107 resultados para Physicality affordance


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The representation of a perceptual scene by a computer is usually limited to numbers representing dimensions and colours. The theory of affordances attempted to provide a new way of representing an environment, with respect to a particular agent. The view was introduced as part of an entire field of psychology labeled as 'ecological,' which has since branched into computer science through the field of robotics, and formal methods. This thesis will describe the concept of affordances, review several existing formalizations, and take a brief look at applications to robotics. The formalizations put forth in the last 20 years have no agreed upon structure, only that both the agent and the environment must be taken in relation to one another. Situation theory has also been evolving since its inception in 1983 by Barwise & Perry. The theory provided a formal way to represent any arbitrary piece of information in terms of relations. This thesis will take a toy version of situation theory published in CSLI lecture notes no. 22, and add to the given ontologies. This thesis extends the given ontologies to include specialized affordance types, and individual object types. This allows for the definition of semantic objects called environments, which support a situation and a set of affordances, and niches which refer to a set of actions for an individual. Finally, a possible way for an environment to change into a new environment is suggested via the activation of an affordance.

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L’objectif de cette thèse est double. Premièrement, il s’agira de comprendre l’impact que l’internet peut avoir sur la démocratie, c’est-à-dire de montrer ce que cette technologie change à la démocratie, en développant un cadre conceptuel précis et en m’appuyant sur un corpus empirique important. Il s’agira ensuite de développer un projet normatif, afin de montrer ce qu’il est nécessaire de faire afin de garantir que l’impact de l’internet sur la démocratie sera positif. Pour mener à bien ces objectifs, il me faudra d’abord disposer d’une conception claire de la démocratie. C’est pourquoi je proposerai dans une première partie de la comprendre à partir du concept d’autonomie politique dont je proposerai une analyse conceptuelle au premier chapitre. J’analyserai ensuite deux éléments centraux de ce concept, à savoir la vie privée et l’espace public. Je proposerai dans une deuxième partie une analyse à la fois précise et empiriquement fondée de l’impact de l’internet sur ces deux éléments, afin de présenter un argument qui ne sera pas simplement a priori ou spéculatif. Les conclusions que je présenterai ne vaudront, cependant, que pour l’internet tel qu’il est aujourd’hui, car il est certain qu’il peut évoluer. Il est alors tout à fait possible que ses propriétés cessent de permettre l’augmentation de l’autonomie politique que je décris au cours de ma deuxième partie. Il est donc important de mener à bien une réflexion normative afin d’identifier dans quelle mesure il pourrait être nécessaire de faire quelque chose afin de garantir l’impact positif de l’internet sur l’autonomie politique. Je montrerai donc dans une dernière partie qu’il est nécessaire d’assurer à l’internet une architecture non-discriminante, mais qu’il n’est pas nécessaire de protéger outre mesure la générativité de son écosystème. Je conclurai en montrant l’importance d’offrir à tous des éléments d’une littératie numérique, si l’on souhaite que tous puissent bénéficier des opportunités offertes par le réseau des réseaux.

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This thesis presents a perceptual system for a humanoid robot that integrates abilities such as object localization and recognition with the deeper developmental machinery required to forge those competences out of raw physical experiences. It shows that a robotic platform can build up and maintain a system for object localization, segmentation, and recognition, starting from very little. What the robot starts with is a direct solution to achieving figure/ground separation: it simply 'pokes around' in a region of visual ambiguity and watches what happens. If the arm passes through an area, that area is recognized as free space. If the arm collides with an object, causing it to move, the robot can use that motion to segment the object from the background. Once the robot can acquire reliable segmented views of objects, it learns from them, and from then on recognizes and segments those objects without further contact. Both low-level and high-level visual features can also be learned in this way, and examples are presented for both: orientation detection and affordance recognition, respectively. The motivation for this work is simple. Training on large corpora of annotated real-world data has proven crucial for creating robust solutions to perceptual problems such as speech recognition and face detection. But the powerful tools used during training of such systems are typically stripped away at deployment. Ideally they should remain, particularly for unstable tasks such as object detection, where the set of objects needed in a task tomorrow might be different from the set of objects needed today. The key limiting factor is access to training data, but as this thesis shows, that need not be a problem on a robotic platform that can actively probe its environment, and carry out experiments to resolve ambiguity. This work is an instance of a general approach to learning a new perceptual judgment: find special situations in which the perceptual judgment is easy and study these situations to find correlated features that can be observed more generally.

