65,162 research outputs found

    Telepresence and the Role of the Senses

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    The telepresence experience can be evoked in a number of ways. A well-known example is a player of videogames who reports about a telepresence experience, a subjective experience of being in one place or environment, even when physically situated in another place. In this paper we set the phenomenon of telepresence into a theoretical framework. As people react subjectively to stimuli from telepresence, empirical studies can give more evidence about the phenomenon. Thus, our contribution is to bridge the theoretical with the empirical. We discuss theories of perception with an emphasis on Heidegger, Merleau-Ponty and Gibson, the role of the senses and the Spinozian belief procedure. The aim is to contribute to our understanding of this phenomenon. A telepresence-study that included the affordance concept is used to empirically study how players report sense-reactions to virtual sightseeing in two cities. We investigate and explore the interplay of the philosophical and the empirical. The findings indicate that it is not only the visual sense that plays a role in this experience, but all senses

    'I play, therefore I learn?' Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game

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    This article explores how the serious game Poverty Is Not a Game (PING) is experienced by high school students in its subsequent design stages. We first focus on the multifaceted construct of game experience and how it is related to serious games. To measure game experience we use the Game Experience Questionnaire and add a perceived learning scale to account for the specificity of serious games in a classroom. Next, the data obtained from testing PING in 22 classrooms are analyzed. Results suggest that the evolution in the different design stages of the game is not just an issue of game experience, but also of usability. Furthermore, little evidence is found indicating that the learning experience changed positively during the different test phases. However, findings show a strong effect of the game experience on perceived learning while the game experience also varies significantly between different classrooms

    Senses, brain and spaces workshop

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    A New Direction in University. Teaching between Solidarity, Complexity and Media Education

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    At the time of an abundance of media o ers and the reduced prestige of the institutions, teaching became strategic to maintaining and rede ning the authority and professional recognition of teachers. It has therefore become advisable to activate a process of self-re ection on the part of universities on the dimensions of didactic innovation and new demands placed on university professors, starting from the reformulation of the mission of the University of the ird Millennium. Areas in need of consideration include: educating to educate (old and new trends in the mode of transmission of knowledge, considering the continuous access to the contents and the new media and cultural behaviours of the students); educating towards an interdisciplinary perspective; educating towards internationalization; educating for integration and solidarity; educating to divulge the results of scienti c research, national and global problems and evolutions in terms of technology and human value; educating with and about the digital media. All these dimensions are explored in the paper, with particular a ention given to the multiple dimensions of Media Literacy for university teachers with regard to overcoming physical, cultural and generational barriers between teachers and students and to up-to-date and democratize the quality university education

    Power, agency, deference and difference Examining the politics of composer–performer relationships in the wake of recent innovations

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    With a view to uncovering the political implications of notational, technological and musical innovation in composer–performer relationships within Western art music, this paper examines three disparate works: Christian Wolff’s Duo for Pianists II (1958); Brian Ferneyhough’s Unity Capsule (1975); and Georg Hajdu’s Schwer
 unheimlich Schwer (2009). By first exploring two innovative 20th century works, Duo for Pianists II and Unity Capsule, the paper establishes a framework for a discussion of the political and ethical dimensions of composer–performer relationships in relation to the 21st century innovation manifest in Schwer
 unheimlich Schwer (2009). This multidimensional examination draws on Warren’s (2014) examination of the relationships between ethics and music, Godlovitch’s (1998) philosophy of performance, and research carried out by practitioners such as Couroux (2002), Schick (2006) and Eigenfeldt (2011; 2014). The paper concludes that all three pieces demonstrate the potential for notation to have strong political implications, and that composers are ultimately responsible for the political implications of the performance experience

    Some Things Are Better Left Unseen: Toward More Effective Communication And Team Performance In Video-Mediated Interactions

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    By default, most video-mediated communication systems show the user his or her own video feed, yet there is no prior research to show if this helps or hinders communication. In general, virtual teams desire richer media to improve team interaction. However, in this case more information may not be helpful. Drawing on Objective Self Awareness theory in social psychology and theories of cognitive overload from communication, hypotheses are proposed concerning how viewing oneself influences virtual team interaction. It is argued that viewing oneself will lead to lower team performance and other negative outcomes. The hypotheses are tested in a laboratory experiment, manipulating whether participants were able to view their own feeds during video-mediated communication. The results suggest that viewing oneself leads to a reduction in team performance and individual satisfaction. The findings, in terms of several theoretical explanations, and implications for managers and systems designers are discussed in the paper
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