21,054 research outputs found

    Statement of John C. Read on Behalf of the National Association of Manufacturers Before the Commission on the Future of Worker-Management Relations

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    Testimony_Read_090894.pdf: 120 downloads, before Oct. 1, 2020

    Modeling long-range interactions across the visual field in stereo correspondence

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    When the eyes are converged, most objects in the visual scene will have a significant vertical disparity as measured at the retina. The pattern of vertical disparity across the retina is largely independent of object depth, depending mainly on the particular eye position adopted. Recently, Phillipson and Read (2010, European Journal of Neuroscience, doi:10.1111/j.1460-9568.2010.07454.x) showed that humans are better at achieving stereo correspondence when the vertical disparity field indicated infinite viewing distance, even when the physical viewing distance was just 30cm. They interpreted this as indicating that disparity encoding is optimized for long viewing distances, and is not updated to reflect changes in eye posture. Their results also indicated a significant effect of the visual periphery. Performance was better when the vertical disparity across the entire visual field was consistent with a given binocular eye position – even when this was not the eye position actually adopted – than when the vertical disparity beyond 20o eccentricity indicated a different eye position than that within 20o eccentricity. This is a surprising result, since (i) the task was to detect a target 8o in diameter, extending from 10o to 18o eccentricity, so information beyond 20o was completely irrelevant to the task, and (ii) many previous results indicate that the visual system detects and uses vertical disparity in local regions, even when the global vertical disparity field is not consistent with any single binocular eye position. Here, I show that this effect can be explained by a template-matching model in which the response of a population of disparity-detectors is compared with stored templates of the response expected to stimuli of known disparity

    PLU-E: a proposed framework for planning and conducting evaluation studies with children.

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    While many models exist to support the design process of a software development project, the evaluation process is far less well defined and this lack of definition often leads to poorly designed evaluations, or the use of the wrong evaluation method. Evaluations of products for children can be especially complex as they need to consider the different requirements and aims that such a product may have, and often use new or developing evaluation methods. This paper takes the view that evaluations should be planned from the start of a project in order to yield the best results, and proposes a framework to facilitate this. This framework is particularly intended to support the varied and often conflicting requirements of a product designed for children, as defined by the PLU model, but could be adapted for other user groups

    Understanding the fidelity effect when evaluating games with children

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    There have been a number of studies that have compared evaluation results from prototypes of different fidelities but very few of these are with children. This paper reports a comparative study of three prototypes ranging from low fidelity to high fidelity within the context of mobile games, using a between subject design with 37 participants aged 7 to 9. The children played a matching game on either an iPad, a paper prototype using screen shots of the actual game or a sketched version. Observational data was captured to establish the usability problems, and two tools from the Fun Toolkit were used to measure user experience. The results showed that there was little difference for user experience between the three prototypes and very few usability problems were unique to a specific prototype. The contribution of this paper is that children using low-fidelity prototypes can effectively evaluate games of this genre and style

    Ground State Entropy of the Potts Antiferromagnet on Cyclic Strip Graphs

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    We present exact calculations of the zero-temperature partition function (chromatic polynomial) and the (exponent of the) ground-state entropy S0S_0 for the qq-state Potts antiferromagnet on families of cyclic and twisted cyclic (M\"obius) strip graphs composed of pp-sided polygons. Our results suggest a general rule concerning the maximal region in the complex qq plane to which one can analytically continue from the physical interval where S0>0S_0 > 0. The chromatic zeros and their accumulation set B{\cal B} exhibit the rather unusual property of including support for Re(q)<0Re(q) < 0 and provide further evidence for a relevant conjecture.Comment: 7 pages, Latex, 4 figs., J. Phys. A Lett., in pres

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience
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