437 research outputs found

    An Examination into How Group Performance is Influenced by Various Communication Channels

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    This purpose of this research was to look at the how group performance is influenced by various communication channels. Specifically, this research sought to determine what communication factors are affected when groups are forced to use different communications channels. The three communications channels tested were face-to-face communications, audio conferencing, and computer-mediated communications through an Internet chat program. Each channel was measured on accuracy, efficiency, and total number of ideas generated. The research found that the groups using computer-mediated communications had a difficult time completing the exercises in the allotted time. Additionally, the computer-mediated produced significantly fewer total words and total inputs during the experiment. This research produced no statistical difference between any of the groups in total number of ideas generated and no statistical difference in any of the three categories between the face-to-face and audio conference groups

    Leveraging Multimedia to Advance Science by Disseminating a Greater Variety of Scholarly Contributions in More Accessible Formats

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    For the welfare of the scientific community, we intentionally “rock the boat” about the way we conduct, recognize, and disseminate scholarly contributions. As a scientific community, we are doing ourselves a great disservice by ignoring the insights, artifacts, discoveries, and conversations that naturally occur in the scientific process of advancing knowledge that do not fit into the narrowly defined form of print-style papers. By failing to recognize, reward, and publish the wide variety of scholarly contributions that do not suit print-style papers, we hinder scientific progress, devalue important and necessary contributions to science, and demotivate these types of vital contributions. Although over three centuries of scientific publishing has demonstrated the effectiveness of the print medium for conveying scholarly knowledge, the print-style paper captures only a single form of scholarly contribution in a highly limited media format. Unfortunately, the current tenure and promotion process recognizes only this one form of scientific contribution. As a result, science at large advances inevitably only by this single type of contribution. Given the radical advances in audiovisual technologies, storage and bandwidth capacities, public virtual infrastructure, and global acceptance of user-generated open content, the time is ripe to exploit the possibility of publishing more forms of scholarly contributions in a publicly available multimedia format (e.g., video). In this paper, we examine the feasibility of this proposal, develop a model to demonstrate the sustainability of this approach, and discuss potential limitations

    Challenges and Strategies for Educational Virtual Reality

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    Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy

    Culture and persuasion online: Predicting attitudes, cognitions, and behavioral intentions in a culturally diverse online marketplace

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    With an online experiment and a focus group, I examined the role of cultural appeals in online persuasive communication. The results of the study revealed that culturally oriented Web sites and online advertisements influence individual attitudes and behavioral intentions. These effects were particularly strong when cultural appeals were consistent across advertisements and their hosting Web sites. I observed the main effect of culture on persuasiveness of Web sites and advertisements both the American and the Chinese samples of participants. The results of the study did not, however, support the expectation that ethnic identity and need for cognition would interact with the effects of cultural appeals. Participants had uniform reactions across various levels of ethnic identity and need for cognition. The findings of my study suggest that online marketers and advertisers should focus not only on the message, but also on the media when targeting ethnic consumers. In fact, the cultural relevance between an advertisement and its hosting Web site is a prerequisite for a successful advertising campaign

    Development and Implementation of a Violence Risk Assessment Tool

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    The purpose of this quality improvement project was to provide a means to effectively assess patients as they are admitted to the hospitals and to effectively communicate a patient’s violent tendencies within the healthcare setting. Workplace violence is a serious problem that affects all healthcare professionals. Although serious assaults and homicides attract more media attention, the majority of workplace violence consists of non-fatal assaults. Nurses, aides, and patient care technicians suffer the most non-fatal assaults resulting in injury. Due to the growing incidence of assault and injury among healthcare workers, some states are calling for additional study on workplace violence. Healthcare organizations are mandated to develop violence prevention programs and greater reporting of incidents. Healthcare organizations have workplace prevention programs in place but still fail to protect healthcare workers from injury. Additional measures are needed to cope up with the increasing incidence of workplace violence specifically related to assaults and injuries caused by patients in healthcare settings. Research shows that the use of a violence risk assessment tool has been proven effective in attempts to prevent workplace violence. This paper will examine patient initiated violence in the workplace, explore the use of a workplace violence risk assessment tool to identify patients with propensity for violence in hospitals, and analyze the implication of the use of a violence risk assessment tool to the nursing practice

