985 resultados para Visual Cues


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Sexuals of Formica lugubris fly to mating places, where females attract males by using a sex pheromone. Females collected on the nest surface before departing on a mating flight are much less attractive than those collected on the mating place after the mating flight, suggesting that the mating flight triggers the release of the sex pheromone. Olfactory cues are essential for males to locate females while they patrol. Males probably use visual cues to locate females once they have alighted nearby them. Males are also attracted by aggregations of other males on the ground, probably because one or several females are likely to be close to male aggregations.

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Understanding the basis on which recruiters form hirability impressions for a job applicant is a key issue in organizational psychology and can be addressed as a social computing problem. We approach the problem from a face-to-face, nonverbal perspective where behavioral feature extraction and inference are automated. This paper presents a computational framework for the automatic prediction of hirability. To this end, we collected an audio-visual dataset of real job interviews where candidates were applying for a marketing job. We automatically extracted audio and visual behavioral cues related to both the applicant and the interviewer. We then evaluated several regression methods for the prediction of hirability scores and showed the feasibility of conducting such a task, with ridge regression explaining 36.2% of the variance. Feature groups were analyzed, and two main groups of behavioral cues were predictive of hirability: applicant audio features and interviewer visual cues, showing the predictive validity of cues related not only to the applicant, but also to the interviewer. As a last step, we analyzed the predictive validity of psychometric questionnaires often used in the personnel selection process, and found that these questionnaires were unable to predict hirability, suggesting that hirability impressions were formed based on the interaction during the interview rather than on questionnaire data.

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Background: In the course of evolution butterflies and moths developed two different reproductive behaviors. Whereas butterflies rely on visual stimuli for mate location, moths use the"female calling plus male seduction" system, in which females release long-range sex pheromones to attract conspecific males. There are few exceptions from this pattern but in all cases known female moths possess sex pheromone glands which apparently have been lost in female butterflies. In the day-flying moth family Castniidae ("butterfly-moths"), which includes some important crop pests, no pheromones have been found so far. Methodology/Principal Findings: Using a multidisciplinary approach we described the steps involved in the courtship of P. archon, showing that visual cues are the only ones used for mate location; showed that the morphology and fine structure of the antennae of this moth are strikingly similar to those of butterflies, with male sensilla apparently not suited to detect female-released long range pheromones; showed that its females lack pheromone-producing glands, and identified three compounds as putative male sex pheromone (MSP) components of P. archon, released from the proximal halves of male forewings and hindwings. Conclusions/Significance: This study provides evidence for the first time in Lepidoptera that females of a moth do not produce any pheromone to attract males, and that mate location is achieved only visually by patrolling males, which may release a pheromone at short distance, putatively a mixture of Z,E-farnesal, E,E-farnesal, and (E,Z)-2,13-octadecadienol. The outlined behavior, long thought to be unique to butterflies, is likely to be widespread in Castniidae implying a novel, unparalleled butterfly-like reproductive behavior in moths. This will also have practical implications in applied entomology since it signifies that the monitoring/control of castniid pests should not be based on the use of female-produced pheromones, as it is usually done in many moths.