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In 1999, Elizabeth Hills pointed up the challenges that physically active women on film still posed, in cultural terms, and in relation to certain branches of feminist theory . Since then, a remarkable number of emphatically active female heroes have appeared on screen, from 'Charlie’s Angels' to 'Resident Evil', 'Aeon Flux', and the 'Matrix' and 'X-Men' trilogies. Nevertheless, in a contemporary Western culture frequently characterised as postfeminist, these seem to be the ‘acceptable face’ – and body – of female empowerment: predominantly white, heterosexual, often scantily clad, with the traditional hero’s toughness and resolve re-imagined in terms of gender-biased notions of decorum: grace and dignity alongside perfect hair and make-up, and a body that does not display unsightly markers of physical exertion. The homogeneity of these representations is worth investigating in relation to critical claims that valorise such air-brushed, high-kicking 'action babes' for their combination of sexiness and strength, and the feminist and postfeminist discourses that are refracted through such readings. Indeed, this arguably ‘safe’ set of depictions, dovetailing so neatly with certain postfeminist notions of ‘having it all’, suppresses particular kinds of spectacles in relation to the active female body: images of physical stress and extension, biological consequences of violence and dangerous motivations are all absent. I argue that the untidy female exertions refused in popular “action babe” representations are now erupting into view in a number of other contemporaneous movies – 'Kill Bill' Vols 1 & 2, 'Monster', and 'Hard Candy' – that mark the return of that which is repressed in the mainstream vision of female power – that is, a more viscerally realistic physicality, rage and aggression. As such, these films engage directly with the issue of how to represent violent female agency. This chapter explores what is at stake at a representational level and in terms of spectatorial processes of identification in the return of this particularly visceral rendering of the female avenger.

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Many older adults wish to gain competence in using a computer, but many application interfaces are perceived as complex and difficult to use, deterring potential users from investing the time to learn them. Hence, this study looks at the potential of ‘familiar’ interface design which builds upon users’ knowledge of real world interactions, and applies existing skills to a new domain. Tools are provided in the form of familiar visual objects, and manipulated like real-world counterparts, rather than with buttons, icons and menus found in classic WIMP interfaces. This paper describes the formative evaluation of computer interactions that are based upon familiar real world tasks, which supports multitouch interaction, involves few buttons and icons, no menus, no right-clicks or double-clicks and no dialogs. Using an example of an email client to test the principles of using “familiarity”, the initial feedback was very encouraging, with 3 of the 4 participants being able to undertake some of the basic email tasks with no prior training and little or no help. The feedback has informed a number of refinements of the design principles, such as providing clearer affordance for visual objects. A full study is currently underway.

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In this project we explore how to enhance the experience and understanding of cultural heritage in museums and heritage sites by creating interactive multisensory objects collaboratively with artists, technologists and people with learning disabilities. We focus here on workshops conducted during the first year of a three year project in which people with learning disabilities each constructed a 'sensory box' to represent their experiences of Speke Hall, a heritage site in the UK. The box is developed further in later workshops which explore aspects of physicality and how to appeal to the entire range of senses, making use of Arduino technology and basic sensors to enable an interactive user experience.

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Perception and action are tightly linked: objects may be perceived not only in terms of visual features, but also in terms of possibilities for action. Previous studies showed that when a centrally located object has a salient graspable feature (e.g., a handle), it facilitates motor responses corresponding with the feature's position. However, such so-called affordance effects have been criticized as resulting from spatial compatibility effects, due to the visual asymmetry created by the graspable feature, irrespective of any affordances. In order to dissociate between affordance and spatial compatibility effects, we asked participants to perform a simple reaction-time task to typically graspable and non-graspable objects with similar visual features (e.g., lollipop and stop sign). Responses were measured using either electromyography (EMG) on proximal arm muscles during reaching-like movements, or with finger key-presses. In both EMG and button press measurements, participants responded faster when the object was either presented in the same location as the responding hand, or was affordable, resulting in significant and independent spatial compatibility and affordance effects, but no interaction. Furthermore, while the spatial compatibility effect was present from the earliest stages of movement preparation and throughout the different stages of movement execution, the affordance effect was restricted to the early stages of movement execution. Finally, we tested a small group of unilateral arm amputees using EMG, and found residual spatial compatibility but no affordance, suggesting that spatial compatibility effects do not necessarily rely on individuals’ available affordances. Our results show dissociation between affordance and spatial compatibility effects, and suggest that rather than evoking the specific motor action most suitable for interaction with the viewed object, graspable objects prompt the motor system in a general, body-part independent fashion

