49,951 research outputs found

    Meditation Experiences, Self, and Boundaries of Consciousness

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    Our experiences with the external world are possible mainly through vision, hearing, taste, touch, and smell providing us a sense of reality. How the brain is able to seamlessly integrate stimuli from our external and internal world into our sense of reality has yet to be adequately explained in the literature. We have previously proposed a three-dimensional unified model of consciousness that partly explains the dynamic mechanism. Here we further expand our model and include illustrations to provide a better conception of the ill-defined space within the self, providing insight into a unified mind-body concept. In this article, we propose that our senses “super-impose” on an existing dynamic space within us after a slight, imperceptible delay. The existing space includes the entire intrapersonal space and can also be called the “the body’s internal 3D default space”. We provide examples from meditation experiences to help explain how the sense of ‘self’ can be experienced through meditation practice associated with underlying physiological processes that take place through cardio-respiratory synchronization and coherence that is developed among areas of the brain. Meditation practice can help keep the body in a parasympathetic dominant state during meditation, allowing an experience of inner ‘self’. Understanding this physical and functional space could help unlock the mysteries of the function of memory and cognition, allowing clinicians to better recognize and treat disorders of the mind by recommending proven techniques to reduce stress as an adjunct to medication treatment

    A mechatronic approach to supernormal auditory localisation

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    Remote audio perception is a fundamental requirement for telepresence and teleoperation in applications that range from work in hostile environments to security and entertainment. The following paper presents the use of a mechatronic system to test the efficacy of audio for telepresence. It describes work to determine whether the use of supernormal inter-aural distance is a valid means of approaching an enhanced method of hearing for telepresence. The particular audio variable investigated is the azimuth angle of error and the construction of a dedicated mechatronic test rig is reported and the results obtained. The paper concludes by observing that the combination of the mechatronic system and supernormal audition does enhance the ability to localise sound sources and that further work in this area is justified

    Aerospace Medicine and Biology: A continuing supplement 180, May 1978

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    This special bibliography lists 201 reports, articles, and other documents introduced into the NASA scientific and technical information system in April 1978

    Bio-inspired broad-class phonetic labelling

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    Recent studies have shown that the correct labeling of phonetic classes may help current Automatic Speech Recognition (ASR) when combined with classical parsing automata based on Hidden Markov Models (HMM).Through the present paper a method for Phonetic Class Labeling (PCL) based on bio-inspired speech processing is described. The methodology is based in the automatic detection of formants and formant trajectories after a careful separation of the vocal and glottal components of speech and in the operation of CF (Characteristic Frequency) neurons in the cochlear nucleus and cortical complex of the human auditory apparatus. Examples of phonetic class labeling are given and the applicability of the method to Speech Processing is discussed

    Use of DNA-based genetic markers in plant breeding

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    Genetic markers have been used since the beginnings of plant breeding, but the concept of linkage and recently the availability of molecular markers have offered new and powerful tools that can help to perform the traditional tasks of selection or that can change the traditional breeding process. Markers can either be used in a descriptive manner to identify varieties, to study the ‘micro-evolution’ of composite crosses or variety mixtures or to analyse the breeding progress retrospectively in order to learn from the past. The operative use of markers in plant breeding is connected to the selection of parental lines and progeny lines. The possible implementation of these processes stretches from the introgression of specific chromosome fragments to ‘marker-based idiotype breeding’

    A Model-Driven Architecture based Evolution Method and Its Application in An Electronic Learning System

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    Software products have been racing against aging problem for most of their lifecycles, and evolution is the most effective and efficient solution to this problem. Model-Driven Architecture (MDA) is a new technique for software product for evolving development and reengineering methods. The main steps for MDA are to establish models in different levels and phases, therefore to solve the challenges of requirement and technology change. However, there is only a standard established by Object Management Group (OMG) but without a formal method and approach. Presently, MDA is widely researched in both industrial and research areas, however, there is still without a smooth approach to realise it especially in electronic learning (e-learning) system due to the following reasons: (1) models’ transformations are hard to realise because of lack of tools, (2) most of existing mature research results are working for business and government services but not education area, and (3) most of existing model-driven researches are based on Model-Driven Development (MDD) but not MDA because of OMG standard’s preciseness. Hence, it is worth to investigate an MDA-based method and approach to improve the existing software development approach for e-learning system. Due to the features of MDA actuality, a MDA-based evolution method and approach is proposed in this thesis. The fundamental theories of this research are OMG’s MDA standard and education pedagogical knowledge. Unified Modelling Language (UML) and Unified Modelling Language Profile are hired to represent the information of software system from different aspects. This study can be divided into three main parts: MDA-based evolution method and approach research, Platform-Independent Model (PIM) to Platform-Specific Model (PSM) transformation development, and MDA-based electronic learning system evolution. Top-down approach is explored to develop models for e-learning system. A transformation approach is developed to generate Computation Independent Model (CIM), Platform-Independent Model (PIM), and Platform-Specific Model (PSM); while a set of transformation rules are defined following MDA standard to support PSM’ s generation. In addition, proposed method is applied in an e-learning system as a case study with the prototype rules support. In the end, conclusions are drawn based on analysis and further research directions are discussed as well. The kernel contributions are the proposed transformation rules and its application in electronic learning system

    Understanding user experience of mobile video: Framework, measurement, and optimization

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    Since users have become the focus of product/service design in last decade, the term User eXperience (UX) has been frequently used in the field of Human-Computer-Interaction (HCI). Research on UX facilitates a better understanding of the various aspects of the user’s interaction with the product or service. Mobile video, as a new and promising service and research field, has attracted great attention. Due to the significance of UX in the success of mobile video (Jordan, 2002), many researchers have centered on this area, examining users’ expectations, motivations, requirements, and usage context. As a result, many influencing factors have been explored (Buchinger, Kriglstein, Brandt & Hlavacs, 2011; Buchinger, Kriglstein & Hlavacs, 2009). However, a general framework for specific mobile video service is lacking for structuring such a great number of factors. To measure user experience of multimedia services such as mobile video, quality of experience (QoE) has recently become a prominent concept. In contrast to the traditionally used concept quality of service (QoS), QoE not only involves objectively measuring the delivered service but also takes into account user’s needs and desires when using the service, emphasizing the user’s overall acceptability on the service. Many QoE metrics are able to estimate the user perceived quality or acceptability of mobile video, but may be not enough accurate for the overall UX prediction due to the complexity of UX. Only a few frameworks of QoE have addressed more aspects of UX for mobile multimedia applications but need be transformed into practical measures. The challenge of optimizing UX remains adaptations to the resource constrains (e.g., network conditions, mobile device capabilities, and heterogeneous usage contexts) as well as meeting complicated user requirements (e.g., usage purposes and personal preferences). In this chapter, we investigate the existing important UX frameworks, compare their similarities and discuss some important features that fit in the mobile video service. Based on the previous research, we propose a simple UX framework for mobile video application by mapping a variety of influencing factors of UX upon a typical mobile video delivery system. Each component and its factors are explored with comprehensive literature reviews. The proposed framework may benefit in user-centred design of mobile video through taking a complete consideration of UX influences and in improvement of mobile videoservice quality by adjusting the values of certain factors to produce a positive user experience. It may also facilitate relative research in the way of locating important issues to study, clarifying research scopes, and setting up proper study procedures. We then review a great deal of research on UX measurement, including QoE metrics and QoE frameworks of mobile multimedia. Finally, we discuss how to achieve an optimal quality of user experience by focusing on the issues of various aspects of UX of mobile video. In the conclusion, we suggest some open issues for future study
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