900 resultados para Advanced virtual reality system


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This paper introduces a novel interface designed to help blind and visually impaired people to explore and navigate on the Web. In contrast to traditionally used assistive tools, such as screen readers and magnifiers, the new interface employs a combination of both audio and haptic features to provide spatial and navigational information to users. The haptic features are presented via a low-cost force feedback mouse allowing blind people to interact with the Web, in a similar fashion to their sighted counterparts. The audio provides navigational and textual information through the use of non-speech sounds and synthesised speech. Interacting with the multimodal interface offers a novel experience to target users, especially to those with total blindness. A series of experiments have been conducted to ascertain the usability of the interface and compare its performance to that of a traditional screen reader. Results have shown the advantages that the new multimodal interface offers blind and visually impaired people. This includes the enhanced perception of the spatial layout of Web pages, and navigation towards elements on a page. Certain issues regarding the design of the haptic and audio features raised in the evaluation are discussed and presented in terms of recommendations for future work.

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MOOCs are changing the educational landscape and gaining a lot of attention in scientific literature. However, the pedagogical design of these proposals has been called into question. It is precisely MOOCs’ social aspect, i.e. the interaction between course participants and the support for learning processes that has become one of the main topics of interest. This article presents the results of a research project carried out at the University of the Basque Country, which focused in cooperative learning and the intensive use of social networks in a MOOC. Significant data was compiled through Likert-type surveys, revealing that the use of both external and internal social networks in a massive open online course is a factor that is evaluated positively by students. We argue that the use of social networks as a learning strategy in a MOOC has an influence on academic performance and on the students' success rate. Furthermore, the participants’ age also has a bearing on the social networks they use, and we have found that the younger members tend to work with external networks such as Twitter or personal blogs, whereas the older students are more inclined to use forums from the Chamilo or Ning platforms.

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This paper presents some observations on how computer animation was used in the early years of a degree program in Electrical and Electronic Engineering to enhance the teaching of key skills and professional practice. This paper presents the results from two case studies. First, in a first year course which seeks to teach students how to manage and report on group projects in a professional way. Secondly, in a technical course on virtual reality, where the students are asked to use computer animation in a way that subliminally coerces them to come to terms with the fine detail of the mathematical principles that underlie 3D graphics, geometry, etc. as well as the most significant principles of computer architecture and software engineering. In addition, the findings reveal that by including a significant element of self and peer review processes into the assessment procedure students became more engaged with the course and achieved a deeper level of comprehension of the material in the course.

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A key to success in many sports stems from the ability to anticipate what a player is going to do next. In sporting duels such as a 1 vs. 1 in rugby, the attacker can try and beat the defender by using deceptive movement. Those strategies involve an evolution of the centre of mass (COM) in the medio-lateral plane, from a minimal state to maximal displacement just before the final reorientation. The aim of this work is to consider this displacement as a motion-gap, as outlined in Tau theory, as a potential variable that may specify deceptive movement and as a means of comparing anticipatory performance between mid-level players and novices in rugby. Using a virtual reality set-up, 8 mid-level rugby players (ML) and 8 novices (NOV) observed deceptive (DM) and non-deceptive movements (NDM). The global framework used an occlusion time paradigm with four occlusion times. Participants had to judge the final direction of the attacker after the different cuts-off. For each movement and at each occlusion time, we coupled the ability to predict the good final direction with the value of the COM displacement in the medio-lateral (COM M/L) plane or with the Tau of this parameter (Tau COM). Firstly, results show that the Tau COM is a more predictive optical variable than the simple COM M/L. Secondly, this optical variable Tau COM is used by both groups, and finally, with a specific methodology we showed that mid-level players have significantly better anticipatory ability than the novice group.