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Il est généralement admis que la vision joue un rôle prépondérant dans la formation des représentations spatiales. Qu’advient-il alors lorsqu’un individu est atteint de cécité? Dans le premier volet de cette thèse, les habiletés spatiales des personnes aveugles ont été examinées à l’aide de différentes tâches et comparées à celles de personnes voyantes effectuant les mêmes tâches avec les yeux bandés. Dans une première étude, les capacités de rotation mentale ont été évaluées à l’aide d’une épreuve d’orientation topographique tactile. Les résultats obtenus montrent que les personnes aveugles parviennent généralement à développer des capacités de rotation mentale similaires à celles de personnes voyantes et ce, malgré l’absence d’information de nature visuelle. Dans une seconde étude, nous avons utilisé différentes tâches spatiales nécessitant l’utilisation de la locomotion. Les résultats obtenus montrent que les personnes aveugles font preuve d’habiletés supérieures à celles de voyants lorsqu’elles doivent apprendre de nouveaux trajets dans un labyrinthe. Elles parviennent également à mieux reconnaître une maquette représentant un environnement exploré précédemment. Ainsi, l’absence de vision ne semble pas entraver de manière significative la formation de concepts spatiaux. Le second volet de cette thèse s’inscrit dans la lignée des études sur la plasticité cérébrale chez les personnes aveugles. Dans le cas présent, nous nous sommes intéressés à l’hippocampe, une structure profonde du lobe temporal dont le rôle au plan spatial a été établi par de nombreuses études animales ainsi que par des études cliniques chez l’humain incluant l’imagerie cérébrale. L’hippocampe joue un rôle particulièrement important dans la navigation spatiale. De plus, des changements structuraux de l’hippocampe ont été documentés en relation avec l’expérience des individus. Par exemple, l’étude de Maguire et al. (2000) a mis en évidence de telles modifications structurelles de l’hippocampe chez des chauffeurs de taxi. À l’instar de ces derniers, les personnes aveugles doivent emmagasiner de nombreuses informations au sujet de leur environnement puisqu’elles ne peuvent bénéficier de la vision pour mettre à jour les informations sur celui-ci, sur leur position dans l’espace et sur la position des objets se trouvant hors de leur portée. Nous avons montré, pour la première fois, une augmentation du volume des hippocampes chez les personnes aveugles en comparaison avec les personnes voyantes. De plus, cette augmentation de volume était positivement corrélée à la performance à une tâche d’apprentissage de trajets. Les résultats présentés dans cette thèse permettent d’appuyer les études antérieures qui soutiennent que les personnes aveugles parviennent à compenser leur déficit et à développer des habiletés spatiales comparables, voire supérieures, à celles de personnes voyantes. Ils permettent également d’apporter un éclairage nouveau sur le concept de plasticité cérébrale présent chez cette population en montrant pour la première fois un lien entre le volume de l’hippocampe et les habiletés spatiales chez les personnes aveugles.

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L’objectif principal de cette thèse était de quantifier et comparer l’effort requis pour reconnaître la parole dans le bruit chez les jeunes adultes et les personnes aînées ayant une audition normale et une acuité visuelle normale (avec ou sans lentille de correction de la vue). L’effort associé à la perception de la parole est lié aux ressources attentionnelles et cognitives requises pour comprendre la parole. La première étude (Expérience 1) avait pour but d’évaluer l’effort associé à la reconnaissance auditive de la parole (entendre un locuteur), tandis que la deuxième étude (Expérience 2) avait comme but d’évaluer l’effort associé à la reconnaissance auditivo-visuelle de la parole (entendre et voir le visage d’un locuteur). L’effort fut mesuré de deux façons différentes. D’abord par une approche comportementale faisant appel à un paradigme expérimental nommé double tâche. Il s’agissait d’une tâche de reconnaissance de mot jumelée à une tâche de reconnaissance de patrons vibro-tactiles. De plus, l’effort fut quantifié à l’aide d’un questionnaire demandant aux participants de coter l’effort associé aux tâches comportementales. Les deux mesures d’effort furent utilisées dans deux conditions expérimentales différentes : 1) niveau équivalent – c'est-à-dire lorsque le niveau du bruit masquant la parole était le même pour tous les participants et, 2) performance équivalente – c'est-à-dire lorsque le niveau du bruit fut ajusté afin que les performances à la tâche de reconnaissance de mots soient identiques pour les deux groupes de participant. Les niveaux de performance obtenus pour la tâche vibro-tactile ont révélé que les personnes aînées fournissent plus d’effort que les jeunes adultes pour les deux conditions expérimentales, et ce, quelle que soit la modalité perceptuelle dans laquelle les stimuli de la parole sont présentés (c.-à.-d., auditive seulement ou auditivo-visuelle). Globalement, le ‘coût’ associé aux performances de la tâche vibro-tactile était au plus élevé pour les personnes aînées lorsque la parole était présentée en modalité auditivo-visuelle. Alors que les indices visuels peuvent améliorer la reconnaissance auditivo-visuelle de la parole, nos résultats suggèrent qu’ils peuvent aussi créer une charge additionnelle sur les ressources utilisées pour traiter l’information. Cette charge additionnelle a des conséquences néfastes sur les performances aux tâches de reconnaissance de mots et de patrons vibro-tactiles lorsque celles-ci sont effectuées sous des conditions de double tâche. Conformément aux études antérieures, les coefficients de corrélations effectuées à partir des données de l’Expérience 1 et de l’Expérience 2 soutiennent la notion que les mesures comportementales de double tâche et les réponses aux questionnaires évaluent différentes dimensions de l’effort associé à la reconnaissance de la parole. Comme l’effort associé à la perception de la parole repose sur des facteurs auditifs et cognitifs, une troisième étude fut complétée afin d’explorer si la mémoire auditive de travail contribue à expliquer la variance dans les données portant sur l’effort associé à la perception de la parole. De plus, ces analyses ont permis de comparer les patrons de réponses obtenues pour ces deux facteurs après des jeunes adultes et des personnes aînées. Pour les jeunes adultes, les résultats d’une analyse de régression séquentielle ont démontré qu’une mesure de la capacité auditive (taille de l’empan) était reliée à l’effort, tandis qu’une mesure du traitement auditif (rappel alphabétique) était reliée à la précision avec laquelle les mots étaient reconnus lorsqu’ils étaient présentés sous les conditions de double tâche. Cependant, ces mêmes relations n’étaient pas présentes dans les données obtenues pour le groupe de personnes aînées ni dans les données obtenues lorsque les tâches de reconnaissance de la parole étaient effectuées en modalité auditivo-visuelle. D’autres études sont nécessaires pour identifier les facteurs cognitifs qui sous-tendent l’effort associé à la perception de la parole, et ce, particulièrement chez les personnes aînées.

