5,385 research outputs found

    The cognitive operator 4.0

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    While previous Industrial Revolutions have increasingly seen the human as a cog in the system, each step reducing the cognitive content of work, Industry 4.0 contrarily views the human as a knowledge worker putting increased focus on cognitive skills and specialised craftsmanship. The opportunities that technological advancement provide are in abundance and to be able to fully take advantage of them, understanding how humans interact with increasingly complex technology is crucial. The Operator 4.0, a framework of eight plausible scenarios attempting to highlight what Industry 4.0 entails for the human worker, takes advantage of extended reality technology; having real-time access to large amounts of data and information; being physically enhanced using powered exoskeletons or through collaboration with automation; and finally real-time monitoring of operator status and health as well as the possibility to collaborate socially with other agents in the Industrial Internet of Things, Services, and People. Some of these will impose larger cognitive challenges than others and this paper presents and discusses parts of the Operator 4.0 projections that will have implications on cognitive work

    Post-fake artivism: how activism and art can break reflexivity

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    This text explores the historical evolution and intertwinement of propaganda, black-boxing, and attention control over the last century, and their combined roles in influencing the masses, more specifically through the spread of fake information in various media formats. In this scenario, artivism (art + activism), in its many forms, hacks the black boxes and exposes their inner workings, algorithms, and strategies. Thus, the author highlights key aspects of propaganda, as posited during the Second World War, and their subsequent spread into advertising, becoming an intrinsic part of global politics and businesses. The concept of black-boxing, as introduced by Latour to designate an opaque process that takes input A and transforms it into output B, while hiding its inner workings or hidden purposes, is then extended and applied to all modern content and media production – including propaganda and advertising – that occludes its sources and information transformation from the public. The reflexive use of these extended back-boxes, together with technological determinism, is fostering what is presented as a widespread phenomenon, turning fake into real, largely supported by a culture rooted in propaganda, thriving in attention-capturing mechanisms and in the conscious use of logical fallacies to maximize public impact, epitomized by the phrase “if faking it gets the job done, who cares?” Form has become more important than function, in the pursuit of goals. The appeal to emotion – overriding reason and fact – is privileged in public communication. Recent advances in generative AI black-boxed systems have densified the scenario, making it nearly impossible to distinguish between highly polished, often hyper-realistic, machine-generated deep-fakes and actual, human-generated media. In a post-fake reality punctuated by a barrage of cognitively overlaid buzzwords – from the simpler like, friend, or tag to the more complex Internet of behaviors, artificial intelligence, extended reality, or enhanced connectivity – created and controlled by dominant cultures to inculcate habits and norms, and to consolidate power, the dismantlement of this unprecedented curtain of clichés becomes urgent, and post-fake artivism (art+activism) may be a step in the right direction.info:eu-repo/semantics/publishedVersio

    Review and synthesis of problems and directions for large scale geographic information system development

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    Problems and directions for large scale geographic information system development were reviewed and the general problems associated with automated geographic information systems and spatial data handling were addressed

    Augmented Reality Technology Used To Enhance Informal Science Learning

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    With science advancements ever-changing and an increased use of multimedia to display information to the public, science literacy and critical thinking skills are important for the public to keep up to date. Students will need to know how to interpret science information they are faced with throughout their lives to make decisions and critique scientific arguments (Squire & Mingfong, 2007). Science education reform is becoming more focused on incorporating science practices with the use of tools and processes to enhance learning. An authentic learning experience can be described as experiencing real problems and consequences in context (Rosenbaum et al., 2007). Augmented reality technology can be used to create authentic learning experiences as it allows for many unique affordances in the field such as place based learning context, personal embodiment of a role, and solving a problem modeling real life science research.This paper will examine augmented reality technology in science education and the pedagogical support behind this technique. The project is comprised of a literature review discussing the benefits and support for augmented reality games used in science education followed by the descriptions of six different augmented reality science games that were created using the online platform “Taleblazer”

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture
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