77,031 research outputs found

    Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter

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    Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to sell you insurance, homes, or tickets. In all these cases, the embodied agent needs to explain and describe. This article describes the design of a 3D virtual presenter that uses different output channels (including speech and animation of posture, pointing, and involuntary movements) to present and explain. The behavior is scripted and synchronized with a 2D display containing associated text and regions (slides, drawings, and paintings) at which the presenter can point. This article is part of a special issue on interactive entertainment

    Presenting in Virtual Worlds: Towards an Architecture for a 3D Presenter explaining 2D-Presented Information

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    Entertainment, education and training are changing because of multi-party interaction technology. In the past we have seen the introduction of embodied agents and robots that take the role of a museum guide, a news presenter, a teacher, a receptionist, or someone who is trying to sell you insurances, houses or tickets. In all these cases the embodied agent needs to explain and describe. In this paper we contribute the design of a 3D virtual presenter that uses different output channels to present and explain. Speech and animation (posture, pointing and involuntary movements) are among these channels. The behavior is scripted and synchronized with the display of a 2D presentation with associated text and regions that can be pointed at (sheets, drawings, and paintings). In this paper the emphasis is on the interaction between 3D presenter and the 2D presentation

    The psychology of gestures and gesture-like movements in non-human primates

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    Research into gestural communication of nonhuman primates is often inspired by an interest in the evolutionary roots of human language. The focus on intentionally used behaviors is central to this approach that aims at investigating the cognitive mechanisms characterizing gesture use in monkeys and apes. This chapter describes some of the key characteristics that are important in this context, and discusses the evidence the claim is built on that gestures of, nonhuman primates represent intentionally and flexibly used means of communication. This chapter will first provide a brief introduction into what primates are and how a gesture is defined, before the psychological approach to gestural communication is described in more detail, with focus on the cognitive mechanisms underlying gesture use in nonhuman primates

    The Thesis: texts and machines

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    This opening chapter focuses on how research knowledge is represented in the dissertation as a textual format. It sets the dissertation in two contexts. Borg discusses its historical formation within the technologies of the pen and the typewriter; Boyd Davis analyses the changes produced by digital technologies, offering counter-arguments to the claim that the predominantly textual thesis is a poor representation of research knowledge. He advances evidence-based arguments, using a synthesis of recent technological developments, for the additional functionality that text has acquired as a result of being digital and being connected via international networks, contrasting this with the relatively poor forms of access available even now using pictures, moving images and other non-textual forms. The chapter argues that the dissertation is inherently contingent, changing and changeable. While supervisors may expect their students to produce a dissertation that resembles the one they wrote themselves, changes both in the available technologies and in the kinds of knowledge the dissertation is expected to represent are having a significant effect on its form as well as its content. Boyd Davis is co-editor of the book in which this chapter is published, which has its origins in an ESRC-funded seminar series, ‘New Forms of Doctorate’ (2008–10), that he co-devised and co-chaired. The work grew out Boyd Davis’s questioning of methods and formats for research knowledge in his introduction to, and editing of, a special issue of Digital Creativity, entitled Creative Evaluation, in 2009. This followed a peer-reviewed symposium on evaluative techniques within creative work supported by the Design Research Society and British Computer Society, which he devised and chaired. Related work on forms of knowledge in interactive media appears in an article with Faiola and Edwards of Indiana University–Purdue University, Indianapolis, for New Media and Society (2010)

    An Exploratory Investigation of a Flipped Classroom Model in Human Services Education

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    Human services education has unique needs due to the practical elements that are a part of preparing students for the field. One aspect is for students to graduate with a firm capacity to enact the skill detailed by the National Organization of Human Services (NOHS, n.d.). A blending of on-campus and on-line components has been found to encourage higher order thinking and offer experiential learning (Rehfuss, Kirk-Jenkins, & Milliken, 2015). The flipped classroom pedagogical model offers one potential way for educators to create an environment that facilitates the learning needed and recommended. This study altered a class to the flipped classroom model, and then used two type of data collection, a survey given twice during a semester and reflections written as a part of the class’ expectation. This was done to explore human services undergraduates’ reactions to the pedagogical model. Implications and lines of further enquiry are included

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science
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