21 resultados para Proxemics


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A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.

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An experiment was carried out to examine the impact on electrodermal activity of people when approached by groups of one or four virtual characters at varying distances. It was premised on the basis of proxemics theory that the closer the approach of the virtual characters to the participant, the greater the level of physiological arousal. Physiological arousal was measured by the number of skin conductance responses within a short time period after the approach, and the maximum change in skin conductance level 5 s after the approach. The virtual characters were each either female or a cylinder of human size, and one or four characters approached each subject a total of 12 times. Twelve male subjects were recruited for the experiment. The results suggest that the number of skin conductance responses after the approach and the change in skin conductance level increased the closer the virtual characters approached toward the participants. Moreover, these response variables were inversely correlated with the number of visits, showing a typical adaptation effect. There was some evidence to suggest that the number of characters who simultaneously approached (one or four) was positively associated with the responses. Surprisingly there was no evidence of a difference in response between the humanoid characters and cylinders on the basis of this physiological data. It is suggested that the similarity in this quantitative arousal response to virtual characters and virtual objects might mask a profound difference in qualitative response, an interpretation supported by questionnaire and interview results. Overall the experiment supported the premise that people exhibit heightened physiological arousal the closer they are approached by virtual characters.

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Neste artigo procuramos abordar a importância da comunicação não verbal na interpretação e as dificuldades provenientes da sua articulação com a linguagem verbal, neste âmbito. Apresenta-se um elenco seleccionado de recursos não verbais considerados essenciais e frequentes com os quais o profissional desta área se pode confrontar e sugerem-se algumas formas de como/quando os integrar na interpretação.

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Neste artigo procuramos reflectir sobre a dimensão dos elementos para- -linguísticos e extra-linguísticos na actividade conversacional e no papel que detêm na gestão deste espaço interlocutivo.

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Vestidors nus presenta una descripció etnogràfica centrada en el vestidor femení d'una piscina pública. Les línies teòriques d'estudi parteixen de l'espai físic i la seva relació amb el comportament humà, tenint en compte les qualitats biològiques, culturals, socials i de gènere.

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This is an exploratory, cross-sectional study of quantitative design that aimed to identify the communication strategies used and reported by the nursing staff in the care of aphasic patients after a stroke. The techniques used were the participant observation and interviews with 27 subjects of the nursing staff of neurological units in a general hospital. The most frequently mentioned strategies were gestures (100%), verbal communication (33.3%), written communication (29.6%) and the touch (18.5 %). Among the observed strategies, the gestures reached 40.7% and the touch was present in all situations, given its instrumental character essential to care. The findings show lack of knowledge of nonverbal, proxemics , kinesics and tacesics communication. No significant differences were observed among the professional categories depending on the length of experience with respect to the strategies reported by members of the nursing staff in the care for aphasic patients.


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Partint de la base teòrica de la proxèmica i l’espai personal, l’objectiu d’aquest treball era investigar la influència que té el sexe de l’individu i el de la persona amb la qual s’interactua en referència a la distància interpersonal. Així mateix, es pretenia esbrinar si hi ha una connexió entre el sexe i la conducta compensatòria que es realitzarà quan l’espai personal és envaït. L’estudi s’ha realitzat amb 60 joves de la Universitat de Barcelona, estudiants entre 1r i 4t de Grau en diversos estudis socials mitjançant un experiment de camp. Els resultats mostren que ambdues variables tenen una influència significativa en la regulació de l’espai personal d’un individu.

