658 resultados para Realitat


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Previous work has reported that it is not difficult to give people the illusion of ownership over an artificial body, providing a powerful tool for the investigation of the neural and cognitive mechanisms underlying body perception and self consciousness. We present an experimental study that uses immersive virtual reality (IVR) focused on identifying the perceptual building blocks of this illusion. We systematically manipulated visuotactile and visual sensorimotor contingencies, visual perspective, and the appearance of the virtual body in order to assess their relative role and mutual interaction. Consistent results from subjective reports and physiological measures showed that a first person perspective over a fake humanoid body is essential for eliciting a body ownership illusion. We found that the illusion of ownership can be generated when the virtual body has a realistic skin tone and spatially substitutes the real body seen from a first person perspective. In this case there is no need for an additional contribution of congruent visuotactile or sensorimotor cues. Additionally, we found that the processing of incongruent perceptual cues can be modulated by the level of the illusion: when the illusion is strong, incongruent cues are not experienced as incorrect. Participants exposed to asynchronous visuotactile stimulation can experience the ownership illusion and perceive touch as originating from an object seen to contact the virtual body. Analogously, when the level of realism of the virtual body is not high enough and/or when there is no spatial overlap between the two bodies, then the contribution of congruent multisensory and/or sensorimotor cues is required for evoking the illusion. On the basis of these results and inspired by findings from neurophysiological recordings in the monkey, we propose a model that accounts for many of the results reported in the literature.

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This paper describes a simple low-cost approach toadding an element of haptic interaction within a virtualenvironment. Using off-the-shelf hardware and software wedescribe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try toexplore them and guess their shape through touch alone.

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This paper presents the use of our multimodal mixed reality telecommunication system to support remote acting rehearsal. The rehearsals involved two actors, located in London and Barcelona, and a director in another location in London. This triadic audiovisual telecommunication was performed in a spatial and multimodal collaborative mixed reality environment based on the 'destination-visitor' paradigm, which we define and put into use. We detail our heterogeneous system architecture, which spans the three distributed and technologically asymmetric sites, and features a range of capture, display, and transmission technologies. The actors' and director's experience of rehearsing a scene via the system are then discussed, exploring successes and failures of this heterogeneous form of telecollaboration. Overall, the common spatial frame of reference presented by the system to all parties was highly conducive to theatrical acting and directing, allowing blocking, gross gesture, and unambiguous instruction to be issued. The relative inexpressivity of the actors' embodiments was identified as the central limitation of the telecommunication, meaning that moments relying on performing and reacting to consequential facial expression and subtle gesture were less successful.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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-P arlar de la qualitat, la identitat i 1'excel.lencia universitaries és apuntar als ideals més elevats de la universitat. Per aixo intentarem evitar dos extrems: El primer seria fer una aproximació idealista i utopica basada exclusivament en el que "hauria de ser"; el segon consistiria a reduir llexcel.lGncia a un conjunt de regles aplicades, en forma de "receptes" de practiques excel.lents. Per tal de no caure en aquests extrems és d'una gran utilitat no perdre de vista que en aquestes reflexions ens estem referint a una situació ben real: Les universitats catoliques europees constitueixen una realitat diversa perd identificable. Aquestes universitats ja tenen la propia qualitat, identitat i excel.lencia.

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Previous studies have examined the experience of owning a virtual surrogate body or body part through specific combinations of cross-modal multisensory stimulation. Both visuomotor (VM) and visuotactile (VT) synchronous stimulation have been shown to be important for inducing a body ownership illusion, each tested separately or both in combination. In this study we compared the relative importance of these two cross-modal correlations, when both are provided in the same immersive virtual reality setup and the same experiment. We systematically manipulated VT and VM contingencies in order to assess their relative role and mutual interaction. Moreover, we present a new method for measuring the induced body ownership illusion through time, by recording reports of breaks in the illusion of ownership ("breaks") throughout the experimental phase. The balance of the evidence, from both questionnaires and analysis of the breaks, suggests that while VM synchronous stimulation contributes the greatest to the attainment of the illusion, a disruption of either (through asynchronous stimulation) contributes equally to the probability of a break in the illusion.

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During this first third of this century, the continent of Europe witnessed far-reaching territorial transformations in the nineteenth century model. To some extent, the setting wich had inspired the epistemological structure of the French regional school was being replaced by one in which -at least to externa1 appearances- the relationship between the physical environment and human activities was much less evident. The adaptation of the theoretical and methodological context to the new Europe seems to take the form of a non-lineal evolution, for in the latter years of the period examined, evolutionary tendencies indicate a return to the more classical model. In this way, the growing interest which the publication had shown in Atlantic Europe and topics of a more economic nature, was truncated. The traditional settings --especially the Mediterranean- came to the fore again and interest in rural societies was renewed. Likewise, the monographic studies which had demonstrated distinct functional objectives in the midtwenties, recovered elements of ecological explanation, and the search for the relationship between environment and society

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Visió de la realitat econòmica de la Costa Brava 20 anys després del Debat Costa Brava de 1976, sobretot centrat en l’activitat turística

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The study shows that social anxiety and persecutory ideation share many of the same predictive factors. Non-clinical paranoia may be a type of anxious fear. However, perceptual anomalies are a distinct predictor of paranoia. In the context of an individual feeling anxious, the occurrence of odd internal feelings in social situations may lead to delusional ideas through a sense of" things not seeming right". The study illustrates the approach of focusing on experiences such as paranoid thinking rather than diagnoses such as schizophrenia.

