11,292 research outputs found
The use of Virtual Reality in Enhancing Interdisciplinary Research and Education
Virtual Reality (VR) is increasingly being recognized for its educational
potential and as an effective way to convey new knowledge to people, it
supports interactive and collaborative activities. Affordable VR powered by
mobile technologies is opening a new world of opportunities that can transform
the ways in which we learn and engage with others. This paper reports our study
regarding the application of VR in stimulating interdisciplinary communication.
It investigates the promises of VR in interdisciplinary education and research.
The main contributions of this study are (i) literature review of theories of
learning underlying the justification of the use of VR systems in education,
(ii) taxonomy of the various types and implementations of VR systems and their
application in supporting education and research (iii) evaluation of
educational applications of VR from a broad range of disciplines, (iv)
investigation of how the learning process and learning outcomes are affected by
VR systems, and (v) comparative analysis of VR and traditional methods of
teaching in terms of quality of learning. This study seeks to inspire and
inform interdisciplinary researchers and learners about the ways in which VR
might support them and also VR software developers to push the limits of their
craft.Comment: 6 Page
Embodied Cognition, Organization and Innovation
This chapter explains and employs a constructivist, interactionist theory of knowledge that has come to be known as the perspective of 'embodied cognition'. That view has roots in earlier developmental psychology, and in sociology, and more recently has received further substance from neural science.It yields a basis for a cognitive theory of the firm, with the notion of cognitive distance between people, the resulting view of organization as a cognitive focusing device, the need for external relations with other organizations to compensate for organizational myopia, and the notion of optimal cognitive distance between firms for innovation by interaction.theory of the firm;organizational cognition;learning;innovation
The role of simulations in consumer experiences and behavior: insights from the grounded cognition theory of desire
What are the mechanisms by which extrinsic and environmental cues affect consumer experiences, desires, and choices? Based on the recent grounded cognition theory of desire, we argue that consumption and reward simulations constitute a central mechanism in these phenomena. Specifically, we argue that appetitive stimuli, such as specific product cues, can activate simulations of consuming and enjoying the respective products, based on previous learning experiences. These consumption and reward simulations can lead to motivated behavior, and can be modulated by state and trait individual differences, situational factors, and product-extrinsic cues. We outline the role of simulations within the grounded theory of desire, offering a theoretical framework for understanding motivational processes in consumer behavior. Then we illustrate the theory with behavioral, physiological, and neuroimaging findings on simulations in appetitive behavior and sensory marketing. Finally, we outline important issues for further research and applications for stimulating healthy, prosocial, and sustainable consumer choices
A Review of Verbal and Non-Verbal Human-Robot Interactive Communication
In this paper, an overview of human-robot interactive communication is
presented, covering verbal as well as non-verbal aspects of human-robot
interaction. Following a historical introduction, and motivation towards fluid
human-robot communication, ten desiderata are proposed, which provide an
organizational axis both of recent as well as of future research on human-robot
communication. Then, the ten desiderata are examined in detail, culminating to
a unifying discussion, and a forward-looking conclusion
The Mechanics of Embodiment: A Dialogue on Embodiment and Computational Modeling
Embodied theories are increasingly challenging traditional views of cognition by arguing that conceptual representations that constitute our knowledge are grounded in sensory and motor experiences, and processed at this sensorimotor level, rather than being represented and processed abstractly in an amodal conceptual system. Given the established empirical foundation, and the relatively underspecified theories to date, many researchers are extremely interested in embodied cognition but are clamouring for more mechanistic implementations. What is needed at this stage is a push toward explicit computational models that implement sensory-motor grounding as intrinsic to cognitive processes. In this article, six authors from varying backgrounds and approaches address issues concerning the construction of embodied computational models, and illustrate what they view as the critical current and next steps toward mechanistic theories of embodiment. The first part has the form of a dialogue between two fictional characters: Ernest, the �experimenter�, and Mary, the �computational modeller�. The dialogue consists of an interactive sequence of questions, requests for clarification, challenges, and (tentative) answers, and touches the most important aspects of grounded theories that should inform computational modeling and, conversely, the impact that computational modeling could have on embodied theories. The second part of the article discusses the most important open challenges for embodied computational modelling
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Exposing piaget's scheme: Empirical evidence for the ontogenesis of coordination in learning a mathematical concept
The combination of two methodological resources-natural-user interfaces (NUI) and multimodal learning analytics (MMLA)-is creating opportunities for educational researchers to empirically evaluate seminal models for the hypothetical emergence of concepts from situated sensorimotor activity. 76 participants (9-14 yo) solved tablet-based non-symbolic manipulation tasks designed to foster grounded meanings for the mathematical concept of proportional equivalence. Data gathered in task-based semi-structured clinical interviews included action logging, eye-gaze tracking, and videography. Successful task performance coincided with spontaneous appearance of stable dynamical gaze-path patterns soon followed by multimodal articulation of strategy. Significantly, gaze patterns included uncued non-salient screen locations. We present cumulative results to argue that these 'attentional anchors' mediated participants' problem solving. We interpret the findings as enabling us to revisit, support, refine, and elaborate on central claims of Piaget's theory of genetic epistemology and in particular his insistence on the role of situated motor-action coordination in the process of reflective abstraction
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