5,968 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Application of Virtual Reality in the study of Human Behavior in Fire : Pursuing realistic behavior in evacuation experiments

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    Virtual Reality (VR) experiments are used to study human behavior in fire because they allow simulation of fire events with relatively low risks to the participants, while maintaining high levels of experimental control. Manystudies have used VR experiments to explore aspects of the human response to fire threats, but VR experiments as a research method are yet to be subjected to a systematic process of validation. One way to validate VR experiments is to compare VR data to data obtained using other research methods, e.g., case studies, laboratory experiments, and field experiments. Five independent VR experiments were designed to collect data that could be then compared to data collected using other research methods. Both datasets, VR and physical, are thencompared with each other to assess similarities and differences between them. Results show that participants in the VR experiments often acted like people did in the physical-world events. Moreover, Human Behavior in Fire theories that explain the behavior of victims in real fires were found to also explain the participants’ behavior in the VR experiments. There were differences between VR and physical-world samples, which highlighted limitations of VR experiments or aspects about realism that need to be considered when designing VR experiments. Visual realism is not enough for participants to interpret a virtual fire emergency as a threat. Therefore, VR experiments need to induce participants to take the virtual fire event seriously. Social norms that apply in physical world contexts may not emerge naturally in virtual environments, and measures should be taken to enhance behavioral realism in VR. These findings are a meaningful contribution to the development of the VR experiment method for collection of behavioral data

    Adult missing persons:a concept analysis

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    Missing persons incidents incur considerable societal costs but research has overwhelmingly concentrated on missing children. Understanding the phenomenon among adults is underdeveloped as a result. We conducted an evolutionary concept analysis of the ‘missing person’ in relation to adults. Evolutionary concept analysis provides a structured narrative review methodology which aims to clarify how poorly defined phenomena have been discussed in the professional/academic literature in order to promote conceptual clarity and provide building blocks for future theoretical development. A systematic literature search identified k = 73 relevant papers from which surrogate terms for, and antecedents, consequences, and attributes of the occurrence of adult missing persons were extracted and analysed. The core attributes of the adult missing person are (i) actual or perceived unexpected or unwanted absence accompanied by an absence of information and (ii) a potential adverse risk outcome as perceived by those left behind. The centrality of mental ill-health in actual adult missing persons cases is not reflected in theoretical development which largely comprises descriptive typologies of variable quality and questionable utility. There is a clear need to shift research emphasis towards clinical and psychological domains of inquiry in order to further advance the field of adult missing persons research

    Actor & Avatar: A Scientific and Artistic Catalog

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    What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material

    Computer-Assisted Instruction: Enhancements for Language-Learning Applications.

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    Presently, computer-assisted instruction is in use in many educational venues. Unfortunately, the application of computer-assisted language learning at a distance has virtually been ignored. This is an opportunity that needs to be explored. In order to do so, a number of considerations must be attended to. First, effective monitor display design is critical for the optimal presentation of distance learning material. Second, gender and equity factors that impact computer use must be understood to minimize the detrimental effects they might have on computer-assisted distance learning. Third, the needs of students involved with the particularly-demanding application of distance learning principles of foreign language learning have to be specially explored. This dissertation presents ways to improve monitor display design that are based upon current research findings for data display. In addition, suggestions to minimize the negative impact of gender upon computer use are offered based upon contemporary research conducted in a variety of English-speaking countries. Lastly, the use of computers to study foreign languages at a distance is expounded upon, with a special emphasis on the use of computer-mediated communications (CMC) media such as the Internet. The results of this dissertation research project are clear. First, if students are to take advantage of the distance learning opportunities that computers offer, both software and hardware designers must pay attention to how such variables as color, font choice, and format can help or hamper a student viewing the screen. The presentation of on-screen material has to be carefully considered and skillfully executed. Second, the display of material should also take gender and other equity issues into consideration. For many students using computers to learn foreign languages gender, race, and class considerations can play a significant role. Therefore, software should be designed to avoid sexist stereotypes and to promote user friendliness. Easy-to-read monitor display screens with non-gender biased software can be extremely helpful for learning languages at a distance. But the full potential of computer-assisted language learning (CALL) is still unrealized. For example, many opportunities in CNIC for language practice are not being taken either because of expense or logistic limitations

