179 research outputs found

    Literariness Revisited: Deviation vs. Entrenched Ideas

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    ‘Literariness’ basically means foregrounding. In this study it means: presenting a view that deviates from entrenched opinions. A poem by Emily Dickinson was manipulated: apart from the original version we constructed two versions which changed to entrenched ideas. Readers rated their reactions on 6 aesthetic dimensions, each comprising 5 Likert scales. Finally, they compared the three versions

    Children’s interactive storytelling in Virtual Reality

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    This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media

    Neural processing of semantic content in movies

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    Naturalistic stimuli, such as movies, contain interacting, multimodal and semantic features and allow for free exploration through eye movements. The full extent of neural responses to features such as motion, film cuts and eye movement behavior has not been established. The main hypothesis of this thesis is that complex multimodal and semantic stimuli in naturalistic movies engage a widespread ensemble of locations across the entire brain. To address this question I analyzed simultaneous intracranial and eyetracking data from over 6,000 electrodes across 23 patients with intractable epilepsy. Responses to fast eye movements – saccades – and film cuts are widespread across the entire brain, while responses to motion are restricted to visual brain areas. Higher-order brain areas respond differentially to semantic and low-level changes across film cuts and saccades. Movies have also recently been used in combination with resting state scans to investigate the utility of functional connectivity as a potential biomarker for psychiatric disorders. Functional connectivity in fMRI data measured during resting state and movie conditions is reliable, subject-specific and related to phenotype. However, it is unclear whether functional connectivity of EEG also possesses these qualities, which are required for the clinical use of neural biomarkers. I hypothesize that functional connectivity networks measured in EEG data recorded during movie watching are a predictor of psychiatric phenotypes similar to functional connectivity of fMRI. I demonstrate that functional connectivity of EEG is reliable, subject-specific and related to phenotypes. However, the patterns of functional connectivity differ in EEG and fMRI, suggesting the measures capture complementary information. In summary, these results demonstrate that the semantic content in movies allows one to study neural processing in naturalistic settings. In addition, EEG functional connectivity recorded during resting state and movie condition is reliabe, subject-specific and related to phenotype

    Containment and nuclear memory in contemporary climate change fiction

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    Confronted with the global existential threat of climate change, human subjects in the Anthropocene must grapple with a parallel teleological crisis: how do we direct ourselves as individuals and collectives in the face of an ongoing global catastrophe? To answer this question, this thesis seeks to understand the material, cultural, and psychological mechanisms that authenticate meaningful action toward large-scale, systemic changes that might forestall the worst effects of climate change. This thesis names these mechanisms containment, exploring how contemporary climate change fiction, or “cli-fi,” uses the metaphorically flexible figure of the fallout shelter to help negotiate a relationship to the scale, complexity, and horror of climate change. The fallout shelter is inflected with the legacies of Cold-War containment culture, which developed in response to the similar existential threat of nuclear annihilation. Originally, containment culture was associated with resistance to the perceived threat of communism, but its ideological principle of defensive exclusion replicated throughout society, creating racially exclusive suburban localities that came to stand in for the space and place of the American nation. Contemporary cli-fi featuring the fallout shelter necessarily grapples with containment culture in its efforts to capture and manage global-scale problems, often in hyperlocal contexts. Such fictions position readers and spectators as "contained subjects," converting pleasurable literary and cinematic escapism into a psychological survival tactic against the backdrop of the Anthropocene. This thesis also aims to broaden ecocriticism’s understanding of what cli-fi can be, selecting texts from a variety of narrative media that center the fallout shelter space as their primary dramatic fulcrum. While many of the texts examined in this thesis appear to have little to do with climate change, understanding them through the lens of containment demonstrates how climate change can be rendered in modalities beyond the apocalyptic imaginary. This thesis concludes by examining recent real-world deployments and imaginings of the fallout shelter, suggesting that containment culture persists in a more globally-conscious (but potentially more dangerous) fashion