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In the digital age, the hyperspace of virtual reality systems stands out as a new spatial notion creating a parallel world to the space we live in. In this alternative realm, the body transforms into a hyperbody, and begins to follow the white rabbit. Not only in real world but also in the Matrix world. The Matrix project of Andy and Larry Wachowski started with a feature film released in 1999. However, The Matrix is not only a film (trilogy). It is a concept, a universe that brings real space and hyperspace together. It is a world represented not only in science fiction films but also in The Animatrix that includes nine animated Matrix films directed by Peter Chung, Andy Jones, Yoshiaki Kawajiri and others, four of which are written by the Wachowskis. The same universe is used in Enter the Matrix, a digital game whose script was written and directed by the brothers and a comic book, The Matrix Comics, which includes twelve different stories by artists like Neil Gaiman and Goef Darrow. The Wachowskis played an active role in the creation and realization of all these “products” of different media. The comic book came last (November 2003), however it is possible to argue that everything came out of comics – the storyboards of the original film. After all the Wachowskis have a background in comics.

In this study, I will focus on the formal analysis of the science fiction world of The Matrix - as a representation of hyperspace - in different media, feature film, animated film, digital game and comic book, focusing on diverse forms of space that come into being as a result of medium differences. To unfold the different formal characters of film, animation, game and comics, concepts and features including framing, flattening, continuity, movement, montage, sound/text, light and color will be discussed. An analysis of these products will help to open up a discussion on the relation of form, media and representation.

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Decision making is a fundamental clement of any sport, particularly open, fast, dynamic team sports such as football, basketball and rugby. At the elite level, athletes appear to consistently make good decisions in situations that are highly temporally constrained. To further understand how this is done has been the aim of researchers within the perception-action field for several decades. The purpose of this article is to present novel contributions, both theoretical and methodological, that are pushing the boundaries of this area of research. The theoretical framework (Ecological psychology) within which the work is posited will be described, followed by a description of Virtual Reality (VR) technology and how it relates to the theoretical aims. Finally, an applied example will be summarised in order to demonstrate how the theoretical approach and the methodological approach come together in practice.

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Key content
- Trainees face many challenges in learning the skill set required to perform laparoscopic surgery.
- The time spent in the operating room has been detrimentally impacted upon since the implementation of the European Working Time Directive. In order to address the deficit, surgical educators have looked to the benefits enjoyed in the aviation and sports industries in using simulation training.

Learning objectives
- To summarise the current understanding of the neuropsychological basis of learning a psychomotor skill.
- To clarify factors that influence the acquisition of these skills.
- To summarise how this information can be used in teaching and assessment of laparoscopic skills.

Ethical issues
- The use of virtual reality simulators may be able to form a part of the aptitude assessment in the selection process, in order to identify trainees with the desired attributes to progress into the training programmes. However, as skill improves with practice, is it ethical to exclude novices with poor initial performance assessment before allowing them the opportunities to improve?

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This paper presents an automated design framework for the development of individual part forming tools for a composite stiffener. The framework uses parametrically developed design geometries for both the part and its layup tool. The framework has been developed with a functioning user interface where part / tool combinations are passed to a virtual environment for utility based assessment of their features and assemblability characteristics. The work demonstrates clear benefits in process design methods with conventional design timelines reduced from hours and days to minutes and seconds. The methods developed here were able to produce a digital mock up of a component with its associated layup tool in less than 3 minutes. The virtual environment presenting the design to the designer for interactive assembly planning was generated in 20 seconds. Challenges still exist in determining the level of reality required to provide an effective learning environment in the virtual world. Full representation of physical phenomena such as gravity, part clashes and the representation of standard build functions require further work to represent real physical phenomena more accurately.