    Metaphysical detectives and postmodern spaces, or the case of the missing boundaries

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    Taking as its point of departure Henri Lefebvre\u27s contention that (Social) space is a (social) product, my dissertation explores the contemporary American novels of Pynchon, Acker, Reed, Auster, DeLillo, and McElroy as well as the two recent films Dark City and The Thirteenth Floor and their dramatization of the production of twentieth-century social space. I approach these works as metaphysical detective stories which evoke the classic detective figure only to frustrate his impulse to solve and contain. Following Foucault\u27s contention that space is fundamental to any exercise of power, I suggest that the detective figure is significant to an understanding of the history of spatial production in that the detective both relies upon the striating logic of Western science as well as---particularly in his surveillance of the city---perpetuates that logic by rationally ordering the spaces he observes. The metaphysical detective, however, confronts the reconstituted space of postmodern culture, resulting largely from the globalization of capitalism and expanding technologies, which resists former logic-driven methods of delimiting social spaces and subjects in space. Through their appropriation of the classic detective, these metaphysical detective stories embody, then, a competing history of spatial logic that once exposed causes us to rethink the ideology of social space(s) in the West, while also shedding light on the ways in which gender, race, and class are both constructed within and act as formants in the production of space

    Participative Urban Health and Healthy Aging in the Age of AI

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    This open access book constitutes the refereed proceedings of the 18th International Conference on String Processing and Information Retrieval, ICOST 2022, held in Paris, France, in June 2022. The 15 full papers and 10 short papers presented in this volume were carefully reviewed and selected from 33 submissions. They cover topics such as design, development, deployment, and evaluation of AI for health, smart urban environments, assistive technologies, chronic disease management, and coaching and health telematics systems

    Stillborn: The Libidinal Economy of Gadgetized Mediation in the Era of Socialization for Consumption; An Explanatory Political Project

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    This project captures an attempt to politicize one aspect of Western middle class youth’s everyday experience growing up and living in postindustrial consumer society—the replacement of experiential, material, and libidinal gratification with that of ideological satisfaction. The dissertation takes up problematic adolescent gaming as a site to interrogate the ways and means of technologically-backed consumer socialization, and draw out the implications for subject-formation and possibility of self-determination. Developing new ways to conceptualize politics of youth, the project re-reads existing academic research on youth and gaming. Its main goal is to create a theoretical framework that can sustain an understanding of the importance of consumerizing gadget-mediated self-self cultivation across the dimensions of political economy and its strict materiality, psycho-sociality and its relational concreteness, and the realm of the mind in which ideology meets consciousness. Under the guise of critiquing the banality of gaming studies, the project excavates ideas from various critical theory, phenomenological and psychoanalytic traditions to raise political questions of social reproduction and clarify a concretely political path beyond the present circumstances. I am interested in exploring how it is that generation after generation young people born in the compromised consumption-rendered centers of global capital do not revolt against the seemingly repressive institutions shaping their lives. In this question, there is an intergenerational politics, a politics in which the question of youth and their otherness is crashed into the structuration of political economy and social reproduction within it. This is ultimately the theme of my inquiry. The present work is a study of gaming as a site where we should expect to see the manifestations of this kind of intersection, but instead what we see is a single-minded preference for celebrating the gaming industry and securing the ideologically soothing reproduction. I want to address the politics signaled by the changing role of play in advanced consumer economy, where in the site of gaming, through controlled bursts of traumatization and regularization, prediction of subjective experience is commodified into the global capitalistic circuits

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities
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