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As ubiquitous systems have moved out of the lab and into the world the need to think more systematically about how there are realised has grown. This talk will present intradisciplinary work I have been engaged in with other computing colleagues on how we might develop more formal models and understanding of ubiquitous computing systems. The formal modelling of computing systems has proved valuable in areas as diverse as reliability, security and robustness. However, the emergence of ubiquitous computing raises new challenges for formal modelling due to their contextual nature and dependence on unreliable sensing systems. In this work we undertook an exploration of modelling an example ubiquitous system called the Savannah game using the approach of bigraphical rewriting systems. This required an unusual intra-disciplinary dialogue between formal computing and human- computer interaction researchers to model systematically four perspectives on Savannah: computational, physical, human and technical. Each perspective in turn drew upon a range of different modelling traditions. For example, the human perspective built upon previous work on proxemics, which uses physical distance as a means to understand interaction. In this talk I hope to show how our model explains observed inconsistencies in Savannah and ex- tend it to resolve these. I will then reflect on the need for intradisciplinary work of this form and the importance of the bigraph diagrammatic form to support this form of engagement. Speaker Biography Tom Rodden Tom Rodden (rodden.info) is a Professor of Interactive Computing at the University of Nottingham. His research brings together a range of human and technical disciplines, technologies and techniques to tackle the human, social, ethical and technical challenges involved in ubiquitous computing and the increasing used of personal data. He leads the Mixed Reality Laboratory (www.mrl.nott.ac.uk) an interdisciplinary research facility that is home of a team of over 40 researchers. He founded and currently co-directs the Horizon Digital Economy Research Institute (www.horizon.ac.uk), a university wide interdisciplinary research centre focusing on ethical use of our growing digital footprint. He has previously directed the EPSRC Equator IRC (www.equator.ac.uk) a national interdisciplinary research collaboration exploring the place of digital interaction in our everyday world. He is a fellow of the British Computer Society and the ACM and was elected to the ACM SIGCHI Academy in 2009 (http://www.sigchi.org/about/awards/).

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[ES] The purpose of this study was to develop and validate the Observational System for the Proxemic Communication of the Fitness Instructor, as well as conduct a pilot application of the same. During the development and validation process of the new observation system it was employed five sequential phases. At the end of this process, it was established the validity and reliability of 5 coding dimensions and 23 categories of instructor proxemics behavior to create the final version of the observational system. This version of the observational system was applied in a pilot study conducted in a sample of 12 fitness instructors from four different group-exercise classes. The results indicated that instructor proxemics behaviour could be feasibly coded with the Observational System for the Proxemic Communication of the Fitness Instructor, having been held a comparative analysis about its intervention in the various activities, albeit with a small sample size.

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La aceleración de las sociedades contemporáneas constituye un fenómeno insoslayable, ampliamente instaurado desde las últimas dos décadas del siglo XX. La aceleración tuvo su mayor impulso con el desarrollo tecnológico del siglo XX y su origen ha radicado en el proceso de acumulación capitalista actual. Sin embargo, ha desbordado lo tecnológico y lo económico, se ha entronizado culturalmente y también se ha articulado como parte nodal de la construcción social del mundo actual. En este documento, se analiza la aceleración y los ritmos sociales asociados a ella desde la perspectiva de los sujetos en su mundo de la vida cotidiana. Como toda perspectiva focalizada en el sujeto en la vida cotidiana, esto trae consigo el interés analítico por la acción y las prácticas, el sentido y los significados. No obstante, en esta ocasión esas dimensiones de la cotidianidad son consideradas junto a la corporeidad-emocionalidad del sujeto y su espacio-temporalidad. El documento aborda ciertas estrategias que desarrollan algunos tipos de sujetos sociales que están inmersos enteramente en dicha aceleración. En ocasiones forjan de manera espontánea estrategias de adaptación a la aceleración, otras veces configuran estrategias de resistencia. En otros casos se orientan hacia estrategias híbridas que incluyen tanto la adaptación como la resistencia. Así, estas estrategias buscan cotidianidades inmersas en distintas formas de proxemia corporal y afectiva, y otras veces se persiguen cotidianidades fundadas en la diastemia corporal y afectiva través de la distancia y el aislamiento. El texto aborda primero algunas estrategias cotidianas de tipo proxémico. En la segunda parte,se abordan estrategias de carácter diastémico. Por último, se presentan algunas reflexiones finales