110 research outputs found

    A revision of Ockham's Dialogus III, 2, 3, 6 (published work)

    Get PDF
    This paper is an excerpt from a published work (Cristina Salanitri, Interlinea, Novara 2014). In Goldast's Monarchia S. Romani Imperii (Frankfurt 1614) the passage related to the second mode of natural law refers to a natural condition subsequent to original sin. Here's a revision of the previous reading performed by H. S. Offler in the '70s

    Guglielmo di Ockham: una ragione nobilissima

    Get PDF
    Una ragione evidente, una ragione politica, una ragione nobilissima: un solo termine, tre modi diversi per intendere l'unica vera luce che guida l'intelletto umano nella conoscenza naturale. Epistemologia, politica, scienza morale ricondotte ad un unico filo conduttore: "una nobilissima ratio". Senza disconoscere perĂČ l'insegnamento agostiniano che valorizza la dimensione volontaristica dell'agire umano

    Trust in virtual reality

    Get PDF
    The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones

    Trust in virtual reality

    Get PDF
    The current era has seen unrestrained technological progress. New technologies are replacing common work practices and processes in several fields, such as industry, healthcare, and commerce. The main reasons for using these technologies is the reduction of time to develop products, increased quality of products and processes, and increases in security and communication. This thesis focuses on Virtual Reality (VR). VR is currently replacing old systems and modifying practices and processes in fields such as automotive, healthcare, training and psychological therapies. However, when applying technologies, it is fundamental to study the interaction between the technology and the end users. This thesis takes into consideration one aspect of human-computer interaction: trust. Trust has been seen as fundamental in technologies such as e-commerce, e-marketing, autonomous systems and social networks. This is because trust has been found to be associated with the intention to use a technology, and lack of trust could deter users from adopting the technology. This concept is particularly important for VR, since it is only recently gaining widespread adoption. However, studies on users’ trust in VR systems are limited in the literature and there is uncertainty regarding the factors which could influence end user trust. This research aimed at developing a model to investigate trust in VR. The goal was to identify the factors which have a theoretical influence on trust in VR through an analysis of the literature on trust in VR and trust in technology in general. This permitted the creation of a framework with usability, technology acceptance and presence as possible predictors of trust in VR. In order to validate this framework, six user experiments were conducted. The experiments investigated the relationships among the factors identified in the literature and their influence on trust. The first study was designed to explore possible methodological issues. The next three studies, conducted in collaboration with researchers at the University of Nottingham, analysed further the relationship between usability and trust and between technology acceptance and presence with trust. The fifth experiment was conducted to specifically explore the influence of presence on trust. The last study looked at all factors, and validated the framework, demonstrating that technology acceptance and presence are predictors of trust in VR, and usability has an indirect effect on trust, as it is a strong predictor of technology acceptance. This research generated a model which includes well-studied factors in human computer interaction and human factors and could be applied to study trust in VR for different systems. This model increases the amount of information on VR, both on an academic and industrial point of view. In addition, guidelines based on the model were generated to inform the evaluation of existing VR systems and the design of new ones

    Perceptions of an automotive load space in a virtual environment

    Get PDF
    A study was conducted to investigate the accuracy of perceptions of a car load space in a CAVE virtual environment. A total of 46 participants rated load space width, height, depth, usability and overall capacity after viewing either a virtual Range Rover Evoque in the CAVE or the real car. Participants were also asked to estimate how many 100mm3 blocks could fit in the load space in width, depth or height. The only significant difference was in usability, which was rated higher in the CAVE. There was no systematic over- or under-estimation of distances in the virtual environment. Equivalence was demonstrated for width and depth in the block estimation task. The results suggest that virtual environments can be used for car load space design, particularly for estimates of size, but further work is required to be confident that subjective ratings of virtual properties are equivalent to those of real vehicles

    Relationship between trust and usability in virtual environments: An ongoing study

