9,056 research outputs found

    Unveiling Stakeholder Perspectives on Privacy in the Metaverse: Case Study of a German Car Company

    Get PDF
    Companies have turned their attention to becoming part of the metaverse, a persistent, multi-user, three-dimensional environment characterized by the fusion of virtual and physical elements. While the metaverse offers new ways to create value, related software and hardware components require massive amounts of user data, which can raise privacy concerns. In addition, privacy regulation is in its infancy, creating uncertainty about how to operate in a compliant manner. Building on the multi-stakeholder privacy framework, we explored the privacy stakeholders’ (user, management, policymakers) perspectives on the metaverse, analyzed their relationships, and identified measures to align their interests within a single case study of a German car company. The contribution is twofold. First, we demonstrate the importance of involving privacy stakeholders in the design of products and services in new online environments. Second, we propose privacy measures to reconcile the stakeholders’ interests in the metaverse, providing implications for managers and policymakers

    Psyche and Planet: Multiplicity of Systems Mirroring Modes of Being and Bonding via Eco Arts Therapeutic Practices

    Get PDF
    Through discerning the art of life, this thesis is a review of literature which looks at how psyche and planet processing systems mirror one another and merge through eco arts therapeutic practices. It is an inquiry into philosophic ideas behind the nature of sensibility, perceptibility, and experience. As art mirrors the self and nature mirrors the self, a twofold entry-point opens, where one travels into accordance with all planes of consciousness. The literature investigates relationships amongst the arts, science, biology, and interspecies and ecological sentience to address collective conditions of deception, displacement, etc. It examines how directing attention to self and planet through eco arts therapeutic practices facilitates restorative powers, conscious harmonious flow, reciprocal dynamic functioning, communion, and embodiment of life-giving resources, etc. Theoretical contributions are delved into involving ecopsychology, transpersonal psychology, quantum physics, systems theory, hermeneutics, phenomenology, relational and intersubjectivity theories, self-reflexive consciousness, ecosomatics, and the idea of a collective disorder termed nature deficit disorder. Methodological contributions involve studies treating educationally, behaviorally, contextually, playfully and artistically, communally, relationally amongst interspecies, with biophilia, etc. Ultimately, this literature review generates space for enhancing perceptual being and contextual belonging through creativity

    Roombots -- Mechanical Design of Self-Reconfiguring Modular Robots for Adaptive Furniture

    Get PDF
    We aim at merging technologies from information technology, roomware, and robotics in order to design adaptive and intelligent furniture. This paper presents design principles for our modular robots, called Roombots, as future building blocks for furniture that moves and self-reconfigures. The reconfiguration is done using dynamic connection and disconnection of modules and rotations of the degrees of freedom. We are furthermore interested in applying Roombots towards adaptive behaviour, such as online learning of locomotion patterns. To create coordinated and efficient gait patterns, we use a Central Pattern Generator (CPG) approach, which can easily be optimized by any gradient-free optimization algorithm. To provide a hardware framework we present the mechanical design of the Roombots modules and an active connection mechanism based on physical latches. Further we discuss the application of our Roombots modules as pieces of a homogenic or heterogenic mix of building blocks for static structures

    The World of Dungeons and Dragons as a Therapeutic Approach to Complex Trauma

    Get PDF
    This qualitative dissertation delves into the therapeutic potential of Dungeons and Dragons (D&D) as an intervention for individuals coping with trauma and related mental health challenges. Drawing from a diverse sample of participants with varying gender identities, age groups, and D&D experience levels, this study employs a grounded theory approach to unravel the intricate interplay between D&D engagement and mental health outcomes. The study identifies several key implications, including the importance of creating inclusive therapeutic spaces, the lifespan relevance of D&D interventions, the potential for tailored interventions addressing relationship dynamics, and the accessibility of D&D as a therapeutic tool. Delimitations highlight the contextual specificity, limited generalizability, sample characteristics, subjective perceptions, therapeutic emphasis, temporal constraints, and cultural considerations inherent to this research

    Can apparent bystanders distinctively shape an outcome? Global south countries and global catastrophic risk-focused governance of artificial intelligence

    Full text link
    Increasingly, there is well-grounded concern that through perpetual scaling-up of computation power and data, current deep learning techniques will create highly capable artificial intelligence that could pursue goals in a manner that is not aligned with human values. In turn, such AI could have the potential of leading to a scenario in which there is serious global-scale damage to human wellbeing. Against this backdrop, a number of researchers and public policy professionals have been developing ideas about how to govern AI in a manner that reduces the chances that it could lead to a global catastrophe. The jurisdictional focus of a vast majority of their assessments so far has been the United States, China, and Europe. That preference seems to reveal an assumption underlying most of the work in this field: That global south countries can only have a marginal role in attempts to govern AI development from a global catastrophic risk -focused perspective. Our paper sets out to undermine this assumption. We argue that global south countries like India and Singapore (and specific coalitions) could in fact be fairly consequential in the global catastrophic risk-focused governance of AI. We support our position using 4 key claims. 3 are constructed out of the current ways in which advanced foundational AI models are built and used while one is constructed on the strategic roles that global south countries and coalitions have historically played in the design and use of multilateral rules and institutions. As each claim is elaborated, we also suggest some ways through which global south countries can play a positive role in designing, strengthening and operationalizing global catastrophic risk-focused AI governance

    "On the Cusp": Liminality and Adolescence in Arthur Slade’s Dust, Bill Richardson’s After Hamelin, and Kit Pearson’s Awake and Dreaming

    Get PDF
    North American social, cultural, and developmental narratives frequently suggest that the successful conclusion of adolescence lies primarily in moving through and past it. Adolescence is thus represented as both transitional and transitory, a briefly liminal state meant to be resolved by a conclusive departure. However, recent Canadian young adult novels such as Arthur Slade’s Dust (2001), Bill Richardson’s After Hamelin (2000), and Kit Pearson’s Awake and Dreaming (1996) challenge these assumptions by depicting adolescent protagonists who find their identity and their greatest strength in their liminality. The successful adolescents in these novels possess what we might call a transliminal consciousness, a state of mind that allows them to move deftly between the ontologically contradictory states of fantasy and reality. They use the creative and generative potential of dream-space to either create a coherent family or preserve a fragmented family

    TruPercept: Trust Modelling for Autonomous Vehicle Cooperative Perception from Synthetic Data

    Full text link
    Inter-vehicle communication for autonomous vehicles (AVs) stands to provide significant benefits in terms of perception robustness. We propose a novel approach for AVs to communicate perceptual observations, tempered by trust modelling of peers providing reports. Based on the accuracy of reported object detections as verified locally, communicated messages can be fused to augment perception performance beyond line of sight and at great distance from the ego vehicle. Also presented is a new synthetic dataset which can be used to test cooperative perception. The TruPercept dataset includes unreliable and malicious behaviour scenarios to experiment with some challenges cooperative perception introduces. The TruPercept runtime and evaluation framework allows modular component replacement to facilitate ablation studies as well as the creation of new trust scenarios we are able to show

    Distributed Technology-Sustained Pervasive Applications

    Full text link
    Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...Comment: 64 pages, 13 figure
    • 

    corecore