18 research outputs found

    Narrative Processes Coding System: A Dialectical Constructivist Approach to Assessing Client Change Processes in Emotion-Focused Therapy of Depression

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    Drawing on a Dialectical Constructivist model of therapeutic change, this paper addresses the fundamental contributions of client narrative disclosure, emotional differentiation and reflexive meaning-making processes in emotion-focused treatments of depression. An overview of the multi-methodological steps undertaken to empirically investigate the contributions of client storytelling, emotional differentiation, and meaning-making processes, using the Narrative Processes Coding System (NPCS; Angus et al., 1999) are provided, followed by a summary of key research findings that informed the development of a narrative-informed approach to emotion-focused therapy of depression (Angus & Greenberg, 2011). Finally, therapy practice implications for the adoption of a research-informed approach to working with narrative and emotion processes in emotion-focused therapy are described and future research directions discussed

    Pointing all around you : selection performance of mouse and ray-cast pointing in full-coverage displays

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    Funding: SurfNet (NSERC, Canada), EPSRC (Small Equipment Grant).As display environments become larger and more diverse - now often encompassing multiple walls and room surfaces - it is becoming more common that users must find and manipulate digital artifacts not directly in front of them. There is little understanding, however, about what techniques and devices are best for carrying out basic operations above, behind, or to the side of the user. We conducted an empirical study comparing two main techniques that are suitable for full-coverage display environments: mouse-based pointing, and ray-cast `laser' pointing. Participants completed search and pointing tasks on the walls and ceiling, and we measured completion time, path lengths and perceived effort. Our study showed a strong interaction between performance and target location: when the target position was not known a priori the mouse was fastest for targets on the front wall, but ray-casting was faster for targets behind the user. Our findings provide new empirical evidence that can help designers choose pointing techniques for full-coverage spaces.Postprin

    The effectiveness of three dimensional interaction

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    Most interaction with computers today takes place in a two dimensional environment. Even when using three dimensional graphics applications, input is often still restricted to two dimensions. Many believe that the use of three dimensional input devices will alleviate this restriction and allow for a much more natural human-machine dialog. This thesis seeks to establish how factors dealing with visual feedback and task structure affect the ability to perform interactive tasks in a three dimensional virtual environment. The factors investigated were stereoscopic vision, motion parallax, stimulus arrangement and stimulus complexity. Four tasks were studied. These tasks were: point location, docking, line tracing and curve tracing. All the tasks used a six degree of freedom input device to control a pointer in a three dimensional virtual environment. Four experiments corresponding to the four tasks were conducted to investigate these factors. Among other things the results showed the following. Stereoscopic vision provided a strong benefit to positioning-based tasks, but this benefit was weakened in the case of tracing tasks. Motion parallax via head-tracking often had no effect upon task performance and where an effect was found it was often detrimental. The position of stimuli influenced performance across all of the tasks. The orientation of stimuli influenced performance in the task in which it was varied.Science, Faculty ofComputer Science, Department ofGraduat

    A Study of Interactive 3D Point Location in a Computer Simulated Virtual Environment

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    The present study investigated the ability to interactively locate points in a three dimensional computer environment using a six degree of freedom input device. Four different visual feedback modes were tested: fixed viewpoint monoscopic perspective, fixed viewpoint stereoscopic perspective, head-tracked monoscopic perspective and head-tracked stereoscopic perspective. Targets were located at plus and minus 10cm along the X, Y or Z axes, from a fixed starting location. Data about the time to complete the task and positioning accuracy (error) are gathered for each trial. In addition, subjective feedback regarding the apparatus, visual mode and task difficulty was solicited from subjects. The results indicate that stereoscopic performance is superior to monoscopic performance and that asymmetries exist both across and within axes. Head tracking had no appreciable effect upon performance. Subjective feedback regarding performance is usually consistent with objective measures, but some in..

    Multiple Origins of Virus Persistence during Natural Control of HIV Infection

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    Targeted HIV cure strategies require definition of the mechanisms that maintain the virus. Here, we tracked HIV replication and the persistence of infected CD4 T cells in individuals with natural virologic control by sequencing viruses, T cell receptor genes, HIV integration sites, and cellular transcriptomes. Our results revealed three mechanisms of HIV persistence operating within distinct anatomic and functional compartments. In lymph node, we detected viruses with genetic and transcriptional attributes of active replication in both T follicular helper (TFH) cells and non-TFH memory cells. In blood, we detected inducible proviruses of archival origin among highly differentiated, clonally expanded cells. Linking the lymph node and blood was a small population of circulating cells harboring inducible proviruses of recent origin. Thus, HIV replication in lymphoid tissue, clonal expansion of infected cells, and recirculation of recently infected cells act together to maintain the virus in HIV controllers despite effective antiviral immunity
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