895 resultados para Virtual Computer World
Resumo:
Interacting with a computer system in the operating room (OR) can be a frustrating experience for a surgeon, who currently has to verbally delegate to an assistant every computer interaction task. This indirect mode of interaction is time consuming, error prone and can lead to poor usability of OR computer systems. This thesis describes the design and evaluation of a joystick-like device that allows direct surgeon control of the computer in the OR. The device was tested extensively in comparison to a mouse and delegated dictation with seven surgeons, eleven residents, and five graduate students. The device contains no electronic parts, is easy to use, is unobtrusive, has no physical connection to the computer and makes use of an existing tool in the OR. We performed a user study to determine its effectiveness in allowing a user to perform all the tasks they would be expected to perform on an OR computer system during a computer-assisted surgery. Dictation was found to be superior to the joystick in qualitative measures, but the joystick was preferred over dictation in user satisfaction responses. The mouse outperformed both joystick and dictation, but it is not a readily accepted modality in the OR.
Resumo:
Thesis (M.S.)--University of Illinois at Urbana-Champaign.
Resumo:
Drawing on the newest findings of politeness research, this paper proposes an interactionally grounded approach to computer-mediated discourse (CMD). Through the analysis of naturally occurring text-based synchronous interactions of a virtual team the paper illustrates that the interactional politeness approach can account for linguistic phenomena not yet fully explored in computer-mediated discourse analysis. Strategies used for compensating for the lack of audio-visual information in computer-mediated communication, strategies to compensate for the technological constraints of the medium, and strategies to aid interaction management are examined from an interactional politeness viewpoint and compared to the previous findings of CMD analysis. The conclusion of this preliminary research suggests that the endeavour to communicate along the lines of politeness norms in a work-based virtual environment contradicts some of the previous findings of CMD research (unconventional orthography, capitalization, economizing), and that other areas (such as emoticons, backchannel signals and turn-taking strategies) need to be revisited and re-examined from an interactional perspective to fully understand how language functions in this merely text-based environment.
Resumo:
The paper presents a study that focuses on the issue of sup-porting educational experts to choose the right combination of educational methodology and technology tools when designing training and learning programs. It is based on research in the field of adaptive intelligent e-learning systems. The object of study is the professional growth of teachers in technology and in particular that part of their qualification which is achieved by organizing targeted training of teachers. The article presents the process of creating and testing a system to support the decision on the design of training for teachers, leading to more effective implementation of technology in education and integration in diverse educational contexts. ACM Computing Classification System (1998): H.4.2, I.2.1, I.2, I.2.4, F.4.1.
Resumo:
A mindennapi, szinte folyamatos jelenlét a hálózaton számos melléktermékkel jár. Minden bejelentkezés, üzenet, vásárlás, akció adatok tömegét hagyja az interneten. A cikkben arra kívánnak a szerzők rámutatni, hogy ezeket az adatokat valaki vagy valakik összegyűjthetik, és esetleg olyasmire is használhatják, amihez nem járulnánk hozzá, ha ezt megkérdeznék. A szerzők nem foglalkoznak a rosszindulatú, esetleg bűntények elkövetésének céljára történő illegális adatgyűjtéssel, illetve -hasznosítással, azt kívánták bemutatni, hogy teljesen legális, ún. „white hat” eszközökkel is tartalmas felhasználói profilt lehet összeállítani. Szót ejtenek arról is, hogyan lehet megnehezíteni azok dolgát, akik rólunk szeretnének információt gyűjteni. ____ Everyday, almost continuous presence on the web results number of by-products. Each login, message, shopping, action leaves mass of data on the internet. In this article, the authors wish to point out that these data may be collected by somebody or somebodies. They wanted to introduce you that a meaningful user profile can be compiled by completely legal, so-called „White hat”tools. It also notes about how you can make more difficult their job, who would like to collect information from us.
Resumo:
Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.
Resumo:
Interacting with a computer system in the operating room (OR) can be a frustrating experience for a surgeon, who currently has to verbally delegate to an assistant every computer interaction task. This indirect mode of interaction is time consuming, error prone and can lead to poor usability of OR computer systems. This thesis describes the design and evaluation of a joystick-like device that allows direct surgeon control of the computer in the OR. The device was tested extensively in comparison to a mouse and delegated dictation with seven surgeons, eleven residents, and five graduate students. The device contains no electronic parts, is easy to use, is unobtrusive, has no physical connection to the computer and makes use of an existing tool in the OR. We performed a user study to determine its effectiveness in allowing a user to perform all the tasks they would be expected to perform on an OR computer system during a computer-assisted surgery. Dictation was found to be superior to the joystick in qualitative measures, but the joystick was preferred over dictation in user satisfaction responses. The mouse outperformed both joystick and dictation, but it is not a readily accepted modality in the OR.
Resumo:
Research on the mechanisms and processes underlying navigation has traditionally been limited by the practical problems of setting up and controlling navigation in a real-world setting. Thanks to advances in technology, a growing number of researchers are making use of computer-based virtual environments to draw inferences about real-world navigation. However, little research has been done on factors affecting human–computer interactions in navigation tasks. In this study female students completed a virtual route learning task and filled out a battery of questionnaires, which determined levels of computer experience, wayfinding anxiety, neuroticism, extraversion, psychoticism and immersive tendencies as well as their preference for a route or survey strategy. Scores on personality traits and individual differences were then correlated with the time taken to complete the navigation task, the length of path travelled,the velocity of the virtual walk and the number of errors. Navigation performance was significantly influenced by wayfinding anxiety, psychoticism, involvement and overall immersive tendencies and was improved in those participants who adopted a survey strategy. In other words, navigation in virtual environments is effected not only by navigational strategy, but also an individual’s personality, and other factors such as their level of experience with computers. An understanding of these differences is crucial before performance in virtual environments can be generalised to real-world navigational performance.
Resumo:
Thesis (Ph.D.)--University of Washington, 2016-08
Resumo:
Michaela Rizzolli
Resumo:
El presente texto ofrece algunas reflexiones teóricas y visionesdel autor sobre la relación del hombre de hoy con el fenómeno dela comunicación digital, también conocida como comunicaciónvirtual, a través de Internet, unas reflexiones que aparecen deltrabajo investigativo sobre el modelo convergente del canalde televisión pública Telemedellín, y en las que se explora elpanorama de las relaciones del hombre con el otro, consigomismo y con las cosas, desde la mediación de la computadora.Por otro lado, indaga sobre la composición de las redes socialesy su producto, la comunidad virtual, lugar en el que se producenlos intercambios e interrelaciones humanas. Y finalmente,intenta mostrar el desasosiego del hombre de la época actual,encontrándolo como un ser solitario que lucha por un lugar enel mundo.
Resumo:
Part 7: Cyber-Physical Systems
Resumo:
Our proposal is to go around the thematic virtual exhibitions that we have prepares to Museums With No Frontiers - Cities and Urban Spaces 1815–1918, visibly embodied in alterations to the urban plans, views and architecture. – see: http://www.sharinghistory.org/