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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.

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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.

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Els temps canvien, i amb el temps, els negocis. L'entorn social, cultural i econòmic ha canviat durant els darrers anys i s’han desenvolupat grans oportunitats i difícils problemes. Molts dels països desenvolupats han sofert altes taxes d’atur i els individus han vist disminuïdes les seves qualitats de vida. Noves i a la vegada antigues opcions han sorgit per fer front a tots aquests canvis, una d’aquestes, l’autoocupació. Els emprenedors estan de moda, i qualsevol canvi social, implica un canvi legislatiu. El legislador espanyol ha trigat temps en desenvolupar mecanismes per protegir i promocionar als emprenedors. En primer lloc, aquesta investigació tracta d’entendre perquè Espanya és un dels països amb pitjors condicions per emprendre un negoci. En segon lloc, es pretén inspeccionar la Llei 14/2013 de recolzament als emprenedors i la seva internacionalització, aprovada els darrers mesos de l’any 2013, per veure si dóna solucions al problema anterior. En tercer lloc, per poder aconseguir aquesta difícil tasca, la investigació compara la legislació espanyola amb les necessitats reals dels emprenedors i amb les bones mesures implementades per altres països europeus. No hi ha dubte de que l’emprenedoria és una realitat, ara hem d’observar si les bones condicions per emprendre a Espanya també són una realitat.

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La problemàtica jurídica-social que ha sorgit aquests darrers anys amb les permutes financeres i les participacions preferents ha fet plantejar si s'ha produït un error en el consentiment contractual amb aquest tipus de productes financers. A partir del contingut del Codi Civil espanyol i la doctrina, s'han analitzat els elements essencials del contracte, així com, la legislació aplicable als instruments financers. Amb l’ ajuda de la jurisprudència s'ha pogut comprovar que en la majoria de casos portats als tribunals en relació a aquests contractes, en els quals, es demana l'anul·labilitat contractual, el fonament principal es basa en la vulneració de les entitats de crèdit dels seus deures legals . En el present treball queda palesa la importància d'enllaçar l'element contractual del consentiment amb l'obligació que tenen les entitats de crèdit d'informar els seus clients. Així, la incorrecta formació sobre la realitat contractual que els clients manifesten amb el consentiment, passa sense cap dubte per la necessitat d'obtenir tota la informació rellevant del contracte. L’obligació d’informació està estretament lligada al deure de classificar als clients, totes dues són un compromís legal que tenen les entitats en la seva funció de lleialtat empresària. Les entitats financeres deuen per tant classificar els seus clients i proporcionals la informació, amb més rigor si cap , en el cas de clients minoristes. Per tot això, veiem que en aquells casos de clients minoristes en els quals no s'ha pogut demostrar per part de les entitats de crèdit que es va proporcionar tota la informació necessària, s'ha produït un error en el consentiment. Els clients no coneixien l’autèntic abast de la vinculació ni els costos als quals s'havia obligat , no hi ha dubte que en molts dels casos d'haver conegut la realitat, no haguessin contractat.

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El treball que aquí es presenta s’inicia amb la descripció de tres models principals de concebre la funció del teatre. A continuació, es demostrarà que l’estratègia més vàlida axiològicament és aquella que parteix d’Aristòtil amb els conceptes de mímesi i catarsi. A partir d’aquí, la segona part del document es centra en verificar que l’obra Macbeth de William Shakespeare és un bon exemple d’aquest model. Per aquest motiu, s’analitza que el text de l’autor britànic concordi amb la realitat. Més concretament, s’estudia que el comportament psicològic dels protagonistes sigui versemblant, i que l’espectador pugui extreure un aprenentatge vàlid quan observi aquesta representació teatral.

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L’esperança de vida ha millorat en aquest darrer segle, al mateix temps, han augmentat les malalties neurodegeneratives, sent l’Alzheimer el seu màxim exponent, caracteritzant-se per una important pèrdua de memòria. Davant d’aquesta realitat, l’objectiu últim d’aquest treball, és corroborar que les alteracions de memòria (explícita i implícita) no formen part del procés d’envelliment natural. Per a tal propòsit, després d’assentar els aspectes generals sobre la memòria, ens centrarem amb l’anàlisi de les alteracions que es produeixen en la memòria explícita i implícita, tant durant el procés d’envelliment natural, com en el patològic, particularment en el cas de la malaltia d’Alzheimer. Per arribar a una conclusió fefaent, s'efectuarà un minuciós i crític estudi, revisant la literatura específica i científica existent.