830 research outputs found
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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Audio masking effect on inter-component skews in olfaction-enhanced multimedia presentations
Media-rich content plays a vital role in consumer applications today, as these applications try to find new and interesting ways to engage their users. Video, audio, and the more traditional forms of media content continue to dominate with respect to the use of media content to enhance the user experience. Tactile interactivity has also now become widely popular in modern computing applications, while our olfactory and gustatory senses continue to have a limited role. However, in recent times, there have been significant advancements regarding the use of olfactory media content (i.e., smell), and there are a variety of devices now available to enable its computer-controlled emission. This paper explores the impact of the audio stream on user perception of olfactory-enhanced video content in the presence of skews between the olfactory and video media. This research uses the results from two experimental studies of user-perceived quality of olfactory-enhanced multimedia, where audio was present and absent, respectively. Specifically, the paper shows that the user Quality of Experience (QoE) is generally higher in the absence of audio for nearly perfect synchronized olfactory-enhanced multimedia presentations (i.e., an olfactory media skew of between {â10,+10s}); however, for greater olfactory media skews (ranging between {â30s;â10s} and {+10s, +30s}) user QoE is higher when the audio stream is present. It can be concluded that the presence of the audio has the ability to mask larger synchronization skews between the other media components in olfaction-enhanced multimedia presentations
Exploring Novel Technologies to Enhance Food Safety Training and Research Opportunities
In food safety research, be it focused on consumers in the domestic setting, or food handlers in the industry; technology capabilities have enhanced in recent years that have improved the rigour of research findings, reduce research biases, simplified data collection methods or enhanced the delivery of food safety education and training. For example, utilisation of online surveys can save time compared to paper-based surveys where the task of data entry is eliminated and approach to data analysis is simplified(43).The cost, availability and portability of surveillance equipment has enabled an increase in covert observational research of consumer food safety practices in domestic environments (33, 34, 81) or of food handlers in industry based settings (19, 35, 36).The 21st century has become the era of new technologies which afford many new opportunities to interact with target audiences. These evolving technologies are changing the way in which screens are used and could be the next big thing that the food industry and researchers can take advantage of; creating new and stimulating experiences that benefit areas such as food safety behaviour, cognition and training. Given advancements in technology, a food safety researcher and a user centred design researcher, have joined forces to explore novel technologies that can be utilised to enhance food safety training and research opportunities. The aim of this general interest article is to explore alternative technologies such as biometric and realities technologies that can be utilised by food safety researchers to enhance understanding of food safety practices, increase industry insight on food safety behaviours and present opportunities to optimise food safety education prospects.Additionally, this article gives an overview of several physiological and psychological technologies which are utilized alongside simulated environments, within applied user testing, product development and behavioural analysis research
Interactive Cultural Experiences using Virtual Identities
People create meaning through narratives or stories. Every culture has stories that are passed along from generation to generation. Culture influences our perspectives, values and behaviour.
The story metaphor has been used in Multimedia and Virtual Environments to create interactive stories. Interactive stories enable users to interactively explore the story world and to be actively involved in the outcome of the story. Virtual environments are much richer in terms of freedom of navigation and ease of interaction. Projection-based systems in particular, donât bind the user to a predefined path and enables the user to have a hands-on experience through immersion and interaction with the virtual world.
Our approach for authoring interactive stories in virtual cultural environments allows the creation of several virtual identities, through whose eyes the user perceives the virtual world. Each identity is empowered with knowledge about itself and its perception about and embodiment in the virtual world. This approach allows free interaction and navigation that is appropriate for the specific virtual identity in the culture that is being experienced. This enables the user to experience the culture from many different angles and to get a true reflection and cultural experience
Craniofacial Growth Series Volume 56
https://deepblue.lib.umich.edu/bitstream/2027.42/153991/1/56th volume CF growth series FINAL 02262020.pdfDescription of 56th volume CF growth series FINAL 02262020.pdf : Proceedings of the 46th Annual Moyers Symposium and 44th Moyers Presymposiu
DIVE on the internet
This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements.
CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques.
CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data
Virtuelle GedÀchtnispalÀste: Der Einfluss der Gestaltung auf die Erinnerungsleistung
This paper is dedicated to the study of an innovative learning software that combines modern technology with an ancient learning method. The introduction briefly describes the current situation on education in the digital transformation and explains how an ancient mnemonic technique, the loci method (or "memory palace"), is being revived in current research. In the traditional version, one must imagine a familiar environment, which then serves as a memory palace. In this memory palace, the learning content is memorized along a route with unusual images. This process is repeated until one is able to walk through the memory palace again in one's mind and "pick up" the contents. The software-supported variant of the loci method is called "virtual memory palace". Here, the training is no longer done in thought, but with the help of a virtual environment, for example on a computer screen. The introduction is followed by theoretical basics on the topics of learning, the loci method, and the aspect of design. This is followed by a structured literature review, which leads to the research question of whether the design of a virtual memory palace has an influence on memory performance. An appropriate research methodology is then evaluated. The argument derives a design-oriented approach used to investigate a research model with multiple cycles and three identified design-relevant domains. The results of the research show that the design of a virtual memory palace does indeed have a significant impact on memory performance. The following implications, hints for future research projects on this topic, as well as a general conclusion are described in the last chapter.Diese Arbeit widmet sich der Untersuchung einer innovativen Lern-Software, die moderne Technologie mit einer antiken Lernmethode verknĂŒpft. Die Einleitung beschreibt in KĂŒrze die aktuelle Situation zum Thema Bildung in der digitalen Transformation und erklĂ€rt wie eine antike Mnemotechnik, die Loci-Methode (oder auch âGedĂ€chtnispalastâ), in der aktuellen Forschung wiederbelebt wird. In der traditionellen Variante muss man sich eine gewohnte Umgebung vorstellen, die dann als GedĂ€chtnispalast dient. Die Lerninhalte werden in diesem GedĂ€chtnispalast entlang einer Route mit ungewöhnlichen Bildern eingeprĂ€gt. Dieser Vorgang wird wiederholt, bis man in der Lage ist seinen GedĂ€chtnispalast in Gedanken erneut abzulaufen, und die Inhalte âabzuholenâ. Die softwaregestĂŒtzte Variante der Loci- Methode nennt sich âvirtueller GedĂ€chtnispalastâ. Hierbei erfolgt das Training nicht mehr in Gedanken, sondern mithilfe einer virtuellen Umgebung, zum Beispiel an einem Computer Bildschirm. Nach der Einleitung folgen theoretische Grund- lagen zu den Themen Lernen, der Loci-Methode und dem Aspekt Design. Daraufhin wird eine strukturierte Literaturanalyse beschrieben, die in der Forschungsfrage mĂŒndet, ob das Design eines virtuellen GedĂ€chtnispalastes einen Einfluss auf die Erinnerungsleistung hat. Danach wird eine passende Forschungsmethodik evaluiert. Die Argumentation leitet eine gestaltungsorientierte Herangehensweise her, die dazu dient ein Forschungsmodell mit mehreren Zyklen und drei identifizierten gestaltungsrelevanten Bereichen zu untersuchen. Die Ergebnisse der Untersuchungen zeigen, dass die Gestaltung eines virtuellen GedĂ€chtnispalastes tatsĂ€chlich signifikanten Einfluss auf die Erinnerungsleistung hat. Daraus folgende Implikationen, Hinweise fĂŒr zukĂŒnftige Forschungsvorhaben in diesem Thema, als auch eine allgemeine Schlussfolgerung werden im letzten Kapitel beschrieben
Using Virtual Reality and Remotely Sensed Data to Explore Object Identity and Embodiment in a Virtual Mayan City
3D visualization, LiDAR (Light Detection and Ranging), and 3D modeling are not new concepts in archaeology, however when combined they represent a growing body of research that seeks to understand both how these tools can help us to study the people of the past, and the past itself. Recently, archaeologists have been creating large amounts of 3D digital assets because of new and more advanced technologies. Along with these digital assets has come a myriad of single object viewersâboth web and desktop based. These platforms specifically focus on visualizing individual objects (i.e., artifacts or buildings). In contrast, 3DGIS and Virtual Reality (VR) software employ recreated landscapes with multiple 3D objects rather than single 3D models. The MayaCityBuilder Project (http://mayacitybuilder.org) employs Geographic Information Systems (GIS) and LIDAR data to simulate the ancient Maya city of Copan in a virtual space for immersive exploration. Using this environment as a virtual lattice, we embed object data into the actual simulated space of Copan, which users can explore using a virtual reality headset. I propose that such an environment allows us to explore the concept of object identity. Wherein the âobjectsâ in the environment (i.e. 3D models of both remotely sensed extant objects and reconstructed buildings) are immersively evaluated by users who can better perceive the relationships between themselves and the âobjectsâ with which they are interacting; resulting in insights that can push archaeological inquiry in new directions. Further, applying such an approach opens the door for 3D data reuse providing a platform that serves a unique database structure holding intuitive and perceptual data. In order to test these ideas, I embed multiple kinds of 3D models into the Copan VR platform and use the relationships between both the environment and the objects to explain object identity.
Advisor: Heather Richards-Rissett
Cognitive rehabilitation in a case of traumatic brain injury using EEG-based neurofeedback in comparison to conventional methods.
Severe traumatic brain injury residual cognitive impairments significantly impact the quality of life. EEG-based neurofeedback is a technique successfully used in traumatic brain injury and stroke to rehabilitate cognitive and motor sequelae. There are not individualized comparisons of the effects of EEG-based neurofeedback versus conventional neuropsychological rehabilitation. We present a case study of a traumatic brain injury subject in whom eight sessions of a neuropsychological rehabilitation protocol targeting attention, executive functions, and working memory as compared with a personalized EEG-based neurofeedback protocol focused on the electrodes and bands that differed from healthy subjects (F3, F1, Fz, FC3, FC1, and FCz), targeting the inhibition of theta frequency band (3 Hzâ7 Hz) in the same number of sessions. Quantitative EEG and neuropsychological testing were performed. Clear benefits of EEG-based neurofeedback were found in divided and sustained attention and several aspects related to visuospatial skills and the processing speed of motor-dependent tasks. Correlative quantitative EEG changes justify the results. EEG-based neurofeedback is probably an excellent complementary technique to be considered to enhance conventional neuropsychological rehabilitation.post-print1462 K
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