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Les ombres sont un élément important pour la compréhension d'une scène. Grâce à elles, il est possible de résoudre des situations autrement ambigües, notamment concernant les mouvements, ou encore les positions relatives des objets de la scène. Il y a principalement deux types d'ombres: des ombres dures, aux limites très nettes, qui résultent souvent de lumières ponctuelles ou directionnelles; et des ombres douces, plus floues, qui contribuent à l'atmosphère et à la qualité visuelle de la scène. Les ombres douces résultent de grandes sources de lumière, comme des cartes environnementales, et sont difficiles à échantillonner efficacement en temps réel. Lorsque l'interactivité est prioritaire sur la qualité, des méthodes d'approximation peuvent être utilisées pour améliorer le rendu d'une scène à moindre coût en temps de calcul. Nous calculons interactivement les ombres douces résultant de sources de lumière environnementales, pour des scènes composées d'objets en mouvement et d'un champ de hauteurs dynamique. Notre méthode enrichit la méthode d'exponentiation des harmoniques sphériques, jusque là limitée aux bloqueurs sphériques, pour pouvoir traiter des champs de hauteurs. Nous ajoutons également une représentation pour les BRDFs diffuses et glossy. Nous pouvons ainsi combiner les visibilités et BRDFs dans un même espace, afin de calculer efficacement les ombres douces et les réflexions de scènes complexes. Un algorithme hybride, qui associe les visibilités en espace écran et en espace objet, permet de découpler la complexité des ombres de la complexité de la scène.

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This paper describes a study that was conducted to learn more about how older adults use the tools in a GUI to undertake tasks in Windows applications. The objective was to gain insight into what people did and what they found most difficult. File and folder manipulation, and some aspects of formatting presented difficulties, and these were thought to be related to a lack of understanding of the task model, the correct interpretation of the visual cues presented by the interface, and the recall and translation of the task model into a suitable sequence of actions.

