1,476 research outputs found
Guide to the Networked Minds Social Presence Inventory v. 1.2
This document introduces the Networked\ud
Minds Social Presence Inventory. The\ud
inventory is a self-report measure of social\ud
presence, which is commonly defined as the\ud
sense of being together with another in a\ud
mediated environment. The guidelines\ud
provide background on the use of the social\ud
presence scales in studies of users’ social\ud
communication and interaction with other\ud
humans or with artificially intelligent agents\ud
in virtual environments
Networked Minds Social Presence Inventory:\ud |(Scales only, Version 1.2)\ud Measures of co-presence, social presence,\ud subjective symmetry, and intersubjective symmetry
This document includes all the items that comprise the Networked Minds Social Presence Inventory. For more information on the scale, please consult the Guide to the Networked Minds Inventory on this repository
Internal Consistency and Reliability of the Networked Minds\ud Measure of Social Presence
This study sought to develop and test a measure\ud
of social presence. Based on review of current\ud
definitions and measures, a synthesis of the\ud
theoretical construct that meets the criteria and\ud
dimensions [1] is proposed for a broad successful\ud
measure of social presence. An experiment was\ud
conducted to test the internal consistency and\ud
criterion validity of the measures as determined by\ud
theory, specifically the ability of the measure to\ud
distinguish levels of social presence that almost all\ud
theories suggest exist between (1) face-to-face\ud
interaction and mediated interaction, and (2)\ud
different levels of mediated interaction
Sólo se logra escribir sobre lo que se ama: El escritor y lo imaginario en Roland Barthes
Proponiendo un recorrido por la obra de Roland Barthes, el artículo rastrea la figura del enamorado (que se llama, sucesivamente, Stendhal, Gide, Michelet) para hacerla coincidir con el lugar del escritor, definido por un deslumbramiento que liga al sujeto con una imagen. La relación entre el escritor y lo imaginario, así, se analiza tomando como eje dos mitemas : Orfeo, que nos recuerda que no se puede salvar lo que ama sino renunciando a ello (en esos términos definirá Barthes al ?escritor comprometido?, en una violenta inversión de los postulados sartreanos); Pigmalión, que nos propone el arte como forma de existencia. Mediante ese análisis, que enmarca las diferentes inflexiones del pensamiento de Barthes en los debates de la filosofía francesa que le fue contemporánea, el artículo sostiene que la literatura constituye para Barthes el horizonte total de la existencia donde el ?yo? se manifiesta como un efecto de la escritura, regida por la ley de la Imagen, tal y como ésta se define en el discurso amoroso.Fil: Donato Biocca, Elena. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Saavedra 15. Instituto de Historia Argentina y Americana "dr. Emilio Ravignani". Universidad de Buenos Aires. Facultad de Filosofía y Letras. Instituto de Historia Argentina y Americana "dr. Emilio Ravignani"; Argentin
Marcel Proust y Alan Pauls: correspondencias en EL PASADO
En El pasado (2003; traducción al portugués 2007) de Alan Pauls aparecen considerables referencias a À la recherche du temps perdu de Marcel Proust. Con la idea de que en la lectura comparativa de dos literaturas importa fundamentalmente el análisis de las operaciones lingüísticas, literarias e históricas que posibilitan esa relación, este artículo se centra en el estudio de tales condiciones y propone que las preocupaciones críticas en torno a Marcel Proust en las que trabajó el último Barthes (crítico de influencia central en la obra de Pauls) funcionan como el mensajero que comunica la Recherche con El pasado. Esa correspondencia conforma un modo de relación entre una literatura y los textos clásicos de su tradición en los términos de una producción de contemporaneidad.Alan Pauls’ The Past (2003; Portuguese version, 2007) contains manifold allusions and references to Proust’s Remembrance of Things Past. Bearing in mind that when working in Comparative Literatures we must focus on the analysis of those linguistic, literary and historical operations that create the link between individual works or literatures, the purpose of this study is exploring those conditions, building upon the idea that Roland Barthes -one of the main critical influences in Pauls’ work- and his late investigations on Marcel Proust serve as bridge between Proust’s and Pauls’ works. This establishes a way for a literature to relate with the classical texts in its tradition, in terms of the production of contemporainety.Fil: Donato Biocca, Elena. Universidad de Buenos Aires. Facultad de Filosofía y Letras. Instituto de Historia Argentina y Americana; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas. Oficina de Coordinación Administrativa Saavedra 15. Instituto de Historia Argentina y Americana ; Argentin