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This chapter explores some of the textual specificity of the Steven Moffat/Matt Smith Doctor Who, in relation to its positioning within the current transatlantic television landscape. The chapter develops further the existing scholarship on Doctor Who, by both offering a critical assessment of the transatlantic dimensions of the Moffat/Smith-era Doctor Who, and by challenging some of the existing critical arguments about Doctor Who's transatlantic dimensions. Particular attention is paid to the casting, physicality and costuming of actor Matt Smith as the Doctor in relation to notions of Britishness.

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This article explores the roles of monster and victim as experienced through the body, and considers how the relationship between violence and the body affects the presentation of these roles through close analysis of performance in Candyman (Bernard Rose, 1992). I aim to demonstrate that commitment to such a detailed approach, offers a more intricate and rewarding critical interaction, reflecting the complexity of narrative film. Consideration of the particulars of performance is crucial, in its affect on our engagement with the performer and their physical presence. Through this attention I intend to demonstrate how the seemingly fixed role of monster is in fact more fluid than first apparent, that monster and victim can co-exist in the same body. Candyman’s physicality and the way it is presented foregrounds the oscillations between violence and suffering, the relationship between the body and the violence inflicted on and by it, ambiguities which are also found in the heroine’s development, thus enhancing the film’s striking preoccupation with the shifting parallels between monster and victim.

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This article seeks to explore the absence of the body in the depiction of dying women in a selection of seventeenth-century diaries. It considers the cultural forces that made this absence inevitable, and the means by which the physical body was replaced in death by a spiritual presence. The elevation of a dying woman from physical carer to spiritual nurturer in the days before death ensured that gender codes were not broken. The centrality of the body of the dying woman, within a female circle of care and support, was paradoxically juxtaposed with an effacement of the body in descriptions of a good death. In death, a woman might achieve the stillness, silence and compliance so essential to perfect early modern womanhood, and retrospective diary entries can achieve this ideal by replacing the body with images that deflect from the essential physicality of the woman.

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Perception is linked to action via two routes: a direct route based on affordance information in the environment and an indirect route based on semantic knowledge about objects. The present study explored the factors modulating the recruitment of the two routes, in particular which factors affecting the selection of paired objects. In Experiment 1, we presented real objects among semantically related or unrelated distracters. Participants had to select two objects that can interact. The presence of distracters affected selection times, but not the semantic relations of the objects with the distracters. Furthermore, participants first selected the active object (e.g. teaspoon) with their right hand, followed by the passive object (e.g. mug), often with their left hand. In Experiment 2, we presented pictures of the same objects with no hand grip, congruent or incongruent hand grip. Participants had to decide whether the two objects can interact. Action decisions were faster when the presentation of the active object preceded the presentation of the passive object, and when the grip was congruent. Interestingly, participants were slower when the objects were semantically but not functionally related; this effect increased with congruently gripped objects. Our data showed that action decisions in the presence of strong affordance cues (real objects, pictures of congruently gripped objects) relied on sensory-motor representation, supporting the direct route from perception-to-action that bypasses semantic knowledge. However, in the case of weak affordance cues (pictures), semantic information interfered with action decisions, indicating that semantic knowledge impacts action decisions. The data support the dual-route account from perception-to-action.

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Research on invention has focused on business invention and little work has been conducted on the process and capability required for the individual inventor or the capabilities required for an advice to be considered an invention. This paper synthesises the results of an empirical survey of ten inventor case studies with current research on invention and recent capability affordance research to develop an integrated capability process model of human capabilities for invention and specific capabilities of an invented device. We identify eight necessary human effectivities required for individual invention capability and six functional key activities using these effectivities, to deliver the functional capability of invention. We also identified key differences between invention and general problem solving processes. Results suggest that inventive step capability relies on a unique application of principles that relate to a new combination of affordance chain with a new mechanism and or space time (affordance) path representing the novel way the device works, in conjunction with defined critical affordance operating factors that are the subject of the patent claims.

