855 research outputs found

    Human Machine Interfaces for Teleoperators and Virtual Environments

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    In Mar. 1990, a meeting organized around the general theme of teleoperation research into virtual environment display technology was conducted. This is a collection of conference-related fragments that will give a glimpse of the potential of the following fields and how they interplay: sensorimotor performance; human-machine interfaces; teleoperation; virtual environments; performance measurement and evaluation methods; and design principles and predictive models

    The Psychosocial Reality of Digital Travel

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    This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance of perception and being-in-the-world. Notions of place are outlined, based on work in tourism studies, human geography, and other applied social fields, with an aim to investigate how and when different experiences of place arise for the traveller and how these relate to telepresence – the sense of being there in another place through digital media. Findings from recent empirical studies of digital travel are presented, including a survey from which the characteristics of “digital travellers” are identified. A review of selected interactive design trends and possibilities leads to the conclusion, which draws these strands together and looks to the future of this topical and expanding field

    Balancing the Double-Edged Sword of Implementation: An Eclectic Approach

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    This portfolio is a compilation which expresses the author’s perspective on necessary considerations for teachers when implementing ideas in the classroom. The thoughts and perspectives showed in this portfolio have been shaped by the author’s previous formal and informal teaching experiences and the opportunities to further his understanding of teaching and research during his time in the Master of Second Language Teaching (MSLT) program at Utah State University (USU). This portfolio is comprised of two sections: The first section consists of Teaching perspectives, which include the author’s desired professional environment, his teaching philosophy statement, and observations obtained through observing other teachers. The second consists of two research papers and an annotated bibliography, which discuss an eclectic approach to foreign language classroom implementation in an effort to mitigate the drawbacks inherent in any idea

    The Psychosocial Reality of Digital Travel

    Get PDF
    This open access book takes a fresh look at the nature of the digital travel experience, at a time when more and more people are engaged in online social interaction, games, and other virtual experiences essentially involving online visits to other places. It examines whether these experiences can seem real to the virtual traveller and, if so, under what conditions and on what grounds. The book unpacks philosophical theories relevant to the feeling of being somewhere, emphasising the importance of perception and being-in-the-world. Notions of place are outlined, based on work in tourism studies, human geography, and other applied social fields, with an aim to investigate how and when different experiences of place arise for the traveller and how these relate to telepresence – the sense of being there in another place through digital media. Findings from recent empirical studies of digital travel are presented, including a survey from which the characteristics of “digital travellers” are identified. A review of selected interactive design trends and possibilities leads to the conclusion, which draws these strands together and looks to the future of this topical and expanding field

    6G Vision, Value, Use Cases and Technologies from European 6G Flagship Project Hexa-X

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    While 5G is being deployed and the economy and society begin to reap the associated benefits, the research and development community starts to focus on the next, 6th Generation (6G) of wireless communications. Although there are papers available in the literature on visions, requirements and technical enablers for 6G from various academic perspectives, there is a lack of joint industry and academic work towards 6G. In this paper a consolidated view on vision, values, use cases and key enabling technologies from leading industry stakeholders and academia is presented. The authors represent the mobile communications ecosystem with competences spanning hardware, link layer and networking aspects, as well as standardization and regulation. The second contribution of the paper is revisiting and analyzing the key concurrent initiatives on 6G. A third contribution of the paper is the identification and justification of six key 6G research challenges: (i) “connecting”, in the sense of empowering, exploiting and governing, intelligence; (ii) realizing a network of networks, i.e., leveraging on existing networks and investments, while reinventing roles and protocols where needed; (iii) delivering extreme experiences, when/where needed; (iv) (environmental, economic, social) sustainability to address the major challenges of current societies; (v) trustworthiness as an ingrained fundamental design principle; (vi) supporting cost-effective global service coverage. A fourth contribution is a comprehensive specification of a concrete first-set of industry and academia jointly defined use cases for 6G, e.g., massive twinning, cooperative robots, immersive telepresence, and others. Finally, the anticipated evolutions in the radio, network and management/orchestration domains are discussed

