36,395 research outputs found
Removal of monocular interactions equates rivalry behavior for monocular, binocular, and stimulus rivalries
When the two eyes are presented with conflicting stimuli, perception starts to fluctuate over time (i.e., binocular rivalry). A similar fluctuation occurs when two patterns are presented to a single eye (i.e., monocular rivalry), or when they are swapped rapidly and repeatedly between the eyes (i.e., stimulus rivalry). Although all these cases lead to rivalry, in quantitative terms these modes of rivalry are generally found to differ significantly. We studied these different modes of rivalry with identical intermittently shown stimuli while varying the temporal layout of stimulation. We show that the quantitative differences between the modes of rivalry are caused by the presence of monocular interactions between the rivaling patterns; the introduction of a blank period just before a stimulus swap changed the number of rivalry reports to the extent that monocular and stimulus rivalries were inducible over ranges of spatial frequency content and contrast values that were nearly identical to binocular rivalry. Moreover when monocular interactions did not occur the perceptual dynamics of monocular, binocular, and stimulus rivalries were statistically indistinguishable. This range of identical behavior exhibited a monocular (∼50 ms) and a binocular (∼350 ms) limit. We argue that a common binocular, or pattern-based, mechanism determines the temporal constraints for these modes of rivalry
Towards a model of how designers mentally categorise design information
This study aims to explore how designers mentally categorise design information during the early sketching performed in the generative phase. An action research approach is particularly appropriate for identifying the various sorts of design information and the cognitive operations involved in this phase. Thus, we conducted a protocol study with eight product designers based on a descriptive model derived from cognitive psychological memory theories. Subsequent protocol analysis yielded a cognitive model depicting the mental categorisation of design information processing performed by designers. This cognitive model included a structure for design information (high, middle, and low levels) and linked cognitive operations (association and transformation). Finally, this paper concludes by discussing directions for future research on the development of new computational tools for designers
Inspiratory muscle warm-up does not improve cycling time-trial performance
Purpose: This study examined the effects of an active cycling warm-up, with and without the addition of an inspiratory muscle warm-up (IMW), on 10-km cycling time-trial performance
Recommended from our members
Intelligent synthesis mechanism for deriving streaming priorities of multimedia content
We address the problem of integrating user preferences with network Quality of Service parameters for the streaming of media content, and suggest protocol stack configurations
that satisfy user and technical requirements to the best available degree. Our approach is able to handle inconsistencies between user and networking considerations, formulating the
problem of construction of tailor-made protocols as a prioritization problem, solvable using fuzzy programming
Mediating Cognitive Transformation with VR 3D Sketching during Conceptual Architectural Design Process
Communications for information synchronization during the conceptual design phase require designers to employ more intuitive digital design tools. This paper presents findings of a feasibility study for using VR 3D sketching interface in order to replace current non-intuitive CAD tools. We used a sequential mixed method research methodology including a qualitative case study and a cognitive-based quantitative protocol analysis experiment. Foremost, the case study research was conducted in order to understand how novice designers make intuitive decisions. The case study documented the failure of conventional sketching methods in articulating complicated design ideas and shortcomings of current CAD tools in intuitive ideation. The case study’s findings then became the theoretical foundations for testing the feasibility of using VR 3D sketching interface during design. The latter phase of study evaluated the designers’ spatial cognition and collaboration at six different levels: “physical-actions”, “perceptualac ons”, “functional-actions”, “conceptual-actions”, “cognitive synchronizations”, and “gestures”. The results and confirmed hypotheses showed that the utilized tangible 3D sketching interface improved novice designers’ cognitive and collaborative design activities. In summary this paper presents the influences of current external representation tools on designers’ cognition and collaboration as well as providing the necessary theoretical foundations for implementing VR 3D sketching interface. It contributes towards transforming conceptual architectural design phase from analogue to digital by proposing a new VR design interface. The paper proposes this transformation to fill in the existing gap between analogue conceptual architectural design process and remaining digital engineering parts of building design process hence expediting digital design process
Recommended from our members
Intelligent multimedia transmission for back pain treatment
Copyright @ 2002 EUNITERemote, multimedia-based, collaboration in back pain treatment is an option which only recently has come to the attention of clinicians and IT providers. The take up of such applications will inevitably depend on their ability to produce an acceptable level of service over congested and unreliable public networks However, although the problem of multimedia application-level performance is closely linked to both the user perspective of the experience as well as to the service provided by the underlying network, it is rarely studied from an integrated viewpoint. To alleviate this problem in the context of a multimedia application, a method is proposed in this paper for obtaining a priority order of low-level Quality of Service parameters, which would ensure that user-level Quality of Perception is maintained at an optimum level. Thus we present an approach that integrates technical concerns with user perceptual considerations for intelligent decision-making in the construction of tailor-made multimedia communication protocols. The proposed approach, based on multicriteria decision making, incorporates not only classical networking considerations, but, indeed, user preferences as well. Moreover, our approach also opens the possibility for such protocols to dynamically adapt based on a changing operating environment and user preferences
Intelligent synthesis mechanism for deriving streaming priorities of multimedia content
We address the problem of integrating user preferences with network quality of service parameters for the streaming of media content, and suggest protocol stack configurations that satisfy user and technical requirements to the best available degree. Our approach is able to handle inconsistencies between user and networking considerations, formulating the problem of construction of tailor-made protocols as a prioritization problem, solvable using fuzzy programming
A systematic review of protocol studies on conceptual design cognition: design as search and exploration
This paper reports findings from the first systematic review of protocol studies focusing specifically on conceptual design cognition, aiming to answer the following research question: What is our current understanding of the cognitive processes involved in conceptual design tasks carried out by individual designers? We reviewed 47 studies on architectural design, engineering design and product design engineering. This paper reports 24 cognitive processes investigated in a subset of 33 studies aligning with two viewpoints on the nature of designing: (V1) design as search (10 processes, 41.7%); and (V2) design as exploration (14 processes, 58.3%). Studies on search focused on solution search and problem structuring, involving: long-term memory retrieval; working memory; operators and reasoning processes. Studies on exploration investigated: co-evolutionary design; visual reasoning; cognitive actions; and unexpected discovery and situated requirements invention. Overall, considerable conceptual and terminological differences were observed among the studies. Nonetheless, a common focus on memory, semantic, associative, visual perceptual and mental imagery processes was observed to an extent. We suggest three challenges for future research to advance the field: (i) developing general models/theories; (ii) testing protocol study findings using objective methods conducive to larger samples and (iii) developing a shared ontology of cognitive processes in design
Recommended from our members
Intelligent multimedia communication for enhanced medical e-collaboration in back pain treatment
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2004 SAGE PublicationsRemote, multimedia-based, collaboration in back pain treatment is an option which only recently has come to the attention of clinicians and IT providers. The take-up of such applications will inevitably depend on their ability to produce an acceptable level of service over congested and unreliable public networks. However, although the problem of multimedia application-level performance is closely linked to both the user perspective of the experience as well as to the service provided by the underlying network, it is rarely studied from an integrated viewpoint. To alleviate this problem, we propose an intelligent mechanism that integrates user-related requirements with the more technical characterization of quality of service, obtaining a priority order of low-level quality of service parameters, which would ensure that user-centred quality of perception is maintained at an optimum level. We show how our framework is capable of suggesting appropriately tailored transmission protocols, by incorporating user requirements in the remote delivery of e-health solutions
- …