5 resultados para Real and imaginary journeys

em Research Open Access Repository of the University of East London.


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In this paper I follow trails in the memory of work by reading the books and papers of Jeanne Bouvier, a French seamstress, ardent trade-unionist and passionate writer, who left a rich body of labour literature including four published historical studies, as well as the memoirs of her life, work and struggles. Work, action and creativity are three interrelated planes on which Bouvier situates herself, while memory and imagination are interwoven in the way she seeks to understand herself in the world with others. What emerges as a particularly striking theme from Bouvier’s papers is a material matrix of mnemonic and imaginary practices, wherein bodies, places and objects are entangled in the narrative constitution of the self of the woman worker/writer.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7.

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REVERIE (REal and Virtual Engagement in Realistic Immersive Environments) [1] is a multimedia and multimodal framework, which supports the creation of immersive games. The framework supports the creation of games integrating technologies such as 3D spatial audio, detection of the player’s body movement using Kinect and WIMO sensors, NPCs (Non-Playable Characters) with advanced AI capabilities featuring various levels of representation and gameplay into an immersive 3D environment. A demonstration game was developed for REVERIE, which is an adapted version of the popular Simon Says game. In the REVERIE version, a player tries to follow physical instructions issued by two autonomous agents with different degrees of realism. If a player follows a physical instruction correctly, they are awarded one point. If not, they are deducted one point. This paper presents a technical overview of the game technologies integrated in the Simon Says demo and its evaluation by players with variable computer literacy skills. Finally the potential of REVERIE as an immersive framework for gaming is discussed, followed by recommendations for improvements in future versions of the framework.

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Background Appropriate sensorimotor correlations can result in the illusion of ownership of exogenous body parts. Nevertheless, whether and how the illusion of owning a new body part affects human perception, and in particular pain detection, is still poorly investigated. Recent findings have shown that seeing one’s own body is analgesic, but it is not known whether this effect is transferable to newly embodied, but exogenous, body parts. In recent years, results from our laboratory have demonstrated that a virtual body can be felt as one’s own, provided realistic multisensory correlations. Methods The current work aimed at investigating the impact of virtual body ownership on pain threshold. An immersive virtual environment allowed a first-person perspective of a virtual body that replaced the own. Passive movement of the index finger congruent with the movement of the virtual index finger was used in the “synchronous” condition to induce ownership of the virtual arm. The pain threshold was tested by thermal stimulation under four conditions: 1) synchronous movements of the real and virtual fingers, 2) asynchronous movements, 3) seeing a virtual object instead of an arm, and 4) not seeing any limb in real world. Results Our results show that, independently of attentional and stimulus adaptation processes, the ownership of a virtual arm per se can significantly increase the thermal pain threshold. Conclusions This finding may be relevant for the development and improvement of digital solutions for rehabilitation and pain treatment.

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Loess is the most important collapsible soil; possibly the only engineering soil in which real collapse occurs. A real collapse involves a diminution in volume - it would be an open metastable packing being reduced to a more closely packed, more stable structure. Metastability is at the heart of the collapsible soils problem. To envisage and to model the collapse process in a metastable medium, knowledge is required about the nature and shape of the particles, the types of packings they assume (real and ideal), and the nature of the collapse process - a packing transition upon a change to the effective stress in a media of double porosity. Particle packing science has made little progress in geoscience discipline - since the initial packing paradigms set by Graton and Fraser (1935) - nevertheless is relatively well-established in the soft matter physics discipline. The collapse process can be represented by mathematical modelling of packing – including the Monte Carlo simulations - but relating representation to process remains difficult. This paper revisits the problem of sudden packing transition from a micro-physico-mechanical viewpoint (i.e. collapse imetan terms of structure-based effective stress). This cross-disciplinary approach helps in generalization on collapsible soils to be made that suggests loess is the only truly collapsible soil, because it is only loess which is so totally influenced by the packing essence of the formation process.