577 research outputs found

    SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING

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    This dissertation investigates the development and use of self-images in augmented reality systems for learning and learning-based activities. This work focuses on self- modeling, a particular form of learning, actively employed in various settings for therapy or teaching. In particular, this work aims to develop novel multimedia systems to support the display and rendering of augmented self-images. It aims to use interactivity (via games) as a means of obtaining imagery for use in creating augmented self-images. Two multimedia systems are developed, discussed and analyzed. The proposed systems are validated in terms of their technical innovation and their clinical efficacy in delivering behavioral interventions for young children on the autism spectrum

    Embodiment and the Digital Continuum: Post-Cinematic Diffractions in Ex Machina, Her, and Under The Skin

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    This thesis explores ties between three recent films: Her (2013), Under the Skin (2013), and Ex Machina (2015). I will argue that each of these films incorporates a distinct post-cinematic aesthetic – 1) digitally rendered eco-cinema, 2) hyper-informatic cinema, and 3) transmedia – while narratively working through how bodies are becoming entangled with and porous to their increasingly affective and convergent media. Each of these films show human bodies in-becoming-with technology, both in terms of narrative (or diegesis), and the non-diegetic processes of computer-generated imagery, sonic manipulation and audiovisual or rhythmic intensification that manipulate and digitize bodies as captured by the camera. Each film thus reflexively expresses through post-cinematic affect the spatiotemporal and corporeal discontents associated with the digital shift or the “audiovisual turn” (Vernallis 2013) when humans and technology are in a moment of coevolution: bodies, space, and technology fold into each other and become equalized phenomena, tied by an increasingly reciprocal bio-digital flow

    Contributions to virtual reality

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    153 p.The thesis contributes in three Virtual Reality areas: ¿ Visual perception: a calibration algorithm is proposed to estimate stereo projection parameters in head-mounted displays, so that correct shapes and distances can be perceived, and calibration and control procedures are proposed to obtain desired accommodation stimuli at different virtual distances.¿ Immersive scenarios: the thesis analyzes several use cases demanding varying degrees of immersion and special, innovative visualization solutions are proposed to fulfil their requirements. Contributions focus on machinery simulators, weather radar volumetric visualization and manual arc welding simulation.¿ Ubiquitous visualization: contributions are presented to scenarios where users access interactive 3D applications remotely. The thesis follows the evolution of Web3D standards and technologies to propose original visualization solutions for volume rendering of weather radar data, e-learning on energy efficiency, virtual e-commerce and visual product configurators

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    Film policy and the emergence of the cross-cultural: exploring crossover cinema in Flanders (Belgium)

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    With several films taking on a cross-cultural character, a certain ‘crossover trend’ may be observed within the recent upswing of Flemish cinema (a subdivision of Belgian cinema). This trend is characterized by two major strands: first, migrant and diasporic filmmakers finally seem to be emerging, and second, several filmmakers tend to cross the globe to make their films, hereby minimizing links with Flemish indigenous culture. While paying special attention to the crucial role of film policy in this context, this contribution further investigates the crossover trend by focusing on Turquaze (2010, Kadir Balci) and Altiplano (2009, Peter Brosens & Jessica Woodworth)

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    The Future of Humanoid Robots

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    This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book

    IDENTITIES OF DISPLACEMENT: WOMEN, HOME, AND TRANSNATIONAL VISUAL CULTURE

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    This dissertation explores how gender and globalization interweave in visual culture from a transnational feminist perspective, aiming to challenge the neoliberal, gendered discourses of globalization and to offer an alternative framework for remapping the relationship between women and globalization. Employing the concepts of home and displacement, it examines the visual cultural practices of marginalized communities of women, which are negotiated in a global-national-local nexus. It discusses the specific visuality of Third World/South femininities in the First World/North media, the displaced Korean women's visual cultural works, and the video-making workshops for the women migrants in Korea. As a transnational feminist visual culture study, it provides both a critique of how women's experiences are represented in transnational visual culture, and an understanding of the ways in which transnational visual culture enables women to identify their location and agency in the complex encounter between locality and globality

    PUBLIC SECTOR COMMUNICATION FACING THE CHALLENGES OF OPEN GOVERNMENT

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