889 resultados para fictionality-reality
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The adoption of Augmented Reality (AR) technologies can make the provision of field services to industrial equipment more effective. In these situations, the cost of deploying skilled technicians in geographically dispersed locations must be accurately traded off with the risks of not respecting the service level agreements with the customers. This paper, through the case study of a leading OEM in the production printing industry, presents the challenges that have to be faced in order to favour the adoption of a particular kind of AR named Mobile Collaborative Augmented Reality (MCAR). In particular, this study uses both qualitative and quantitative research. Firstly, a demonstration to show how MCAR can support field service was settled in order to achieve information about the use experience of the people involved. Then, the entire field force of Océ Italia – Canon Group was surveyed in order to investigate quantitatively the technicians’ perceptions about the usefulness and ease of use of MCAR, as well as their intentions to use this technology.
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Rationale: Body image misperception and body image dissatisfaction can lead to underestimation of weight and less predisposition to weight control.
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Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.
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International audience
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Urban planning in China is in a period of change, where participatory planning may supplement the traditional planning system. Since the beginning of the 21st century, several pilot participatory planning projects have responded to the new challenge. The author collected eight cases from the Chinese planning institution to explore the possible models of and barriers to participatory planning. On the other hand, public participation has been a concrete component of planning and implementation process in the United States. The author will also elaborate on one practical case of the planning process in the United States to compare the two countries on planning methods and barriers.
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Rape myths affect many aspects of the investigative and criminal justice systems. One such myth, the 'real rape' myth, states that most rapes involve a stranger using a weapon attacking a woman violently at night in an isolated, outdoor area, and that women sustain serious injuries from these attacks. The present study examined how often actual offences reported to a central UK police force over a two year period matched the 'real rape' myth. Out of 400 cases of rape reported, not a single incident was found with all the characteristics of the 'real rape' myth. The few stranger rapes that occurred had a strong link to night-time economy activities, such as the victim and offender both having visited pubs, bars, and clubs. By contrast, the majority of reported rape offences (280 cases, 70.7%) were committed by people known to the victim (e.g., domestic and acquaintance rapes), occurred inside a residence, with most victims sustaining no physical injuries from the attack. The benefits of these naturalistic findings from the field for educating people about the inaccuracy of rape myths are discussed.
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New motor rehabilitation therapies include virtual reality (VR) and robotic technologies. In limb rehabilitation, limb posture is required to (1) provide a limb realistic representation in VR games and (2) assess the patient improvement. When exoskeleton devices are used in the therapy, the measurements of their joint angles cannot be directly used to represent the posture of the patient limb, since the human and exoskeleton kinematic models differ. In response to this shortcoming, we propose a method to estimate the posture of the human limb attached to the exoskeleton. We use the exoskeleton joint angles measurements and the constraints of the exoskeleton on the limb to estimate the human limb joints angles. This paper presents (a) the mathematical formulation and solution to the problem, (b) the implementation of the proposed solution on a commercial exoskeleton system for the upper limb rehabilitation, (c) its integration into a rehabilitation VR game platform, and (d) the quantitative assessment of the method during elbow and wrist analytic training. Results show that this method properly estimates the limb posture to (i) animate avatars that represent the patient in VR games and (ii) obtain kinematic data for the patient assessment during elbow and wrist analytic rehabilitation.
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Part 13: Virtual Reality and Simulation
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Se trata de la descripción y estudio del sistema de realidad disminuida que se ha desarrollado en este proyecto. La memoria está elaborada en inglés.
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Background: Scrotal exploration is considered the procedure of choice for acute scrotum. Objectives: We evaluated the importance of early diagnosis and testicular salvage on the therapeutic outcomes of patients with pediatric testicular torsion (TT) and testicular appendage torsion (TAT) in our geographic area. Patients and Methods: We performed a retrospective database analysis of patients who underwent emergency surgery for TT or TAT between January 1996 and June 2009. Patient history, physical examination findings, laboratory test results, color Doppler sonography (CDS) results, and surgical findings were reviewed. Results: A total of 65 cases were included in our analysis. Forty-two cases were followed up for at least 3 months. Testicular tenderness was identified as the major clinical manifestation of TT, while only a few patients with TAT presented with swelling. CDS was an important diagnostic modality. The orchiectomy rate was 71% in the TT group. Conclusions: Cases of acute scrotum require attention in our area. Early diagnosis and scrotal exploration could salvage the testis or preserve normal function without the need for surgery.
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El siguiente ensayo sintetiza y describe el proyecto de investigación creación ¿Cuál realidad? cuyo objetivo es la creación y análisis de una práctica artística como forma de entender y generar conocimiento a partir de las manifestaciones y acontecimientos sociales y culturales en diversos lugares de la frontera sur de México. Lo que se busca es reflexionar acerca de las fronteras, no sólo como lo que delimita el fin o el principio de los territorios de estados nacionales o geográficos, sino como productoras simbólicas de las diferencias entre las personas, recalcando todo aquello en lo que no son iguales por encima de lo que tienen en común. Los espacios geopolíticos que delimitan el territorio de un estado-nación son el repertorio palpable de la movilidad de personas, cosas y acontecimientos. Estas prácticas son efectuadas de manera más o menos visible y demuestran que existen y han estado ahí constantemente redes de comunicación y formas de acción común, que tienen como fin procurar bienestar y elevar la calidad de vida de los partícipes. El proyecto ¿Cuál realidad? en su materialidad y visibilidad fue planteado como una serie de intervenciones en sitio, tales como esculturas públicas, instalaciones, acciones participativas, fotografía y video, a partir de la interacción en algunas ciudades fronterizas en los estados de Chiapas, Tabasco y Quintana Roo y su colindancia con los países de Guatemala y Belice. La producción a girado entorno a las siguientes tres líneas de búsqueda temática: La línea fronteriza, el espacio físico; las personas y grupos que confluyen en estos territorios; el contrabando de cosas y el trasiego de las personas entre los países o en el interior del territorio nacional (entre ciudades del mismo estado, inmigrantes rurales etc.). Los lugares seleccionados son significativos de la frontera sur y tanto las esculturas como las intervenciones han sido construidas con objetos y/o procesos que funcionen simbólicamente para los grupos o habitantes de la zona y en colaboración con ellos: objetos útiles para el trabajo, procesos de transformación de materiales, técnicas de fabricación artesanal, ropa, donaciones, entre muchas otras construcciones.