8,191 research outputs found

    Using auto ethnography as a learning tool within the social work class-room: the experience of delivering an ‘immersive’ module

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    This paper explores the first delivery of an introductory module, ‘What is Social Work’ to a Year 1 cohort of students on a B.A Social Work programme. Unusually, this module is delivered in an immersive format. Delivery of teaching via the vehicle of an ‘immersive module’ lies under an umbrella term for shortened, intensive courses. The immersive module is constructed with an aim of achieving double/triple loop learning via auto ethnographic practice. Specifically, with relation to Social Work education, auto ethnography is utilized within this accelerated teaching space to assist students to assimilate a rigorous form of critical reflection. Auto ethnography also provides the educator with a form of data collection and method of analysis. My findings reveal how this method of teaching provides an opportunity to model practice that is contextualised and relationship-based. This is in contrast to a current U.K practice background of largely statutory based de-politicized, individualistic Social Work

    Unconventional Methods for a Traditional Setting: The Use of Virtual Reality to Reduce Implicit Racial Bias in the Courtroom

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    The presumption of innocence and the right to a fair trial lie at the core of the United States justice system. While existing rules and practices serve to uphold these principles, the administration of justice is significantly compromised by a covert but influential factor: namely, implicit racial biases. These biases can lead to automatic associations between race and guilt, as well as impact the way in which judges and jurors interpret information throughout a trial. Despite the well-documented presence of implicit racial biases, few steps have been taken to ameliorate the problem in the courtroom setting. This Article discusses the potential of virtual reality to reduce these biases among judges and jurors. Through analyzing the various ethical and legal considerations, this Article contends that implementing virtual reality training with judges and jurors would be justifiable and advisable should effective means become available. Given that implicit racial biases can seriously undermine the fairness of the justice system, this Article ultimately asserts that unconventional de-biasing methods warrant legitimate attention and consideration

    Immersive Interactive Technologies for Positive Change: A Scoping Review and Design Considerations

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    Practices such as mindfulness, introspection, and self-reflection are known to have positive short and long-term effects on health and well-being. However, in today\u27s modern, fast-paced, technological world tempted by distractions these practices are often hard to access and relate to a broader audience. Consequently, technologies have emerged that mediate personal experiences, which is reflected in the high number of available applications designed to elicit positive changes. These technologies elicit positive changes by bringing users\u27 attention to the self—from technologies that show representation of quantified personal data, to technologies that provide experiences that guide the user closer in understanding the self. However, while many designs available today are either built to support or are informed by these aforementioned practices, the question remains: how can we most effectively employ different design elements and interaction strategies to support positive change? Moreover, what types of input and output modalities contribute to eliciting positive states? To address these questions, we present here a state of the art scoping review of immersive interactive technologies that serve in a role of a mediator for positive change in users. We performed a literature search using ACM Digital Library, Web of Science, IEEE Xplore, and Design and Applied Arts Index (beginning of literature—January 1, 2018). We retrieved English-language articles for review, and we searched for published and unpublished studies. Risk of bias was assessed with Downs and Black 26-item QAT scale. We included 34 articles as relevant to the literature, and the analysis of the articles resulted in 38 instances of 33 immersive, interactive experiences relating to positive human functioning. Our contribution is three-fold: First we provide a scoping review of immersive interactive technologies for positive change; Second, we propose both a framework for future designs of positive interactive technologies and design consideration informed by the comparative analysis of the designs; Third, we provide design considerations for immersive, interactive technologies to elicit positive states and support positive change

    The Physio-Emotional Effects of Audio in the Global Christian Church

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    Audio, specifically as researched by the film industry specialists, has physical and emotional effects on those exposed to it. These effects follow from manipulation of sound’s characteristics in specific and measurable ways. The responsibility of the Christian is to share the gospel with others and support the kingdom of God with his or her skills. In light of these truths, Christian audio specialists should have a thorough knowledge of the physio-emotional effects of audio. Further, they should not shy away from applying strategies from secular audio research to benefit local churches across the globe

    An interprofessional, intercultural, immersive short-term study abroad program: public health and service systems in rome

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    The purpose of this paper is to describe a short-term study abroad program that exposes engineering and nursing undergraduate students from the United States and Italy to an intercultural and interprofessional immersion experience. Faculty from Purdue University and Sapienza Università di Roma collaborated to design a technical program that demonstrates the complementary nature of engineering and public health in the service sector, with Rome as an integral component of the program. Specifically, the intersection of topics including systems, reliability, process flow, maintenance management, and public health are covered through online lectures, in-class activities and case study discussions, field experiences, and assessments. Herein, administrative issues such as student recruitment, selection, and preparation are elucidated. Additionally, the pedagogical approach used to ensure constructive alignment among the program goals, the intended learning outcomes, and the teaching and learning activities is described. Finally, examples of learning outcomes resulting from this alignment are provided

    The Power of Immersive Media: Enhancing Empathy through Virtual Reality Experiences

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    This research paper explores the transformative potential of immersive media, specifically virtual reality (VR), in enhancing empathy among users. Empathy is vital in fostering understanding, compassion, and social cohesion. Immersive media, with its ability to transport individuals into simulated environments and perspectives, offers unique opportunities to bridge the empathy gap. This paper examines how VR can boost empathy, including perspective-taking, emotional connection, experiential learning, breaking down barriers, and empathy-building simulations. It discusses existing studies and empirical evidence supporting the effectiveness of VR in promoting empathy. The paper acknowledges the ethical considerations and challenges associated with using VR for empathy enhancement, such as avoiding stereotype reinforcement and ensuring inclusive design. By highlighting the potential of immersive media in cultivating empathy, this research paper contributes to the growing field of empathy research and provides insights for the development and application of VR experiences aimed at fostering empathy and understanding in diverse contexts

    ImTV: Towards an Immersive TV experience

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    3rd International Workshop on Future Television: Making Television Integrated and Interactive, Adjunct Proceeding of EuroiTVThe media marketplace has witnessed an increase in the amount and types of viewing devices available to consumers. Moreover, a lot of these are portable, and offer tremendous personalization opportunities. Technology, distribution, reception and content developments all influence new 'television' viewing/using habits. In this paper, we report results and findings of a transnational three year research project on the Future of TV. Our main contributions are organized into three main dimensions: (1) a user survey concerning behaviors associated with media engagement; (2) technologies driving the social and personalized TV of the 21st century, e.g. crowdsourcing and recommendation systems; and (3) technologies enabling interactions and visualizations that are more natural, e.g. gestures and 360º video.info:eu-repo/semantics/publishedVersio

    Using Technology to Nurture Core Human Values in Healthcare

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    Touching the invisible: Localizing ultrasonic haptic cues

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    While mid-air gestures offer new possibilities to interact with or around devices, some situations, such as interacting with applications, playing games or navigating, may require visual attention to be focused on a main task. Ultrasonic haptic feedback can provide 3D spatial haptic cues that do not demand visual attention for these contexts. In this paper, we present an initial study of active exploration of ultrasonic haptic virtual points that investigates the spatial localization with and without the use of the visual modality. Our results show that, when providing haptic feedback giving the location of a widget, users perform 50% more accurately compared to providing visual feedback alone. When provided with a haptic location of a widget alone, users are more than 30% more accurate than when given a visual location. When aware of the location of the haptic feedback, active exploration decreased the minimum recommended widget size from 2cm2 to 1cm2 when compared to passive exploration from previous studies. Our results will allow designers to create better mid-air interactions using this new form of haptic feedback
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