    Towards Everyday Virtual Reality through Eye Tracking

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    Durch Entwicklungen in den Bereichen Computergrafik, Hardwaretechnologie, Perception Engineering und Mensch-Computer Interaktion, werden Virtual Reality und virtuelle Umgebungen immer mehr in unser tägliches Leben integriert. Head-Mounted Displays werden jedoch im Vergleich zu anderen mobilen Geräten, wie Smartphones und Smartwatches, noch nicht so häufig genutzt. Mit zunehmender Nutzung dieser Technologie und der Gewöhnung von Menschen an virtuelle Anwendungsszenarien ist es wahrscheinlich, dass in naher Zukunft ein alltägliches Virtual-Reality-Paradigma realisiert wird. Im Hinblick auf die Kombination von alltäglicher Virtual Reality und Head-Mounted-Displays, ist Eye Tracking eine neue Technologie, die es ermöglicht, menschliches Verhalten in Echtzeit und nicht-intrusiv zu messen. Bevor diese Technologien in großem Umfang im Alltag eingesetzt werden können, müssen jedoch noch zahlreiche Aspekte genauer erforscht werden. Zunächst sollten Aufmerksamkeits- und Kognitionsmodelle in Alltagsszenarien genau verstanden werden. Des Weiteren sind Maßnahmen zur Wahrung der Privatsphäre notwendig, da die Augen mit visuellen biometrischen Indikatoren assoziiert sind. Zuletzt sollten anstelle von Studien oder Anwendungen, die sich auf eine begrenzte Anzahl menschlicher Teilnehmer mit relativ homogenen Merkmalen stützen, Protokolle und Anwendungsfälle für eine bessere Zugänglichkeit dieser Technologie von wesentlicher Bedeutung sein. In dieser Arbeit wurde unter Berücksichtigung der oben genannten Punkte ein bedeutender wissenschaftlicher Vorstoß mit drei zentralen Forschungsbeiträgen in Richtung alltäglicher Virtual Reality unternommen. Menschliche visuelle Aufmerksamkeit und Kognition innerhalb von Virtual Reality wurden in zwei unterschiedlichen Bereichen, Bildung und Autofahren, erforscht. Die Forschung im Bildungsbereich konzentrierte sich auf die Auswirkungen verschiedener Manipulationen im Klassenraum auf das menschliche Sehverhalten, während die Forschung im Bereich des Autofahrens auf sicherheitsrelevante Fragen und Blickführung abzielte. Die Nutzerstudien in beiden Bereichen zeigen, dass Blickbewegungen signifikante Implikationen für diese alltäglichen Situationen haben. Der zweite wesentliche Beitrag fokussiert sich auf Privatsphäre bewahrendes Eye Tracking für Blickbewegungsdaten von Head-Mounted Displays. Dies beinhaltet Differential Privacy, welche zeitliche Korrelationen von Blickbewegungssignalen berücksichtigt und Privatsphäre wahrende Blickschätzung durch Verwendung eines auf randomisiertem Encoding basierenden Frameworks, welches Augenreferenzunkte verwendet. Die Ergebnisse beider Arbeiten zeigen, dass die Wahrung der Privatsphäre möglich ist und gleichzeitig der Nutzen in einem akzeptablen Bereich bleibt. Wenngleich es bisher nur wenig Forschung zu diesem Aspekt von Eye Tracking gibt, ist weitere Forschung notwendig, um den alltäglichen Gebrauch von Virtual Reality zu ermöglichen. Als letzter signifikanter Beitrag, wurde ein Blockchain- und Smart Contract-basiertes Protokoll zur Eye Tracking Datenerhebung für Virtual Reality vorgeschlagen, um Virtual Reality besser zugänglich zu machen. Die Ergebnisse liefern wertvolle Erkenntnisse für alltägliche Nutzung von Virtual Reality und treiben den aktuellen Stand der Forschung in mehrere Richtungen voran.With developments in computer graphics, hardware technology, perception engineering, and human-computer interaction, virtual reality and virtual environments are becoming more integrated into our daily lives. Head-mounted displays, however, are still not used as frequently as other mobile devices such as smart phones and watches. With increased usage of this technology and the acclimation of humans to virtual application scenarios, it is possible that in the near future an everyday virtual reality paradigm will be realized. When considering the marriage of everyday virtual reality and head-mounted displays, eye tracking is an emerging technology that helps to assess human behaviors in a real time and non-intrusive way. Still, multiple aspects need to be researched before these technologies become widely available in daily life. Firstly, attention and cognition models in everyday scenarios should be thoroughly understood. Secondly, as eyes are related to visual biometrics, privacy preserving methodologies are necessary. Lastly, instead of studies or applications utilizing limited human participants with relatively homogeneous characteristics, protocols and use-cases for making such technology more accessible should be essential. In this work, taking the aforementioned points into account, a significant scientific push towards everyday virtual reality has been completed with three main research contributions. Human visual attention and cognition have been researched in virtual reality in two different domains, including education and driving. Research in the education domain has focused on the effects of different classroom manipulations on human visual behaviors, whereas research in the driving domain has targeted safety related issues and gaze-guidance. The user studies in both domains show that eye movements offer significant implications for these everyday setups. The second substantial contribution focuses on privacy preserving eye tracking for the eye movement data that is gathered from head-mounted displays. This includes differential privacy, taking temporal correlations of eye movement signals into account, and privacy preserving gaze estimation task by utilizing a randomized encoding-based framework that uses eye landmarks. The results of both works have indicated that privacy considerations are possible by keeping utility in a reasonable range. Even though few works have focused on this aspect of eye tracking until now, more research is necessary to support everyday virtual reality. As a final significant contribution, a blockchain- and smart contract-based eye tracking data collection protocol for virtual reality is proposed to make virtual reality more accessible. The findings present valuable insights for everyday virtual reality and advance the state-of-the-art in several directions

