318,779 research outputs found

    High school students’ views on the use of metaverse in mathematics learning

    Get PDF
    The introduction of information and communication technology (ICT) into the classroom has led to a new learning scenario based on educational innovation, in which mobile devices are used for teaching. In this study, the views of upper middle class students in a private educational institution in Mexico on the implementation of augmented reality teaching strategy based on metaverse mobile application are analyzed. The study is descriptive and survey based. Data retrieval is conducted using a clearly designed digital questionnaire. From August to December 2018, 192 first semester students who participated in the basic mathematics course participated in the course. The results show that compared with the previous academic year, the school recognition index has improved, and the affinity for the use of reality in the classroom has improved. When using the strategies mediated by these tools, the view of learning change is favorable. Therefore, it can be inferred that the application of augmented reality in mathematics teaching is of great help to students’ performance

    Interacting with Presence. HCI and the Sense of Presence in Computer-mediated Environments

    Get PDF
    The experience of using and interacting with the newest Virtual Reality and computing technologies is profoundly affected by the extent to which we feel ourselves to be really ‘present’ in computer-generated and -mediated augmented worlds. This feeling of 'Presence’, of “being inside the mediated world”, is key to understanding developments in applications such as interactive entertainment, gaming, psychotherapy, education, scientific visualisation, sports training and rehabilitation, and many more. This edited volume, featuring contributions from internationally renowned scholars, provides a comprehensive introduction to and overview of the topic of mediated presence - or ‘tele-presence’ - and of the emerging field of presence research. It is intended for researchers and graduate students in human-computer interaction, cognitive science, psychology, cyberpsychology and computer science, as well as for experienced professionals from the ICT industry. The editors are all well-known professional researchers in the field: Professor Giuseppe Riva from the Catholic University of Milan, Italy; Professor John Waterworth from Umeå University, Sweden; Dianne Murray, an HCI Consultant and editor of the journal “Interacting with Computers”

    Evidence that subclinical somatoform dissociation is not characterised by heightened awareness of proprioceptive signals

    Get PDF
    Introduction: It has been suggested that abnormal perceptual processing and somatosensory amplification may be contributory factors to somatoform symptom reporting. A key source of somatosensory information is proprioception, yet the perception and integration of this sense has not been sufficiently investigated in those prone to somatoform disorders. Methods: Subclinical groups of high- and low-scorers on the Somatoform Dissociation Questionnaire made judgements about the location of their unseen hand following congruent or incongruent visuo-proprioceptive feedback, which was manipulated using a MIRAGE-mediated reality system. Results: No differences were found between groups, with both groups displaying normal proprioceptive accuracy under congruent conditions and equivalent visuo-proprioceptive integration under incongruent conditions. Conclusions: The results suggest that amplification of, or abnormal weighting for, proprioceptive signals is not a contributing factor to somatoform symptom reporting

    An Action-Based Approach to Presence: Foundations and Methods

    Get PDF
    This chapter presents an action-based approach to presence. It starts by briefly describing the theoretical and empirical foundations of this approach, formalized into three key notions of place/space, action and mediation. In the light of these notions, some common assumptions about presence are then questioned: assuming a neat distinction between virtual and real environments, taking for granted the contours of the mediated environment and considering presence as a purely personal state. Some possible research topics opened up by adopting action as a unit of analysis are illustrated. Finally, a case study on driving as a form of mediated presence is discussed, to provocatively illustrate the flexibility of this approach as a unified framework for presence in digital and physical environment

    The Technological Mediation of Morality - A Post-Phenomenological Approach to Moral Subjectivity and Moral Objectivity

    Get PDF
    This paper analyzes the moral relevance of technological artifacts and its possible role in ethical theory, by taking the postphenomenological approach that has developed around the work of Don Ihde into the domain of ethics. By elaborating a postphenomenological analysis of the mediating role of ultrasound in moral decisions about abortion, the article argues that technologies embody morality, and help to constitute moral subjectivity. This technological mediation of the moral subject is subsequently addressed in terms of Michel Foucault’s ethical position, in which ethics is about actively co–shaping one’s moral subjectivity. Integrating Foucauldian ethics and postphenomenology, the article argues that the technologicalmediation ofmoral subjectivity should be at the heart of an ethical approach that takes the moral dimensions of technology seriously

    Media Presence and Inner Presence: The Sense of Presence in Virtual Reality Technologies

    Get PDF
    Abstract. Presence is widely accepted as the key concept to be considered in any research involving human interaction with Virtual Reality (VR). Since its original description, the concept of presence has developed over the past decade to be considered by many researchers as the essence of any experience in a virtual environment. The VR generating systems comprise two main parts: a technological component and a psychological experience. The different relevance given to them produced two different but coexisting visions of presence: the rationalist and the psychological/ecological points of view. The rationalist point of view considers a VR system as a collection of specific machines with the necessity of the inclusion \ud of the concept of presence. The researchers agreeing with this approach describe the sense of presence as a function of the experience of a given medium (Media Presence). The main result of this approach is the definition of presence as the perceptual illusion of non-mediation produced by means of the disappearance of the medium from the conscious attention of the subject. At the other extreme, there \ud is the psychological or ecological perspective (Inner Presence). Specifically, this perspective considers presence as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the control of the human activity. \ud Given its key role and the rate at which new approaches to understanding and examining presence are appearing, this chapter draws together current research on presence to provide an up to date overview of the most widely accepted approaches to its understanding and measurement

    Communicating across cultures in cyberspace

    Get PDF
    corecore