36,488 research outputs found
A framework for realistic 3D tele-immersion
Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems
Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning
This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process
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Olfaction-enhanced multimedia: Perspectives and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagOlfactionâor smellâis one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complexâand richerâuser multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the usersâ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a userâs perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications
Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia
open access articleBackground: Art enhances both physical and mental health wellbeing. The health
benefits include reduction in blood pressure, heart rate, pain perception and briefer
inpatient stays, as well as improvement of communication skills and self-esteem. In
addition to these, people living with dementia benefit from reduction of their noncognitive,
behavioural changes, enhancement of their cognitive capacities and being
socially active.
Methods: The current study represents a narrative general literature review on
available studies and knowledge about contribution of Artificial Intelligence (AI) in
creative arts.
Results: We review AI visual arts technologies, and their potential for use among
people with dementia and care, drawing on similar experiences to date from
traditional art in dementia care.
Conclusion: The virtual reality, installations and the psychedelic properties of the AI
created art provide a new venue for more detailed research about its therapeutic use in
dementia
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Electrophysiological Studies of Visual Attention and of Emotion Regulation
Electrophysiological methods, such as electroencephalography (EEG) and electrocardiography (ECG), measure biological activity that allow us to infer underlying cognitive processes. In the first study, we use EEG to track feature-based attention (FBA), a form of visual attention that helps one detect objects with a particular color, motion, or orientation. We explore the use of SSVEPs, generated by flicker presented peripherally, to track attention in a visual search task presented centrally. Classification results show that one can track an observerâs attended color, which suggests that these methods may provide a viable means for tracking FBA in a real-time task. In the second study, we use cardiovascular measures to examine influences of the emotion regulation strategy of reappraisal. We examine cooperation and cardiovascular responses in individuals that were defected on by their opponent in the first round of an iterated Prisonerâs Dilemma. We find significant differences between the emotion regulation conditions using the biopsychosocial (BPS) model of challenge and threat, where participants primed with the reappraisal strategy were weakly comparable with a threat state of the BPS model and participants without an emotion regulation were weakly comparable with a challenge state of the BPS model. In the third study, we use EEG to study the chromatic sensitivity of FBA for color during a visual search task. We use SSVEP responses evoked through peripheral flicker to measure the spectral tuning of color detection mechanisms and how attentional selection is affected by distractor color. Our results find smaller responses for the distractor colors and suggest that feature-based attention to a particular color involves chromatic mechanisms that both enhance the response to a target and minimize responses to distractors
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