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The use of online social networking tools (SNTs) has become commonplace within higher education. In this paper a definition and a typology of educational affordance of social networking service (SNS) are presented. The paper also explores the educational affordances whilst examining how university lecturers and students use SNTs to support their educational activities. The data presented here were obtained through a survey in which 38 participants from three universities took part; two universities in Uganda and one in the United Kingdom. The results show that Facebook is the most popular tool with 75 % of participants having profiles. Whilst most participants perceived the educational significance of these tools, social affordances remain more pronounced compared to pedagogical and technological affordances. The limitations of this study have also been discussed.

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This thesis presents English-medium instruction (EMI) in the Swedish context, focusing on perspectives and practices in two schools. The research question is as follows: How and why is EMI offered, chosen, and practiced in the Swedish upper secondary school today? The aim is to explore the status of the educational option, the reasons for offering EMI to stakeholders, the stakeholders’ beliefs about and goals of EMI, and the implementation of EMI in the classroom. A survey of all upper secondary schools in Sweden was conducted to ascertain the spread of content teaching through a foreign language. The educational context was studied from an ecological perspective using methods based in linguistic ethnography. Language alternation, academic language, and language hierarchy were all considered. Interviews were analysed for content; and classroom language use was analysed for language choice and function. The concepts of affordance and scaffolding together with translanguaging were key. The de facto policies of the micro contexts of the schools were examined in light of the declared national policy of the macro context of Sweden. The results indicate that the option in Swedish schools has not increased, and also tends to only be EMI—not Content and Language Integrated Learning (CLIL) or instruction through other languages. EMI is offered for prestige, an international profile, marketing potential and personal interest. EMI students are academically motivated and confident, and see the option as “fun”. 100% EMI in the lessons is not the goal or the practice. Translanguaging is abundant, but how language alternation is perceived as an affordance or not differs in the two schools. One focuses on how the languages are used while the other focuses on how much each language is used. In conclusion, the analysis suggests that a development of definitions and practices of EMI in Sweden is needed, especially in relation to language policy and language hierarchy.

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No mundo, hoje, tudo está em movimento. Pessoas, objetos, valores, informação e imagens circulam cada dia mais intensa e extensamente em um ambiente social fluido, em rede e de riscos. Quando a mobilidade torna-se parte importante da experiência cotidiana e os deslocamentos físicos, geográficos, virtuais ou imaginativos tomam a frente nas relações e alteram radicalmente os modos de vida em todas as esferas - social, cultural, política e econômica -, nesse momento uma cultura da mobilidade se impõe e envolve a todos em novas possibilidades e experiências, assim como, em novos constrangimentos, riscos e discursos que devem ser estudados. O cada dia mais intenso imbricamento entre a cultura da mobilidade e o discurso publicitário constitui a base que sustenta a tese e que delineia as duas premissas fundamentais do estudo: a primeira, de que as coisas do mundo chegam até o sujeito apesar de sua imobilidade, por meio dos objetos, das informações e das imagens que circulam globalmente; e, a segunda premissa, de que a despeito de seu caráter comercial, persuasivo e de vendas, a publicidade também pode ser encarada como um bem cultural que expressa a cultura da qual faz parte. É na articulação destas duas premissas que reside o interesse primordial e o objeto de estudo da pesquisa: ao considerar o fazer publicitário como representação da sociedade, investigar, a partir da perspectiva do Paradigma das Novas Mobilidades, como o movimento é expresso discursivamente na publicidade das marcas globais. A interpretação do discurso publicitário global teve como objetivo validar a hipótese de que há um consumo de (i)mobilidade sendo feito quando o indivíduo sai em busca de objetos que, a partir de sua disponibilidade (ready-to-handness) e potencial de uso em relação ao ambiente (affordance), suportem sua (i)mobilidade cotidiana com certa estabilidade e menor risco. O locus da investigação é o Brasil e o estudo focou sua análise nos 32 anos relativos ao período de 1982 a 2014. Foram selecionados anúncios de marcas veiculados na revista Veja durante o período de três Copas do Mundo FIFA: de 1982, na Espanha; de 1998, na França; e de 2014, no Brasil, que cobrem o período proposto pela pesquisa.