El problema de las calificaciones en derecho internacional privado
Fil: Biocca, Stella Maris. Universidad de Buenos Aires. Facultad de Derecho. Cátedra Derecho Internacional Privado. Buenos Aires, Argentin
SimDialog: A visual game dialog editor
SimDialog is a visual editor for dialog in computer games. This paper
presents the design of SimDialog, illustrating how script writers and
non-programmers can easily create dialog for video games with complex branching
structures and dynamic response characteristics. The system creates dialog as a
directed graph. This allows for play using the dialog with a state-based cause
and effect system that controls selection of non-player character responses and
can provide a basic scoring mechanism for games
Predicting the efficacy of simulator-based training using a perceptual judgment task versus questionnaire-based measures of presence
The quality of a virtual environment, as characterized by factors such as presence and fidelity, is of interest to developers and users of simulators for many reasons, not least because both factors have been linked to improved outcomes in training as well as a reduced incidence of simulator sickness. Until recently, most approaches to measuring these factors have been based on subjective, postexposure questioning. This approach has, however, been criticized because of the shortcomings of self-report and the need to delay feedback or interrupt activity. To combat these problems, recent papers on the topic have proposed the use of behavioral measures to assess simulators and predict training outcomes. Following their lead, this paper makes use of a simple perceptual task in which users are asked to estimate their simulated speed within the environment. A longitudinal study of training outcomes using two of the simulators revealed systematic differences in task performance that matched differences measured using the perceptual task in a separate group of control subjects. A separate analysis of two standard presence questionnaires revealed that they were able to predict learning outcomes on a per individual basis, but that they were insensitive to the differences between the two simulators. The paper concludes by explaining how behavioral measures of the type proposed here can complement questionnaire-based studies, helping to motivate design aspects of new simulators, prompting changes to existing systems, and constraining training scenarios to maximize their efficacy
L'efficacité des thérapies énergétiques sur la diminution de la douleur chronique d'origine rhumatismale ainsi que sur le bien-être et la qualité de vie des personnes âgées: travail de Bachelor
But : L’objectif de cette revue de littérature est de déterminer si les thérapies énergétiques du toucher thérapeutique, du Healing Touch et du Reiki, complémentaires aux traitements habituels, ont une efficacité sur la diminution de l’intensité de la douleur chronique d'origine rhumatismale afin de préserver le bien-être et la qualité de vie des personnes âgées. Méthode: Pour répondre à la question de recherche, une recherche sur les bases de données CINAHL et PubMed a été réalisée. Les différents articles ont été soumis à divers critères de sélection. Par la suite, les huit articles sélectionnés ont été analysés sous forme de tableaux synthétiques et discutés selon les grandes familles identifiées
Cognitive Modeling of Video Game Player User Experience
This paper argues for the use of cognitive modeling to gain a detailed and dynamic look into user experience during game play. Applying cognitive models to game play data can help researchers understand a player's attentional focus, memory status, learning state, and decision strategies (among other things) as these cognitive processes occurred throughout game play. This is a stark contrast to the common approach of trying to assess the long-term impact of games on cognitive functioning after game play has ended. We describe what cognitive models are, what they can be used for and how game researchers could benefit by adopting these methods. We also provide details of a single model - based on decision field theory - that has been successfUlly applied to data sets from memory, perception, and decision making experiments, and has recently found application in real world scenarios. We examine possibilities for applying this model to game-play data
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