4,596 research outputs found
Movement in cluttered virtual environments
Imagine walking around a cluttered room but then having little idea of where you have traveled. This frequently happens when people move around small virtual environments (VEs), searching for targets. In three experiments, participants searched small-scale VEs using different movement interfaces, collision response algorithms, and fields of view. Participants' searches were most efficient in terms of distance traveled, time taken, and path followed when the simplest form of movement (view direction) was used in conjunction with a response algorithm that guided ("slipped") them around obstacles when collisions occurred. Unexpectedly, and in both immersive and desktop VEs, participants often had great difficulty finding the targets, despite the fact that participants could see the whole VE if they stood in one place and turned around. Thus, the trivial real-world task used in the present study highlights a basic problem with current VE systems
'Learning Styles' and 'Approaches to Studying' in Sports-Related Programmes: Relationships to Academic Achievement and Implications for Successful Learning, Teaching and Assessment: Project Report Summary
There are relatively few recent investigations that have addressed the issues of preferred learning styles and approaches to studying in sports-related disciplines such as: Sports Studies; Sports and Exercise Science; Coaching Science; Sport and Leisure Management and Outdoor Recreation Management. The purpose of this study was therefore to examine student learning across a range of sport-related programmes at a UK University College. It applied tools from two related, but different, educational research paradigms: approaches to learning and learning styles analysis. Thus, these differing means of researching student learning were tested against the same student group. Results were compared to students’ perceptions of their own developing autonomy of learning and achieved grades; insights were generated into the particular learning approaches and styles of sports students; and tentative recommendations are made on the implications of the findings for higher education teachers seeking to promote improvements in the learning of sports subjects
Participation Motivation in Martial Artists in the West Midlands Region of England
The objectives were to identify the participation motivations and the perceived importance of certain
participation factors in martial artists in the West Midlands, England, UK. A 28-item adapted version of the Participation Motivation Questionnaire with additional demographic questions was distributed to 30 martial arts clubs in the West Midlands region. Eight questions that assessed the perceived importance
for participation of progression through grades, learning self defence skills, technical ability of
instructors, cost of participating, development of confidence, underpinning philosophy and instructional
style were included. Seventy-five questionnaires were returned from a total of 11 clubs from across
representing practitioners in Tai Chi, Karate, Kung fu, Aikido, Jeet Kune Do, British Free Fighting,
Taekwon-Do and Jujitsu. Results indicated that the rank order in terms of participation motives was: 1-
Affiliation; 2-Friendship; 3-Fitness; 4-Reward/status; 5-Competition; 6-Situational and 7-Skill
development. Participants who trained for more than 4 hours per week placed greater importance on the
underpinning philosophy of the martial art. Findings suggest that whilst there is a gender discrepancy in
participation level, once engaged, females were equally committed to weekly training. The ‘style’ of the
instructor is of paramount importance for enhancing student motivation to participate. High volume
practitioners would appear to be fully immersed in the holistic appreciation of the martial art through
increased value placed on its underpinning philosophy
Evaluating rules of interaction for object manipulation in cluttered virtual environments
A set of rules is presented for the design of interfaces that allow virtual objects to be manipulated in 3D virtual environments (VEs). The rules differ from other interaction techniques because they focus on the problems of manipulating objects in cluttered spaces rather than open spaces. Two experiments are described that were used to evaluate the effect of different interaction rules on participants' performance when they performed a task known as "the piano mover's problem." This task involved participants in moving a virtual human through parts of a virtual building while simultaneously manipulating a large virtual object that was held in the virtual human's hands, resembling the simulation of manual materials handling in a VE for ergonomic design. Throughout, participants viewed the VE on a large monitor, using an "over-the-shoulder" perspective. In the most cluttered VEs, the time that participants took to complete the task varied by up to 76% with different combinations of rules, thus indicating the need for flexible forms of interaction in such environments
Levels of control during a collaborative carrying task
Three experiments investigated the effect of implementing low-level aspects of motor control for a collaborative carrying task within a VE interface, leaving participants free to devote their cognitive resources to the higher-level components of the task. In the task, participants collaborated with an autonomous virtual human in an immersive virtual environment (VE) to carry an object along a predefined path. In experiment 1, participants took up to three times longer to perform the task with a conventional VE interface, in which they had to explicitly coordinate their hand and body movements, than with an interface that controlled the low-level tasks of grasping and holding onto the virtual object.
