124,289 research outputs found
The responses of people to virtual humans in an immersive virtual environment
This paper presents an experiment investigating the impact of behavior and responsiveness
on social responses to virtual humans in an immersive virtual environment
(IVE). A number of responses are investigated, including presence, copresence, and
two physiological responses—heart rate and electrodermal activity (EDA). Our
findings suggest that increasing agents’ responsiveness even on a simple level can
have a significant impact on certain aspects of people’s social responses to humanoid
agents.
Despite being aware that the agents were computer-generated, participants with
higher levels of social anxiety were significantly more likely to avoid “disturbing”
them. This suggests that on some level people can respond to virtual humans as
social actors even in the absence of complex interaction.
Responses appear to be shaped both by the agents’ behaviors and by people’s expectations
of the technology. Participants experienced a significantly higher sense of
personal contact when the agents were visually responsive to them, as opposed to
static or simply moving. However, this effect diminished with experienced computer
users. Our preliminary analysis of objective heart-rate data reveals an identical pattern
of responses
Blackboard Rules for Coordinating Context-aware Applications in Mobile Ad Hoc Networks
Thanks to improvements in wireless communication technologies and increasing
computing power in hand-held devices, mobile ad hoc networks are becoming an
ever-more present reality. Coordination languages are expected to become
important means in supporting this type of interaction. To this extent we argue
the interest of the Bach coordination language as a middleware that can handle
and react to context changes as well as cope with unpredictable physical
interruptions that occur in opportunistic network connections. More concretely,
our proposal is based on blackboard rules that model declaratively the actions
to be taken once the blackboard content reaches a predefined state, but also
that manage the engagement and disengagement of hosts and transient sharing of
blackboards. The idea of reactiveness has already been introduced in previous
work, but as will be appreciated by the reader, this article presents a new
perspective, more focused on a declarative setting.Comment: In Proceedings FOCLASA 2012, arXiv:1208.432
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Making sense of assets: Community asset mapping and related approaches for cultivating capacities
This working paper critically reviews some main aspects from asset based approaches highlights key strengths and weaknesses for future research/development. Drawing on a large body of reports and relevant literature we draw on different theoretical traditions and critiques, as well as practices and processes embedded within a broad range of approaches including, widely acknowledged frameworks such Asset Based Community Development (ABCD), Appreciative Inquiry (AI), Sustainable Livelihood Approaches (SLA) and Community Capitals Framework (CCF). Although these are presented as distinct approaches, there is a sense of evolution through them and many of them overlap (in terms of both theories and methodologies). We also include emerging frameworks, including geographical, socio-spatial, visual and creative approaches, stemming from a number of projects within AHRC’s Connected Communities programme and additional collaborations
Supporting arts and enterprise skills in communities through creative engagement with the local area
The project proposes a framework and methodology of artistic and creative social intervention that empowers and supports engagement with communities of young people affected by change in their local environment.
This is a UK Arts and Humanities Research Council funded Knowledge Transfer Fellowship aimed at building new and innovative models of creative community engagement and collaboration. The project supports active citizenship among young people by facilitating social capacity building through enterprise structures and transferring the creative lead in socially responsive arts projects to those in need of empowerment. The initial action research project is utilising an arts and enterprise participation model to create self-branded commodities that will give a role to young people within a wider, community driven, gun crime reduction and social cohesion programme. The model seeks to sustain the commitment of those participating by focussing on metrics and benchmarks that young people in the project can own and influence. The blend of creative agendas and enterprise goals provides a breadth of purpose and opportunity, linking outputs to specific environmental and social impacts. The project evidences the role and function of arts media in multi-strand learning and participation projects. As educational policy and practice (14+ age range) in the UK moves more towards action based learning for transferable life skills, the project provides a methodology emphatic of team and collaborative process, individual responsibility and creativity. The process develops ownership and shared responsibility in relation to community initiatives; fostering fresh creativity and a diversity of approach in the exploration of social, physical and racial issues arising from economic disadvantage. The knowledge transfer process is targeting a toolkit relating to multi-agency project working, creative research and action learning, empowerment and applied social arts practices
Dynamic mapping strategies for interactive art installations: an embodied combined HCI HRI HHI approach
This paper proposes a theoretical framework for dealing with the paradigm of interactivity in new media art, and how the broad use of the term in different research fields can lead to some misunderstandings. The paper addresses a conceptual view on how we can implement interaction in new media art from an embodied approach that unites views from HCI, HRI and HHI. The focus is on an intuitive mapping of a multitude of sensor data and to extend upon this using the paradigm of (1) finite state machines (FSM) to address dynamic mapping strategies, (2) mediality to address aisthesis and (3) embodiment to address valid mapping strategies originated from natural body movements. The theory put forward is illustrated by a case study
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