14,499 research outputs found

    Digital imaging techniques for recording and analysing prehistoric rock art panels in Galicia (NW Iberia)

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    Several works have highlighted the relevance of 3D modelling techniques for the study of rock art, especially in case of deteriorated state of preservation. This paper presents a methodological approach to accurate document two Bronze Age rock art panels in Galicia (Spain), using photogrammetry SfM. The main aim is to show the application of digital enhancement techniques which have allowed the accurate depiction of the motifs and the correction of previous calques, focusing on the application of the exaggerated shading as a novel analytical method

    Utilizing gravity in movement-based games and play

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    This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements. Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements

    Utilizing gravity in movement-based games and play

    Get PDF
    This paper seeks to expand the understanding of gravity as a powerful but underexplored design resource for movement-based games and play. We examine how gravity has been utilized and manipulated in digital, physical, and mixed reality games and sports, considering five central and gravity-related facets of user experience: realism, affect, challenge, movement diversity, and sociality. For each facet, we suggest new directions for expanding the field of movement-based games and play, for example through novel combinations of physical and digital elements. Our primary contribution is a structured articulation of a novel point of view for designing games and interactions for the moving body. Additionally, we point out new research directions, and our conceptual framework can be used as a design tool. We demonstrate this in 1) creating and evaluating a novel gravity-based game mechanic, and 2) analyzing an existing movement-based game and suggesting future improvements

    Depression and sickness behavior are Janus-faced responses to shared inflammatory pathways

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    It is of considerable translational importance whether depression is a form or a consequence of sickness behavior. Sickness behavior is a behavioral complex induced by infections and immune trauma and mediated by pro-inflammatory cytokines. It is an adaptive response that enhances recovery by conserving energy to combat acute inflammation. There are considerable phenomenological similarities between sickness behavior and depression, for example, behavioral inhibition, anorexia and weight loss, and melancholic (anhedonia), physio-somatic (fatigue, hyperalgesia, malaise), anxiety and neurocognitive symptoms. In clinical depression, however, a transition occurs to sensitization of immuno-inflammatory pathways, progressive damage by oxidative and nitrosative stress to lipids, proteins, and DNA, and autoimmune responses directed against self-epitopes. The latter mechanisms are the substrate of a neuroprogressive process, whereby multiple depressive episodes cause neural tissue damage and consequent functional and cognitive sequelae. Thus, shared immuno-inflammatory pathways underpin the physiology of sickness behavior and the pathophysiology of clinical depression explaining their partially overlapping phenomenology. Inflammation may provoke a Janus-faced response with a good, acute side, generating protective inflammation through sickness behavior and a bad, chronic side, for example, clinical depression, a lifelong disorder with positive feedback loops between (neuro)inflammation and (neuro)degenerative processes following less well defined triggers

    Seeing more than human: Autism and anthropomorphic theory of mind

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    Theory of mind (ToM) is defined as the process of taking another’s perspective. Anthropomorphism can be seen as the extension of ToM to non-human entities. This review examines the literature concerning ToM and anthropomorphism in relation to individuals with Autism Spectrum Disorder (ASD), specifically addressing the questions of how and why those on the spectrum both show an increased interest for anthropomorphism and may even show improved ToM abilities when judging the mental states of anthropomorphic characters. This review highlights that while individuals with ASD traditionally show deficits on a wide range of ToM tests, such as recognizing facial emotions, such ToM deficits may be ameliorated if the stimuli presented is cartoon or animal-like rather than human form. Individuals with ASD show a greater interest in anthropomorphic characters and process the features of these characters using methods typically reserved for human stimuli. Personal accounts of individuals with ASD also suggest they may identify more closely with animals than other humans. It is shown how the social motivations hypothesized to underlie the anthropomorphizing of non-human targets may lead those on the spectrum to seek social connections and therefore gain ToM experience and expertise amongst unlikely sources
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