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A series of experiments is described, evaluating user recall of visualisations of historical chronology. Such visualisations are widely created but have not hitherto been evaluated. Users were tested on their ability to learn a sequence of historical events presented in a virtual environment (VE) fly-through visualisation, compared with the learning of equivalent material in other formats that are sequential but lack the 3D spatial aspect. Memorability is a particularly important function of visualisation in education. The measures used during evaluation are enumerated and discussed. The majority of the experiments reported compared three conditions, one using a virtual environment visualisation with a significant spatial element, one using a serial on-screen presentation in PowerPoint, and one using serial presentation on paper. Some aspects were trialled with groups having contrasting prior experience of computers, in the UK and Ukraine. Evidence suggests that a more complex environment including animations and sounds or music, intended to engage users and reinforce memorability, were in fact distracting. Findings are reported in relation to the age of the participants, suggesting that children at 11–14 years benefit less from, or are even disadvantaged by, VE visualisations when compared with 7–9 year olds or undergraduates. Finally, results suggest that VE visualisations offering a ‘landscape’ of information are more memorable than those based on a linear model. Keywords: timeline, chronographics

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Many actors—including scientists, journalists, artists, and campaigning organizations—create visualizations of climate change. In doing so, they evoke climate change in particular ways, and make the issue meaningful in everyday discourse. While a diversity of climate change imagery exists, particular types of climate imagery appear to have gained dominance, promoting particular ways of knowing about climate change (and marginalizing others). This imagery, and public engagement with this imagery, helps to shape the cultural politics of climate change in important ways. This article critically reviews the nascent research area of the visual representations of climate change, and public engagement with visual imagery. It synthesizes a diverse body of research to explore visual representations and engagement across the news media, NGO communications, advertising, and marketing, climate science, art, and virtual reality systems. The discussion brings together three themes which occur throughout the review: time, truth, and power. The article concludes by suggesting fruitful directions for future research in the visual communication of climate change.

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A esquizofrenia é uma perturbação mental grave caracterizada pela coexistência de sintomas positivos, negativos e de desorganização do pensamento e do comportamento. As alterações motoras são consistentemente observadas mas, ainda pouco estudadas na esquizofrenia, sendo relevantes para o seu diagnóstico. Neste quadro, o presente estudo tem como objetivo verificar se os indivíduos com esquizofrenia apresentam alterações na coordenação motora, comparativamente com o grupo sem esquizofrenia, bem como analisar se as disfunções dos sinais neurológicos subtis (SNS) motores se encontram correlacionadas com o funcionamento executivo e com os domínios psicopatológicos da perturbação. No total participaram 29 indivíduos (13 com diagnóstico de esquizofrenia e 16 sem diagnóstico) equivalentes em termos de idade, género, escolaridade e índice de massa corporal. Para avaliar o desempenho motor recorreu-se ao sistema Biostage de parametrização do movimento em tempo real, com a tarefa de lançameto ao alvo; a presença de SNS foi examinada através da Brief Motor Scale; o funcionamento executivo pela aplicação do subteste do Vocabulário e da fluência verbal e a sintomatologia clínica através da Positive and Negative Sindrome Scale. Pela análise cinemática do movimento constatou-se que os indivíduos com esquizofrenia recrutam um padrão motor menos desenvolvido e imaturo de movimento, com menor individualização das componentes (principalmente do tronco e pélvis), necessitando de mais tempo para executar a tarefa, comparativamente com os sujeitos sem a perturbação que evidenciaram um movimento mais avançado de movimento. Os indivíduos com esquizofrenia mostraram índices elevados de disfunção dos SNS (média =6,01) estabelecendo este domínio uma relação boa e negativa com o desempenho verbal (rho Spearman=-0,62) e uma relação forte e positiva com todos os domínios psicopatológicos (rho Spearman=0,74). O estudo da existência de alterações motoras como parte intrínseca da esquizofrenia revela-se pertinente uma vez que possibilita uma compreensão mais aprofundada da sua fisiopatologia e permite que se desenvolvam práticas mais efetivas na área da saúde e reabilitação.

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Trabalho de projeto apresentado à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Publicidade e Marketing.