    Immersive and Collaborative Data Visualization Using Virtual Reality Platforms

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    Effective data visualization is a key part of the discovery process in the era of big data. It is the bridge between the quantitative content of the data and human intuition, and thus an essential component of the scientific path from data into knowledge and understanding. Visualization is also essential in the data mining process, directing the choice of the applicable algorithms, and in helping to identify and remove bad data from the analysis. However, a high complexity or a high dimensionality of modern data sets represents a critical obstacle. How do we visualize interesting structures and patterns that may exist in hyper-dimensional data spaces? A better understanding of how we can perceive and interact with multi dimensional information poses some deep questions in the field of cognition technology and human computer interaction. To this effect, we are exploring the use of immersive virtual reality platforms for scientific data visualization, both as software and inexpensive commodity hardware. These potentially powerful and innovative tools for multi dimensional data visualization can also provide an easy and natural path to a collaborative data visualization and exploration, where scientists can interact with their data and their colleagues in the same visual space. Immersion provides benefits beyond the traditional desktop visualization tools: it leads to a demonstrably better perception of a datascape geometry, more intuitive data understanding, and a better retention of the perceived relationships in the data.Comment: 6 pages, refereed proceedings of 2014 IEEE International Conference on Big Data, page 609, ISBN 978-1-4799-5665-

    Almost Like Being There: Embodiment, Social Presence, and Engagement Using Telepresence Robots in Blended Courses

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    As students’ online learning opportunities continue to increase in higher education, students are choosing not to come back to campus in-person for a variety of personal, health, safety, and financial reasons. The growing use of video conferencing technology during the COVID-19 pandemic allowed classes to continue, but students reported a sense of disconnectedness and lack of engagement with their classes. Telepresence robots may be an alternative to video conferencing that can provide learning experiences closer to the in-person experience, which also provides a stronger sense of embodiment, social presence, and engagement in the classroom. This study explored the use of telepresence robots in four undergraduate, humanities, blended learning courses. Sixty-nine students, 43 in-person and 26 remote students, were surveyed using the Telepresence and Engagement Measurement Scale (TEMS) and provided written feedback about their experience. The TEMS measured embodiment, social presence, psychological involvement, and three indicators of engagement: behavioral, affective, and cognitive. Embodiment and social presence were positively correlated as were embodiment and behavioral engagement. There was no significant difference between the two groups’ perceptions of social presence but there was a significant difference between groups’ perceptions of engagement. Qualitative data and effect sizes greater than 0.80 supported the reliability and validity of the TEMS instrument as a measurement instrument for future study of blended learning environments using remote tools such as telepresence robots. Provided that technological issues such as connectivity and audio and video quality are addressed, telepresence robots can be a useful tool to help students feel more embodied and socially present in today’s blended learning classrooms

    Money & Trust in Digital Society, Bitcoin and Stablecoins in ML enabled Metaverse Telecollaboration

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    We present a state of the art and positioning book, about Digital society tools, namely; Web3, Bitcoin, Metaverse, AI/ML, accessibility, safeguarding and telecollaboration. A high level overview of Web3 technologies leads to a description of blockchain, and the Bitcoin network is specifically selected for detailed examination. Suitable components of the extended Bitcoin ecosystem are described in more depth. Other mechanisms for native digital value transfer are described, with a focus on `money'. Metaverse technology is over-viewed, primarily from the perspective of Bitcoin and extended reality. Bitcoin is selected as the best contender for value transfer in metaverses because of it's free and open source nature, and network effect. Challenges and risks of this approach are identified. A cloud deployable virtual machine based technology stack deployment guide with a focus on cybersecurity best practice can be downloaded from GitHub to experiment with the technologies. This deployable lab is designed to inform development of secure value transaction, for small and medium sized companies

    ARTIFICIAL AGENTS MODELING FOR INTIMATE TELEPRESENCE

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