839 resultados para Scene perception
Resumo:
This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.
Resumo:
Les cambriolages constituent une délinquence de masse et représentent à cet égard un problème de sécurité prégnant. Les organismes policiers y répondent notamment en faisant intervenir leurs services de police scientifique sur les lieux de cambriolages, dont les missions principales sont de constater l'infraction, de récolter les traces afin d'identifier les auteurs et de les dénoncer à la justice, ainsi que de contribuer au renseignement criminel. Ces objectifs traditionnels occultent toutefois une dimension pouvant s'avérer importante de ce type d'interventions de haut volume, à savoir la relation et la communication entre l'inspecteur de police scientifique et les lésés chez lesquels il intervient. On constate à ce sujet un manque de connaissances quant à la perception que les lésés ont des interventions de la police scientifique. En sont-ils satisfaits ? Les jugent-ils utiles ? S'inquiètent-ils des résultats obtenus et de la résolution de leur cambriolage ? S'estiment-ils suffisamment informés ou conseillés en matière de prévention ? Cette étude aborde ces questions au travers d'un sondage inédit entrepris auprès de 77 lésés de cambriolages chez lesquels le Service forensique de la Police neuchâteloise est intervenu. Les réponses des lésés indiquent qu'ils ont, dans l'ensemble, une très bonne opinion de l'intervention de la police scientifique et de ses différentes composantes. Parallèlement, il ressort que les 14 inspecteurs du Service forensique, également questionnés, projettent sur les lésés une opinion en partie plus pessimiste qu'elle ne l'est en réalité. L'étude permet ainsi d'identifier des points pour lesquels la communication doit être améliorée, par exemple en ce qui concerne les conseils en matière de prévention. L'article est ponctué par une proposition de modèle conceptuel qui étend les rôles et les missions traditionnellement attribués aux services de police scientifique et qui vise à intégrer la participation aux efforts de prévention, de proximité, de réassurance et de prise en charge des lésés.
Resumo:
BACKGROUND: The considerable malaria decline in several countries challenges the strategy of chemoprophylaxis for travellers visiting moderate- to low-risk areas. An international consensus on the best strategy is lacking. It is essential to include travellers' opinions in the decision process. The preference of travellers regarding malaria prevention for moderate- to low-risk areas, related to their risk perception, as well as the reasons for their choices were investigated. METHODS: Prior to pre-travel consultation in the Travel Clinic, a self-administered questionnaire was given to travellers visiting moderate- to low-risk malaria areas. Four preventive options were proposed to the traveller, i.e., bite prevention only, chemoprophylaxis, stand-by emergency treatment alone, and stand-by emergency treatment with rapid diagnostic test. The information was accompanied by a risk scale for incidence of malaria, anti-malarial adverse drug reactions and other travel-related risks, inspired by Paling palettes from the Risk Communication Institute. RESULTS: A total of 391 travellers were included from December 2012 to December 2013. Fifty-nine (15%) opted for chemoprophylaxis, 116 (30%) for stand-by emergency treatment, 112 (29%) for stand-by emergency treatment with rapid diagnostic test, 100 (26%) for bite prevention only, and four (1%) for other choices. Travellers choosing chemoprophylaxis justified their choice for security reasons (42%), better preventive action (29%), higher efficacy (15%) and easiness (15%). The reasons for choosing stand-by treatment or bite prevention only were less medication consumed (29%), less adverse drug reactions (23%) and lower price (9%). Those who chose chemoprophylaxis were more likely to have used it in the past (OR = 3.0 (CI 1.7-5.44)), but were not different in terms of demographic, travel characteristics or risk behaviour. CONCLUSIONS: When travelling to moderate- to low-risk malaria areas, 85% of interviewees chose not to take chemoprophylaxis as malaria prevention, although most guidelines recommend it. They had coherent reasons for their choice. New recommendations should include shared decision-making to take into account travellers' preferences.
Resumo:
Etudiant les images viatiques des Alpes présentes dans la base de données VIATIMAGES, au tournant des XVIIIe-XIXe siècles, l'article montre que la prépondérance du sens de la vue dans la perception des paysages est une construction historique et anthropologique. En analysant plus précisément ces images, on peut y repérer des personnages identifiés aux habitants des lieux visités par les voyageurs. Au-delà des stéréotypes du "berger des Alpes", ces images nous disent quelque chose sur la perception pluri-sensorielle et sur l'immédiateté de la présence au monde des paysans alpins. Cependant, une équivoque demeure, que les sources viatiques ne permettent pas de lever, car les qualités attribuées aux paysans des Alpes sont celles mêmes dont les élites urbaines voyageantes sont privées. Dans les zones de contact que sont les sites touristiques au début du XIXe siècle, le regardant et le regardé mettent en miroir leurs qualités sans les partager.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.
Resumo:
Healthcare accreditation models generally include indicators related to healthcare employees' perceptions (e.g. satisfaction, career development, and health safety). During the accreditation process, organizations are asked to demonstrate the methods with which assessments are made. However, none of the models provide standardized systems for the assessment of employees. In this study, we analyzed the psychometric properties of an instrument for the assessment of nurses' perceptions as indicators of human capital quality in healthcare organizations. The Human Capital Questionnaire was applied to a sample of 902 nurses in four European countries (Spain, Portugal, Poland, and the UK). Exploratory factor analysis identified six factors: satisfaction with leadership, identification and commitment, satisfaction with participation, staff well-being, career development opportunities, and motivation. The results showed the validity and reliability of the questionnaire, which when applied to healthcare organizations, provide a better understanding of nurses' perceptions, and is a parsimonious instrument for assessment and organizational accreditation. From a practical point of view, improving the quality of human capital, by analyzing nurses and other healthcare employees' perceptions, is related to workforce empowerment.
Resumo:
Immersive virtual reality (IVR) typically generates the illusion in participants that they are in the displayed virtual scene where they can experience and interact in events as if they were really happening. Teleoperator (TO) systems place people at a remote physical destination embodied as a robotic device, and where typically participants have the sensation of being at the destination, with the ability to interact with entities there. In this paper, we show how to combine IVR and TO to allow a new class of application. The participant in the IVR is represented in the destination by a physical robot (TO) and simultaneously the remote place and entities within it are represented to the participant in the IVR. Hence, the IVR participant has a normal virtual reality experience, but where his or her actions and behaviour control the remote robot and can therefore have physical consequences. Here, we show how such a system can be deployed to allow a human and a rat to operate together, but the human interacting with the rat on a human scale, and the rat interacting with the human on the rat scale. The human is represented in a rat arena by a small robot that is slaved to the human"s movements, whereas the tracked rat is represented to the human in the virtual reality by a humanoid avatar. We describe the system and also a study that was designed to test whether humans can successfully play a game with the rat. The results show that the system functioned well and that the humans were able to interact with the rat to fulfil the tasks of the game. This system opens up the possibility of new applications in the life sciences involving participant observation of and interaction with animals but at human scale.