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Héritière de la tradition fantastique borgésienne, imprégnée d’une réalité composée de mythes précolombiens et des résidus industriels de la modernité, et développée à l’ère de la mondialisation, du post-modernisme, des jeux vidéos, du cinéma numérique et d’animation, la tendance cyberpunk latino-américaine est cultivée du Mexique jusqu’en Argentine, en passant par Cuba et d’autres pays souvent méconnus dans le monde de la science-fiction comme le Paraguay et la Bolivie. Pressenti dans les œuvres de certains écrivains canoniques comme Ricardo Piglia, Carmen Boullosa ou Edmundo Paz-Soldán, le cyberpunk se manifeste avec force dans l’écriture de jeunes artistes interdisciplinaires et de collaborateurs assidus des fanzines. Cette adaptation du sous-genre dans un continent où la référence reste encore le réel merveilleux et le réalisme magique, malgré l’apport des générations plus récentes comme celle de « McOndo » ou celle du « Crack », essaie d’élaborer une série de réponses aux questions issues de la conjoncture historique et artistique dans laquelle nous vivons : comment situer l’identité latino-américaine dans la nouvelle cartographie culturelle mondiale à travers une littérature qui cherche à se renouveler par rapport au canon littéraire et à la marginalité de son propre genre? Quelles sont les stratégies d’assimilation et de résistance qu’adoptent des jeunes auteurs latino-américains devant le cyberpunk anglo-américain littéraire et cinématographique? Peut-on parler d’un impact esthétique et philosophique du cyberpunk sur la culture latino-américaine, perçue habituellement comme une consommatrice passive de ces produits culturels et non comme une productrice? Ce travail cherche à parcourir l’ensemble de ces questions à partir d’une réflexion sur les principaux dispositifs constitutifs du cyberpunk – la dystopie et la virtualité – dans les discours (post)identitaires en Amérique Latine. Représentation presque mimétique de l’espace socioculturel et historique latino-américain à travers la violence et la répression politique, militaire, ethnique ou sexuelle, la dystopie est un moyen d’articuler certaines figures spatiales aux mythes nationaux et à la politique identitaire dans le contexte de la mondialisation. Cette dernière réalité socioculturelle, ainsi que l’idéologie esthétique que véhicule celle-ci à travers le cyberpunk, crée un conflit avec ces discours identitaires nationaux, conflit qui est accentué ou dissous par la représentation de la réalité virtuelle. La réalité virtuelle, comprise ici comme la direction que le récit prend pour défaire ou consolider la figure dystopique, mène à réfléchir également sur les enjeux de la (post)identité. Penser à une (post)identité (en gardant bien à l’esprit cette parenthèse) à travers le cyberpunk signifie poser une question sur la résistance au passé identitaire des mythes nationaux, au présent de la mondialisation culturelle, et aux discours post-humanistes qui semblent marquer le futur. À l’appui de travaux sur la dystopie et la réalité virtuelle dans le cyberpunk anglo-américain, ainsi que des études culturelles latino-américaines, je parcourrai un corpus composé des romans écrits entre 1990 et 2005. Ce corpus comprendra La Primera Calle de la Soledad (1993) de Gerardo Horacio Porcayo, Santa Clara Poltergeist (1991) de Fausto Fawcett, Ygdrasil (2005) de Jorge Baradit, et les films argentins No muera sin decirme adónde vas (1992) d’Eliseo Subiela et La sonámbula (1998) de Fernando Spiner. Dans ces oeuvres, la dystopie se configure aux possibilités narratives de la virtualité et traverse des thématiques identitaires comme les mythes sexuels et nationaux, la mémoire et le traumatisme ainsi que les projets utopiques des minorités.