    Get PDF
    Usability and trust have been observed to be related in several domains including web retail, information systems, and e-health. Trust in technology reflects beliefs about the attributes of a technology. Research has shown that trust is a key factor for the success of different systems – e.g., e-market, e-commerce, and social networks. Trust in technology can be supported or prevented by the perceived usability. Therefore, a low level of usability could compromise an individual’s trust in their use of a technology, resulting in a negative attitude towards a product. Even if this relationship has been seen as important in the fields listed above, there is limited research which empirically assesses trust and usability in virtual reality (VR). This work will present the first set of data on the relationship between usability and trust in VR. To gather this data, three different VR systems (Desktop 3D tool, CAVE, and a flight simulator) were tested. The findings show that (i) the best-known questionnaire to measure usability and trust could be applied to VR, (ii) there is a strong relationship between people’s satisfaction and trust in the use of VR, (iii) the relationship between usability and trust exists for different systems

    Effectiveness of a multi-device 3D virtual environment application to train car service maintenance procedures

    Get PDF
    This paper reports a study which demonstrates the advantages of using virtual-reality based systems for training automotive assembly tasks. Sixty participants were randomly assigned to one of the following three training experience to learn a car service procedure: i) observational training through video instruction; ii) an experiential virtual training and trial in a CAVE; and iii) an experiential virtual training and trial through a portable 3D interactive table. Results show that virtual trained participants, after the training, can remember significantly better (

    Neural Transformers for Intraductal Papillary Mucosal Neoplasms (IPMN) Classification in MRI images

    Full text link
    Early detection of precancerous cysts or neoplasms, i.e., Intraductal Papillary Mucosal Neoplasms (IPMN), in pancreas is a challenging and complex task, and it may lead to a more favourable outcome. Once detected, grading IPMNs accurately is also necessary, since low-risk IPMNs can be under surveillance program, while high-risk IPMNs have to be surgically resected before they turn into cancer. Current standards (Fukuoka and others) for IPMN classification show significant intra- and inter-operator variability, beside being error-prone, making a proper diagnosis unreliable. The established progress in artificial intelligence, through the deep learning paradigm, may provide a key tool for an effective support to medical decision for pancreatic cancer. In this work, we follow this trend, by proposing a novel AI-based IPMN classifier that leverages the recent success of transformer networks in generalizing across a wide variety of tasks, including vision ones. We specifically show that our transformer-based model exploits pre-training better than standard convolutional neural networks, thus supporting the sought architectural universalism of transformers in vision, including the medical image domain and it allows for a better interpretation of the obtained results

    Dartanan: Prototype evaluations of a serious game to engage children in the calibration of their hearing aid functionalities

    Get PDF
    Introduction: It is notoriously difficult to obtain a perfect fitting of hearing aids (HAs) for children as they often struggle to understand their hearing loss well enough to discuss the fitting adequately with their audiologist. Dartanan is an ‘edutainment’ game developed to help children understand the functions of their HA in different sound contexts. Dartanan also had elements of a leisure game for all children, in order to create an inclusive activity. Methods: Game prototypes were evaluated during two formative evaluations and a summative evaluation. In total 106 children with and without hearing loss in Italy, Spain and the UK played Dartanan. A built-in virtual HA enabled children with hearing loss to use headphones to play. Results and conclusions: During the formative stages, feedback was discussed during focus groups on factors such as the audiological aspects, the extent to which children learned about HA functions, accessibility and usability, and this feedback was presented to the developers. After redevelopment, a summative evaluation was performed using an online survey. It was concluded that the game had met the goals of helping children understand their HA functionalities and providing an inclusive activity. User-evaluations were crucial in the development of the app into a useful and useable service

    TinyHD: Efficient video saliency prediction with heterogeneous decoders using hierarchical maps distillation

    Get PDF
    Video saliency prediction has recently attracted atten- tion of the research community, as it is an upstream task for several practical applications. However, current so- lutions are particurly computationally demanding, espe- cially due to the wide usage of spatio-temporal 3D convolu- tions. We observe that, while different model architectures achieve similar performance on benchmarks, visual varia- tions between predicted saliency maps are still significant. Inspired by this intuition, we propose a lightweight model that employs multiple simple heterogeneous decoders and adopts several practical approaches to improve accuracy while keeping computational costs low, such as hierarchi- cal multi-map knowledge distillation, multi-output saliency prediction, unlabeled auxiliary datasets and channel re- duction with teacher assistant supervision. Our approach achieves saliency prediction accuracy on par or better than state-of-the-art methods on DFH1K, UCF-Sports and Hol- lywood2 benchmarks, while enhancing significantly the ef- ficiency of the model
    • 

    corecore