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Strokes affect thousands of people worldwide leaving sufferers with severe disabilities affecting their daily activities. In recent years, new rehabilitation techniques have emerged such as constraint-induced therapy, biofeedback therapy and robot-aided therapy. In particular, robotic techniques allow precise recording of movements and application of forces to the affected limb, making it a valuable tool for motor rehabilitation. In addition, robot-aided therapy can utilise visual cues conveyed on a computer screen to convert repetitive movement practice into an engaging task such as a game. Visual cues can also be used to control the information sent to the patient about exercise performance and to potentially address psychosomatic variables influencing therapy. This paper overviews the current state-of-the-art on upper limb robot-mediated therapy with a focal point on the technical requirements of robotic therapy devices leading to the development of upper limb rehabilitation techniques that facilitate reach-to-touch, fine motor control, whole-arm movements and promote rehabilitation beyond hospital stay. The reviewed literature suggest that while there is evidence supporting the use of this technology to reduce functional impairment, besides the technological push, the challenge ahead lies on provision of effective assessment of outcome and modalities that have a stronger impact transferring functional gains into functional independence.

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Haptic computer interfaces provide users with feedback through the sense of touch, thereby allowing users to feel a graphical user interface. Force feedback gravity wells, i.e. attractive basins that can pull the cursor toward a target, are one type of haptic effect that have been shown to provide improvements in "point and click" tasks. For motion-impaired users, gravity wells could improve times by as much as 50%. It has been reported that the presentation of information to multiple sensory modalities, e.g. haptics and vision, can provide performance benefits. However, previous studies investigating the use of force feedback gravity wells have generally not provided visual representations of the haptic effect. Where force fields extend beyond clickable targets, the addition of visual cues may affect performance. This paper investigates how the performance of motion-impaired computer users is affected by having visual representations of force feedback gravity wells presented on-screen. Results indicate that the visual representation does not affect times and errors in a "point and click" task involving multiple targets.

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Abstract. The extent to which cognitive behaviour therapy can be used with children is unclear. In meta analyses older children and teenagers seem to derive greater benefit than young children. This may be because the cognitive immaturity of young children means that they cannot manage the cognitive demands of cognitive behaviour therapy. This paper seeks to establish how well children aged 7–8 and aged 10–11 can complete a task requiring them to distinguish between thoughts and behaviours (based on Greenberger & Padesky, 1995). Half of the children were provided with a visual cue and half were not. The effects of age, the visual cue, and verbal IQ on performance were examined. Seventy-two children were randomized to the cue and no-cue condition and individually tested during school time. Both age groups performed well and there was a significant difference between older and younger children, with the older children performing better. Visual cues did not aid performance. Verbal IQ was significantly associated with performance in the younger but not the older children. The implications of these results for the delivery of cognitive behaviour therapy with children and future research are discussed. Keywords: Children, thoughts, behaviours, cognitive, development

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This thesis aimed at designing and developing a system that can a) infer individuals’ need for a break from sedentary behaviour in the workplace, and b) persuade them to take a break through the use of different techniques from persuasive psychology. We postulated three variables, namely, individuals’ posture, stress levels and involvement in their computer mediated activity. We developed and field-studied a system that could infer these using a web camera and a key presses and mouse clicks log. We found that the system could predict posture from viewing depth and stress from the movement detected. We then created a general formula that predicts individuals’ need for a break using only the posture and stress predictors. Once the first objective was set, we built and field-studied a system that used three ways to communicate a recommendation for a break to a user: implicit, just-in time and ambient feedback. The implicit feedback was operationalized through changes in the users’ computer wallpaper that provided subtle visual cues. The just-in time feedback employed prompting at the bottom right side of the user’s screen. In addition, we implemented an intuitive behind-screen interaction technique where people can snooze a notification using simple gestures. The ambient feedback mechanism employed an origami sculpture sitting on the user’s desk. This prototype was continuously reflecting the user’s posture and performed rhythmic movements when to recommend breaks. A field study demonstrated the overall success of the system, with 69% of the break recommendations received by users were accepted. The study further revealed the strengths and weaknesses of the three persuasive mechanisms.