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La présente thèse examine les liens entre le sommeil, la mémoire épisodique et les rêves. Dans une première étude, nous utilisons les technologies de la réalité virtuelle (RV) en liaison avec un paradigme de privation de sommeil paradoxal et de collecte de rêve en vue d'examiner l'hypothèse que le sommeil paradoxal et le rêve sont impliqués dans la consolidation de la mémoire épisodique. Le sommeil paradoxal a été associé au rappel des aspects spatiaux des éléments émotionnels de la tâche RV. De la même façon, l'incorporation de la tâche RV dans les rêves a été associée au rappel des aspects spatiaux de la tâche. De plus, le rappel des aspects factuels et perceptuels de la mémoire épisodique, formé lors de la tâche VR, a été associé au sommeil aux ondes lentes. Une deuxième étude examine l'hypothèse selon laquelle une fonction possible du rêve pourrait être de créer de nouvelles associations entre les éléments de divers souvenirs épisodiques. Un participant a été réveillé 43 fois lors de l'endormissement pour fournir des rapports détaillés de rêves. Les résultats suggèrent qu'un seul rêve peut comporter, dans un même contexte spatiotemporel, divers éléments appartenant aux multiples souvenirs épisodiques. Une troisième étude aborde la question de la cognition lors du sommeil paradoxal, notamment comment les aspects bizarres des rêves, qui sont formés grâce aux nouvelles combinaisons d'éléments de la mémoire épisodique, sont perçus par le rêveur. Les résultats démontrent une dissociation dans les capacités cognitives en sommeil paradoxal caractérisée par un déficit sélectif dans l'appréciation des éléments bizarres des rêves. Les résultats des quatre études suggèrent que le sommeil aux ondes lentes et le sommeil paradoxal sont différemment impliqués dans le traitement de la mémoire épisodique. Le sommeil aux ondes lentes pourrait être implique dans la consolidation de la mémoire épisodique, et le sommeil paradoxal, par l'entremise du rêve, pourrais avoir le rôle d'introduire de la flexibilité dans ce système mnémonique.

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Les incorporations des mémoires épisodiques dans les rêves apparaissent en formes fragmentées et suivent un modèle temporel distinct qui suit une courbe sinusoïdale. Ce modèle est caractérisé par les incorporations immédiates, qui apparaissent 1-2 jours après l’événement (effet de résidus diurnes), et les incorporations tardives, qui apparaissent 5-7 jours après l’événement (effet de délai). Ces deux effets sont considérés comme des liens entre les processus de consolidation de la mémoire et la formation du rêve. Cette courbe temporelle a été observée pour une variété de stimuli expérimentaux. Cependant, aucune étude à date n’a démontré que le contenu des rêves réagit aux événements diurnes d’une manière plus générale et non-spécifique. Le but de notre étude était d’examiner si deux événements qualitativement distincts, un séjour nocturne au laboratoire (LAB), considéré comme un événement interpersonnel, et une tâche de réalité virtuelle (RV), considérée comme un événement non-interpersonnel, sont intégrés de façon différente dans le contenu onirique. Selon nos hypothèses, 1) les éléments spécifiques liés au LAB et à RV seraient incorporés dans les rêves avec des patrons tendances temporels différents, et 2) les incorporations spécifiques seraient associées à des changements plus généraux dans le locus de contrôle (LoC) du rêve. Vingt-six participants ont passé une nuit dans le laboratoire, ont été exposé à une tâche de RV, et ont rempli un journal de rêve pendant 10 jours. Les rapports de rêve ont été cotés pour les éléments spécifiques portant sur LAB et sur RV, et pour l'évolution générale de LoC du rêve. Nos deux hypothèses ont été confirmées: 1) les incorporations de LAB et RV sont négativement corrélées et apparaissent dans le rêve selon des modèles temporels différents. Les incorporations du LAB ont suivi une courbe sinusoïdale en forme de U, avec un effet de résidu diurne et un effet de délai. Les incorporations de RV ont suivi un patron différent, et ont eu un maximum d’incorporations au jour 4. 2) les scores du LoC du rêve étaient plus externes pour le jour 1 (max incorporations du LAB) et plus internes pour le jour 4 (max incorporations de RV). Ces modèles d'incorporation distincts peuvent refléter des différences dans la façon dont les deux événements ont été traités par les processus de consolidation de la mémoire. Dans ce cas, une expérience interpersonnelle (LAB) était incorporée plus tôt dans le temps. Les résultats suggèrent que LoC du rêve reflète les processus de mémoire plus généraux, qui affectent le contenu du rêve entier, et qui sont partiellement indépendants des incorporations spécifiques.