21,977 research outputs found
Temporal convergence in shared networked narratives: the case of Blast Theory's Day of the Figurines
types: Article© 2009 ISASTDay of the Figurines, developed by Blast Theory in collaboration with the Mixed Reality Laboratory at Nottingham University, is a massively multiplayer board game for up to a thousand participants. Players can interact remotely with other participants via SMS through their mobile phones from anywhere in the world. Following an analysis of this games complex use of time, the authors introduce a framework structured around five layers of time, from authorial to perceived time, that will facilitate the management and investigation of networked narratives shared by mobile communities over prolonged periods of time
Mixed Reality Architecture: a dynamic architectural topology
Architecture can be shown to structure patterns of co-presence and in turn to be
structured itself by the rules and norms of the society present within it. This two-way
relationship exists in a surprisingly stable framework, as fundamental changes to
buildings are slow and costly. At the same time, change within organisations is
increasingly rapid and buildings are used to accommodate some of that change. This
adaptation can be supported by the use of telecommunication technologies, overcoming
the need for co-presence during social interaction. However, often this results in a loss
of accountability or ‘civic legibility’, as the link between physical location and social
activity is broken. In response to these considerations, Mixed Reality Architecture
(MRA) was developed. MRA links multiple physical spaces across a shared 3D virtual
world. We report on the design of MRA, including the key concept of the Mixed Reality
Architectural Cell, a novel architectural interface between architectural spaces that are
remote to each other. An in-depth study lasting one year and involving six office-based
MRACells, used video recordings, the analysis of event logs, diaries and an interview
survey. This produced a series of ethnographic vignettes describing social interaction
within MRA in detail. In this paper we concentrate on the topological properties of MRA.
It can be shown that the dynamic topology of MRA and social interaction taking place
within it are fundamentally intertwined. We discuss how topological adjacencies across
virtual space change the integration of the architectural spaces that MRA is installed in.
We further reflect on how the placement of MRA technology in different parts of an
office space (deep or shallow) impacts on the nature of that particular space. Both the
above can be shown to influence movement through the building and social interaction
taking place within it. These findings are directly relevant to new buildings that need to
be designed to accommodate organisational change in future but also to existing
building stock that might be very hard to adapt. We are currently expanding the system
to new sites and are planning changes to the infrastructure of MRA as well as its
interactional interface
Location-based technologies for learning
Emerging technologies for learning report - Article exploring location based technologies and their potential for educatio
Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language
Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities
Unravelling social constructionism
Social constructionist research is an area of rapidly expanding influence that has brought together theorists from a range of different disciplines. At the same time, however, it has fuelled the development of a new set of divisions. There would appear to be an increasing uneasiness about the implications of a thoroughgoing constructionism, with some regarding it as both theoretically parasitic and politically paralysing. In this paper I review these debates and clarify some of the issues involved. My main argument is that social constructionism is not best understood as a unitary paradigm and that one very important difference is between what Edwards (1997) calls its ontological and epistemic forms. I argue that an appreciation of this distinction not only exhausts many of the disputes that currently divide the constructionist community, but also takes away from the apparent radicalism of much of this work
SLR - Análisis del Aprendizaje Basado en Juegos Serios en las Prácticas de los Estudios de Ingeniería
Este trabajo se trata de un Análisis Sistemático de la Literatura del uso de los juegos serios en los estudios de ingeniería.15 página
Shared visiting in Equator city
In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics
I Probe, Therefore I Am: Designing a Virtual Journalist with Human Emotions
By utilizing different communication channels, such as verbal language,
gestures or facial expressions, virtually embodied interactive humans hold a
unique potential to bridge the gap between human-computer interaction and
actual interhuman communication. The use of virtual humans is consequently
becoming increasingly popular in a wide range of areas where such a natural
communication might be beneficial, including entertainment, education, mental
health research and beyond. Behind this development lies a series of
technological advances in a multitude of disciplines, most notably natural
language processing, computer vision, and speech synthesis. In this paper we
discuss a Virtual Human Journalist, a project employing a number of novel
solutions from these disciplines with the goal to demonstrate their viability
by producing a humanoid conversational agent capable of naturally eliciting and
reacting to information from a human user. A set of qualitative and
quantitative evaluation sessions demonstrated the technical feasibility of the
system whilst uncovering a number of deficits in its capacity to engage users
in a way that would be perceived as natural and emotionally engaging. We argue
that naturalness should not always be seen as a desirable goal and suggest that
deliberately suppressing the naturalness of virtual human interactions, such as
by altering its personality cues, might in some cases yield more desirable
results.Comment: eNTERFACE16 proceeding
Dose–response effect of a whey protein preload on within-day energy intake in lean subjects
The effect of consuming different amounts of whey protein on appetite and energy intake was investigated in two separate studies using randomised, crossover designs. Healthy-weight men and women (range: BMI 19·0–25·0 kg/m2, age 19·4–40·4 years) consumed one of four 400 ml liquid preloads, followed by an ad libitum test meal 90 min later. In study 1, preloads were 1675 kJ with 12·5, 25 or 50 % of energy from protein, and in study 2, preloads were 1047 kJ with 10, 20 or 40 % energy from protein. Flavoured water was used as the control in both the studies. Appetite ratings were collected immediately before 30, 60 and 90 min after consuming the preloads; and immediately, 30 and 60 min after consuming the test meal. In study 1, energy intake following the control preload (4136 (sem 337) kJ) was significantly higher than each of the 12·5 % (3520 (sem 296) kJ), 25 % (3384 (sem 265) kJ) and 50 % (2853 (sem 244) kJ) protein preloads (P < 0·05). Intake after the 12·5 % preload was significantly higher than following 25 and 50 % preloads (P < 0·05). In study 2, energy intake following the control preload (4801 (sem 325) kJ) was higher than following the 10 % (4205 (sem 310) kJ), 20 % (3988 (sem 250) kJ) and 40 % (3801 (sem 245) kJ) protein preloads (P < 0·05). There were no differences in subjective appetite ratings between preloads in either study. These findings indicate a dose–response effect of protein content of the preload on energy intake at a subsequent meal
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