Experiments 2 and 3 extended the study to include the task of carrying an object along a path that contained obstacles to movement. By allowing participants' virtual arms to stretch slightly, the interface software was able to take over some aspects of obstacle avoidance (another low-level task), and this led to further significant reductions in the time that participants took to perform the carrying task. Improvements in performance also occurred when participants used a tethered viewpoint to control their movements because they could see their immediate surroundings in the VEs. This latter finding demonstrates the superiority of a tethered view perspective to a conventional, human'seye perspective for this type of task
Navigating large-scale virtual environments: what differences occur between helmet-mounted and desk-top displays?
Participants used a helmet-mounted display (HMD) and a desk-top (monitor) display to learn the layouts of two large-scale virtual environments (VEs) through repeated, direct navigational experience. Both VEs were ‘‘virtual buildings’’ containing more than seventy rooms. Participants using the HMD navigated the buildings significantly more quickly and developed a significantly more accurate sense of relative straight-line distance.
There was no significant difference between the two types of display in terms of the distance that participants traveled or the mean accuracy of their direction estimates.
Behavioral analyses showed that participants took advantage of the natural, head-tracked interface provided by the HMD in ways that included ‘‘looking around’’more often while traveling through the VEs, and spending less time stationary in the VEs while choosing a direction in which to travel
Navigating large-scale ‘‘desk-top’’ virtual buildings: effects of orientation aids and familiarity
Two experiments investigated components of participants’ spatial knowledge when they navigated large-scale ‘‘virtual buildings’’ using ‘‘desk-top’’ (i.e., nonimmersive) virtual
environments (VEs). Experiment 1 showed that participants could estimate directions with reasonable accuracy when they traveled along paths that contained one or two turns (changes of direction), but participants’ estimates were significantly less accurate when the paths contained three turns. In Experiment 2 participants repeatedly navigated two more complex virtual buildings, one with and the other without a compass. The accuracy of participants’ route-finding and their direction and relative straight-line distance estimates improved with experience, but there were no significant differences between the two compass conditions. However, participants did develop significantly more accurate spatial knowledge as they became more familiar with navigating VEs in general
Implementing flexible rules of interaction for object manipulation in cluttered virtual environments
Object manipulation in cluttered virtual environments (VEs)
brings additional challenges to the design of interaction
algorithms, when compared with open virtual spaces. As the
complexity of the algorithms increases so does the flexibility with
which users can interact, but this is at the expense of much
greater difficulties in implementation for developers. Three rules
that increase the realism and flexibility of interaction are outlined:
collision response, order of control, and physical compatibility.
The implementation of each is described, highlighting the
substantial increase in algorithm complexity that arises. Data are
reported from an experiment in which participants manipulated a
bulky virtual object through parts of a virtual building (the piano
movers’ problem). These data illustrate the benefits to users that
accrue from implementing flexible rules of interaction
The Paradox of Disconnected Coalitions
COALITION FORMATION; DYNAMIC ANALYSIS; SINGLE-PEAKEDNESS; LEGISLATURES; MILITARY ALLIANCES.
A worldwide correlation of lactase persistence phenotype and genotypes
Background: The ability of adult humans to digest the milk sugar lactose - lactase persistence - is a dominant Mendelian trait that has been a subject of extensive genetic, medical and evolutionary research. Lactase persistence is common in people of European ancestry as well as some African, Middle Eastern and Southern Asian groups, but is rare or absent elsewhere in the world. The recent identification of independent nucleotide changes that are strongly associated with lactase persistence in different populations worldwide has led to the possibility of genetic tests for the trait. However, it is highly unlikely that all lactase persistence-associated variants are known. Using an extensive database of lactase persistence phenotype frequencies, together with information on how those data were collected and data on the frequencies of lactase persistence variants, we present a global summary of the extent to which current genetic knowledge can explain lactase persistence phenotype frequency.
Results: We used surface interpolation of Old World lactase persistence genotype and phenotype frequency estimates obtained from all available literature and perform a comparison between predicted and observed trait frequencies in continuous space. By accommodating additional data on sample numbers and known false negative and false positive rates for the various lactase persistence phenotype tests (blood glucose and breath hydrogen), we also apply a Monte Carlo method to estimate the probability that known lactase persistence-associated allele frequencies can explain observed trait frequencies in different regions.
Conclusion: Lactase persistence genotype data is currently insufficient to explain lactase persistence phenotype frequency in much of western and southern Africa, southeastern Europe, the Middle East and parts of central and southern Asia. We suggest that further studies of genetic variation in these regions should reveal additional nucleotide variants that are associated with lactase persistence
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