    A Virtual Testbed for Fish-Tank Virtual Reality: Improving Calibration with a Virtual-in-Virtual Display

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    With the development of novel calibration techniques for multimedia projectors and curved projection surfaces, volumetric 3D displays are becoming easier and more affordable to build. The basic requirements include a display shape that defines the volume (e.g. a sphere, cylinder, or cuboid) and a tracking system to provide each user's location for the perspective corrected rendering. When coupled with modern graphics cards, these displays are capable of high resolution, low latency, high frame rate, and even stereoscopic rendering; however, like many previous studies have shown, every component must be precisely calibrated for a compelling 3D effect. While human perceptual requirements have been extensively studied for head-tracked displays, most studies featured seated users in front of a flat display. It remains unclear if results from these flat display studies are applicable to newer, walk-around displays with enclosed or curved shapes. To investigate these issues, we developed a virtual testbed for volumetric head-tracked displays that can measure calibration accuracy of the entire system in real-time. We used this testbed to investigate visual distortions of prototype curved displays, improve existing calibration techniques, study the importance of stereo to performance and perception, and validate perceptual calibration with novice users. Our experiments show that stereo is important for task performance, but requires more accurate calibration, and that novice users can make effective use of perceptual calibration tools. We also propose a novel, real-time calibration method that can be used to fine-tune an existing calibration using perceptual feedback. The findings from this work can be used to build better head-tracked volumetric displays with an unprecedented amount of 3D realism and intuitive calibration tools for novice users

    Investigating the Existence of "Secret Language'' in Language Models

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    In this paper, we study the problem of secret language in NLP, where current language models (LMs) seem to have a hidden vocabulary that allows them to interpret absurd inputs as meaningful concepts. We investigate two research questions: ``Does the secret language phenomenon exist in different language models?'' and ``Does secret language depend on specific context?'' To answer these questions, we introduce a novel method named \textit{SecretFinding}, a gradient-based approach that can automatically discover secret languages in LMs. We conduct experiments on five representative models (Electra, ALBERT, Roberta, DistillBERT, and CLIP) finetuned on four NLP benchmarks (SST-2, MRPC, SNLI, and SQuAD) and a language-grounding benchmark (MSCOCO). Our experimental results show that even when we replace the most important words with others that are semantically dissimilar to the original words in a sentence, LMs do not consider the new sentence semantically dissimilar to the original, as the output does not change with a high probability. This phenomenon holds true across the five models and five tasks and gives a positive answer to the first research question. As for the second research question, we find that the secret language discovered by \textit{SecretFinding} is quite general and could even be transferred to other models in the black-box settings, such as GPT-3 and ChatGPT. Finally, we discuss the causes of secret language, how to eliminate it, the potential connection to memorization, and ethical implications. Examples of secret language found by SecretFinding are available on https://huggingface.co/spaces/anonymousauthors/ACL23_SecretLanguage

    Experiencing Kyoto: Evaluating Augmented Reality Audio Guides

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    Our team evaluated Kyoto VR’s GPS based AR audio guide application. We performed background research and created a method to determine the efficacy of the product, identify its target market, and create recommendations for its improvement. This method involved performing user experience (UX) testing and conducting surveys. Our UX testing consisted of interviewing, field observations, and data recording. After analyzing the data we collected, we created user profiles from observing trends among our test users. We used the profiles and UX data to create recommendations for the next steps Kyoto VR should take in the development of this application. By working as external consultants for Kyoto VR, we expanded our ability to work in teams, perform field testing, and analyze data
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