3 resultados para Problems of Computer Intellectualization
em WestminsterResearch - UK
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Acknowledgement: The research presented in this paper was conducted as part of the EU FP7 research project PACT (http://www.projectpact.eu), grant agreement number 285635.
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Judith Tsouvalis mounts a lively and interesting critique of the post-foundational Left’s theorisations through the marshalling of Latourian insights into the possibilities for a more grounded, pragmatic and concrete approach to political action. Tsouvalis takes Latour’s appropriation of John Dewey’s philosophical pragmatism (classically stated in the 1927 [1954] work, The Public and Its Problems) to argue that problems enable Dingpolitik – object or problem-orientated politics – through assembling concrete plural publics around matters of shared concern and contestation. She counter positions this pragmatic politics of concern, through which new communities of understanding are formed, to the abstract and ‘anthropomorphic’ critiques of the ‘post-political condition’ which offer little in the way of a constructive engagement in the collective making of a better world.
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Research on the mechanisms and processes underlying navigation has traditionally been limited by the practical problems of setting up and controlling navigation in a real-world setting. Thanks to advances in technology, a growing number of researchers are making use of computer-based virtual environments to draw inferences about real-world navigation. However, little research has been done on factors affecting human–computer interactions in navigation tasks. In this study female students completed a virtual route learning task and filled out a battery of questionnaires, which determined levels of computer experience, wayfinding anxiety, neuroticism, extraversion, psychoticism and immersive tendencies as well as their preference for a route or survey strategy. Scores on personality traits and individual differences were then correlated with the time taken to complete the navigation task, the length of path travelled,the velocity of the virtual walk and the number of errors. Navigation performance was significantly influenced by wayfinding anxiety, psychoticism, involvement and overall immersive tendencies and was improved in those participants who adopted a survey strategy. In other words, navigation in virtual environments is effected not only by navigational strategy, but also an individual’s personality, and other factors such as their level of experience with computers. An understanding of these differences is crucial before performance in virtual environments can be generalised to real-world navigational performance.