of outdoor location-and direction-aware audio applications along with an example application to showcase the strengths of the framework and to demonstrate how it works. Although there has been previous work in this area which has concentrated on the spatial presentation of sound through wireless headphones, typically such sounds are presented as though originating from specific, defined spatial locations within a 3D environment. Allowing a user to move freely within this space and adjusting the sound dynamically as we do here, further enhances the perceived reality of the virtual environment. Techniques to realise this are implemented by the real-time adjustment of the presented 2 channels of audio to the headphones, using readings of the user's head orientation and location which in turn are made possible by sensors mounted upon the headphones. Aside from proof of concept indoor applications, more user-responsive applications of spatial audio delivery have not been prototyped or explored. In this paper we present an audio-spatial presentation platform along with a primary demonstration application for an outdoor environment which we call a {\em virtual audio zoo}. This application explores our techniques to further improve the realism of the audio-spatial environments we can create, and to assess what types of future application are possible

    Automatic active acoustic target detection in turbulent aquatic environments

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    This work is funded by the Environment and Food Security theme Ph.D. studentship from the University of Aberdeen, the Natural Environment Research Council (NERC) and Department for Environment, Food, and Rural Affairs (Defra grant NE/J004308/1), and the Marine Collaboration Research Forum (MarCRF). We would like to gratefully acknowledge the support from colleagues at Marine Scotland Science.Peer reviewedPublisher PD

    How effective is the Forestry Commission Scotland's woodland improvement programme--'Woods In and Around Towns' (WIAT)--at improving psychological well-being in deprived urban communities? A quasi-experimental study

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    Introduction: There is a growing body of evidence that suggests that green spaces may positively influence psychological well-being. This project is designed to take advantage of a natural experiment where planned physical and social interventions to enhance access to natural environments in deprived communities provide an opportunity to prospectively assess impacts on perceived stress and mental well-being.<p></p> Study design and methods: A controlled, prospective study comprising a repeat cross-sectional survey of residents living within 1.5 km of intervention and comparison sites. Three waves of data will be collected: prephysical environment intervention (2013); postphysical environment intervention (2014) and postwoodland promotion social intervention (2015). The primary outcome will be a measure of perceived stress (Perceived Stress Scale) preintervention and postintervention. Secondary, self-report outcomes include: mental well-being (Short Warwick-Edinburgh Mental Well-being Scale), changes in physical activity (IPAQ-short form), health (EuroQoL EQ-5D), perception and use of the woodlands, connectedness to nature (Inclusion of Nature in Self Scale), social cohesion and social capital. An environmental audit will complement the study by evaluating the physical changes in the environment over time and recording any other contextual changes over time. A process evaluation will assess the implementation of the programme. A health economics analysis will assess the cost consequences of each stage of the intervention in relation to the primary and secondary outcomes of the study.<p></p> Ethics and dissemination: Ethical approval has been given by the University of Edinburgh, Edinburgh College of Art Research, Ethics and Knowledge Exchange Committee (ref. 19/06/2012). Findings will be disseminated through peer-reviewed publications, national and international conferences and, at the final stage of the project, through a workshop for those interested in implementing environmental interventions.<p></p&gt

    A multi-scale method to assess pesticide contamination risks in agricultural watersheds

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    The protection of water is now a major priority for environmental managers, especially around drinkingpumping stations. In view of the new challenges facing water agencies, we developed a method designedto support their public policy decision-making, at a variety of different spatial scales. In this paper, wepresent this new spatial method, using remote sensing and a GIS, designed to determine the contami-nation risk due to agricultural inputs, such as pesticides. The originality of this method lies in the useof a very detailed spatial object, the RSO (Reference Spatial Object), which can be aggregated to manyworking and managing scales. This has been achieved thanks to the pixel size of the remote sensing, witha grid resolution of 30 m × 30 m in our application.The method – called PHYTOPIXAL – is based on a combination of indicators relating to the environmen-tal vulnerability of the surface water environment (slope, soil type and distance to the stream) and theagricultural pressure (land use and practices of the farmers). The combination of these indicators for eachpixel provides the contamination risk. The scoring of variables was implemented according knowledgein literature and of experts.This method is used to target specific agricultural input transfer risks. The risk values are first calculatedfor each pixel. After this initial calculation, the data are then aggregated for decision makers, accordingto the most suitable levels of organisation. These data are based on an average value for the watershedareas.In this paper we detail an application of the method to an area in the hills of Southwest France. Weshow the pesticide contamination risk by in areas with different sized watersheds, ranging from 2 km2to 7000 km2, in which stream water is collected for consumption by humans and animals. The resultswere recently used by the regional water agency to determine the protection zoning for a large pumpingstation. Measures were then proposed to farmers with a view to improving their practices.The method can be extrapolated to different other areas to preserve or restore the surface water

    Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE

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    This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation
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