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Social exclusion is a relatively recent term, whose creation is attributed to René Lenoir(Lenoir, 1974). Its concept covers a remarkably wide range of social and economic problems, and can be triggered for various reasons: mentally and physically handicapped, abused children, delinquents, multi-problem households, asocial people, and other social “misfits” (Silver, 1995, pp. 63; Foucault, 1992). With an increasingly multi-cultural population, cultural and social inequalities rapidly ascend, bringing with them the need for educational restructuring. We are living in an evermore diverse world, and children need to be educated to be receptive to the different types of people around them, especially considering social and cultural aspects. It is with these goals that inclusive education has seen an increased trend in today’s academic environment, reminding us that even though children may be taught under the same roof, discriminatory practices might still happen. There are, however, a number of developed tools to assess the various dimensions of social networks. These are mostly based on questionnaires and interviews, which tend to be fastidious and don’t allow for longitudinal, large scale measurement. This thesis introduces BlueFriends, a Bluetooth-based measurement tool for social inclusion/exclusion on elementary school classes. The main goals behind the development of this tool were a) understanding how exclusion manifests in students’ behaviors, and b) motivating pro-social behaviors on children through the use of a persuasive technology. BlueFriends is a distributed application, comprised by an application running on several smartphones, a web-hosted database and a computer providing a visual representation of the data collected on a TV screen, attempting to influence children behaviors. The application makes use of the Bluetooth device present on each phone to continuously sample the RSSI (Received Signal Strength Indication) from other phones, storing the data locally on each phone. All of the stored data is collected, processed and then inserted into the database at the end of each day. At the beginning of each recess, children are reminded of how their behaviors affect others with the help of a visual display, which consists of interactions between dogs. This display illustrates every child’s best friends, as well as which colleagues they don’t interact with as much. Several tips encouraging social interaction and inclusiveness are displayed, inspiring children to change their behaviors towards the colleagues they spend less time with. This thesis documents the process of designing, deploying and analyzing the results of two field studies. On the first study, we assess how the current developed tools are inferior to our measuring tool by deploying a measurement only study, aimed at perceiving how much information can be obtained by the BlueFriends application and attempting to understand how exclusion manifests itself in the school environment. On the second study, we pile on the previous to try and motivate pro-social behaviors on students, with the use of visual cues and recommendations. Ultimately, we confirm that our measurement tool’s results were satisfying towards measuring and changing children’s behaviors, and conclude with our thoughts on possible future work, suggesting a number of possible extensions and improvements.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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This study tested the preference of pintado catfish females (Pseudoplatystoma coruscans) for associating with well-fed or food-deprived males in simultaneous choice tests. Females were tested under three different treatments in which: (1) females could choose on the basis of multiple cues from the well-fed or food-deprived males (visual plus chemical); (2) only chemical cues were presented; (3) only visual cues were presented. Females chose well-fed males when chemical cues were presented (either visual + chemical or only chemical cues). When only visual cues were presented, females spent an equal amount of time in the choice apparatus compartments. Chemical signals, either directly through control of pheromone production, or indirectly by excreted metabolites, are likely to be an important source of information about nutritional condition in mating choice.

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Amphibian skin is characterized by the presence of mucous glands, related to cutaneous breathing, reproduction and water balance, and granular glands, related to the production of toxins used in defence. In some species the granular glands can form accumulations in certain regions of the body. This is the case for inguinal macroglands of the leptodactylid frog Physalaemus nattereri, where these structures form a pair of black discs associated with deimatic behaviour. The morphology of the inguinal macroglands and their secretion were studied in this species and correlated to deimatic behaviour. The inguinal macroglands are formed from elongated granular glands that, in contrast with the granular glands of the rest of the skin, have small spherical granules with a proteinic content. In the dermis of the whole body, except for the inguinal macroglands and the inguinal region, a well-developed calcified dermal layer is observed. During deimatic behaviour these macroglands discourage a potential predator from attacking, but if visual cues are insufficient and the predator persists in the attack, atoxic secretion is eliminated in its mouth. This elimination is favoured by the absence of a calcified dermal layer in the macroglands, which makes the dermal region softer than the rest of the dorsal skin.