    Annotated Bibliography of Research in the Teaching of English

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    Since 2003, RTE has published the annual “Annotated Bibliography of Research in the Teaching of English,” and we are proud to share these curated and annotated citations once again. The goal of the annual bibliography is to offer a synthesis of the research published in the area of English language arts within the past year that may be of interest to RTE readers. Abstracted citations and those featured in the “Other Related Research” sections were published, either in print or online, between June 2019 and June 2020. The bibliography is divided into nine subject area sections. A three-person team of scholars with diverse research interests and background experiences in preK–16 educational settings reviewed and selected the manuscripts for each section using library databases and leading empirical journals. Each team abstracted significant contributions to the body of peer-reviewed studies that addressed the current research questions and concerns in their topic area

    Digital Interaction and Machine Intelligence

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    This book is open access, which means that you have free and unlimited access. This book presents the Proceedings of the 9th Machine Intelligence and Digital Interaction Conference. Significant progress in the development of artificial intelligence (AI) and its wider use in many interactive products are quickly transforming further areas of our life, which results in the emergence of various new social phenomena. Many countries have been making efforts to understand these phenomena and find answers on how to put the development of artificial intelligence on the right track to support the common good of people and societies. These attempts require interdisciplinary actions, covering not only science disciplines involved in the development of artificial intelligence and human-computer interaction but also close cooperation between researchers and practitioners. For this reason, the main goal of the MIDI conference held on 9-10.12.2021 as a virtual event is to integrate two, until recently, independent fields of research in computer science: broadly understood artificial intelligence and human-technology interaction

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Building beautiful bridges: Indigenous womxn artists using social networking sites to address violence

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    Includes bibliographical references.2022 Fall.Using Indigenous aesthetics, critical technocultural discourse analysis, and Indigenous storyworks, this study explores how Indigenous womxn's art practices challenge settler-colonizing visual and media representations of Indigenous peoples that feed violence against womxn, girls and two-spirits; and in the digital realm, how sharing their art-stories is testimony to the unique voices of Indigenous womxn's leadership. A critical technocultural discourse analysis of in-depth interviews and social networking site (SNS) posts reveals underlying settler-colonial discourses. Through their art-storytelling, artist-participants use technocultural discourses of generosity, collaboration/reciprocity, calling in/calling out, creating and respecting boundaries and fierceness to shift dominating discourses. In a real sense they are building bridges between on and offline realms, strengthening community networks, and bringing together past, present and future to prevent violence
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