Search results for " reali"

showing 10 items of 923 documents

U-Ranking 2017: Indicadores sintéticos de las universidades españolas. 5ª edición

2017

Este documento presenta los resultados de la investigación desarrollada por el Ivie para construir la quinta edición de los Indicadores Sintéticos del Sistema Universitario Español (ISSUE), a partir del análisis de las actividades docentes, de investigación y de innovación y desarrollo tecnológico de las universidades.

EspañaUNESCO::PEDAGOGÍA::Organización y planificación de la educación::Análisis realización de modelos y planificación estadística:PEDAGOGÍA::Organización y planificación de la educación::Análisis realización de modelos y planificación estadística [UNESCO]universidadesIndicadores sintéticos
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La reivindicació identitària en els narradors del Realisme Compromès de la postguerra

2017

The paper reviews the realistic and engagé movements that cover the European postwar years. And then it studies the parallel Catalan movement focusing on the problem of identity assertion in the narrative. In many of our narrators of this realism of complaint (Concepció G. Maluquer, Estanislau Torres, Víctor Mora and Joaquim Carbó) national commitment accompanyies social and political commitment. It is a peculiar trait that distinguishes our movement and gives the physiognomy of its own.

Estanislau TorresPostwar years Catalan narrativerécit catalanpostwar yearsCultura catalanaIdentitéréalisme engagéMaluquer Concepció G.Torres EstanislauCarbó JoaquimRéalisme Engagéidentitécatalan narrative[SHS.LITT] Humanities and Social Sciences/LiteratureIdentityConcepció G. Maluquer[SHS.HIST] Humanities and Social Sciences/HistoryVíctor Moraengagé realismEngagé RealismRécit catalan de l’après-guerreMora VíctorJoaquim Carbóaprès-guerreidentity
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Effectiveness of Virtual Reality for Children and Adolescents with Autism Spectrum Disorder: An Evidence-Based Systematic Review

2018

Autism Spectrum Disorder (ASD) is a neurodevelopmental disease that is specially characterized by impairments in social communication and social skills. ASD has a high prevalence in children, affecting 1 in 160 subjects. Virtual reality (VR) has emerged as an effective tool for intervention in the health field. Different recent papers have reviewed the VR-based treatments in ASD, but they have an important limitation because they only use clinical databases and do not include important technical indexes such as the Web of Science index or the Scimago Journal & Country Rank. To our knowledge, this is the first contribution that has carried out an evidence-based systematic review includin…

Evidence-based practiceAdolescentAutism Spectrum DisorderPopulationReviewDiseaseAugmented realityVirtual realitylcsh:Chemical technologyBiochemistryASDVirtual realityAnalytical Chemistry03 medical and health sciences0302 clinical medicineSocial skillsIntervention (counseling)mental disordersmedicineHumansInterpersonal Relationslcsh:TP1-1185Electrical and Electronic EngineeringChildeducationInstrumentationAspergereducation.field_of_studyCommunication05 social sciences050301 educationmedicine.diseaseAtomic and Molecular Physics and Opticsaugmented realityAutism spectrum disorderORGANIZACION DE EMPRESASvirtual realityAugmented realityPsychology0503 educationLENGUAJES Y SISTEMAS INFORMATICOS030217 neurology & neurosurgeryClinical psychology
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A Multimodal Guide for Virtual 3D Models of Cultural Heritage Artifacts

2008

The area of cultural heritage preservation and fruition has drawn an ever growing attention of artificial intelligence and human-computer interaction research in the last decades. The common aim is to develop systems that can interact with the user in a variety of modes and in the most natural way. In this paper, a multimodal guide for virtual 3D environment navigation is presented. The proposed system integrates X3D environment with a multimodal interface. The application scenario is to provide a visitor assistance and guidance during the visit of one of the halls in the historical Palazzo Steri, the headquarters of the University of Palermo.

ExhibitionCultural heritageCompetitive intelligenceComputer scienceHuman–computer interactionmultimodality3D virtual model cultural heritageVisitor patterncomputer.file_formatUser interfaceVirtual realityX3DcomputerVariety (cybernetics)
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An Augmented Reality (AR) CAD System at Construction Sites

2011

Augmented Reality (AR) technologies allow computer-generated content to be superimposed over a live camera view of the real world. Although AR is still a very promising technology, currently only a few commercial applications for industrial purposes exploit the potential of adding contextual content to real scenarios. Most of AR applications are oriented to fields such as education or entertainment, where the requirements in terms of repeatability, fault tolerance, reliability and safety are low. Different visualization devices, tracking methods and interaction techniques are described in the literature, establishing a classification between Indoor and Outdoor AR systems. On the one hand, t…

ExploitHuman–computer interactionComputer scienceFace (geometry)Reliability (computer networking)Scale (chemistry)Augmented realityFault toleranceVariation (game tree)Visualization
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The Self-expression Motivational System

2016

The main aim of this chapter is to introduce and promote the concept of self-expression as a basic motivation. Considering that the amount of literature on self-expression, matched with the concepts of control and affiliation, is practically non-existent, the chapter starts by attempting to provide a viable definition of self-expression motivation. Furthermore, the concept of art as a domain in which the underlying tendency for self-expression is clearly manifested is also considered. The chapter also includes a literature review to show whether or not self-expression motivation is able to fulfil the criteria suggested by Baumeister and Leary (Psychological Bulletin, 117, 497–529, 1995). Th…

Expression (architecture)SelfA domainExternal realityMotivational systemControl (linguistics)PsychologyCognitive psychology
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“You look at it, but will you choose it”: Is there a link between the foods consumers look at and what they ultimately choose in a virtual supermarke…

2022

Most of the studies that showed a link between gaze allocation and consumer's food choices were performed on food products belonging to a same category. However, consumers usually make food choices in more complex environments, between many different products, and different factors can influence their choices. Therefore, our study aimed to understand the link between gaze behavior and food choices in a complex and realistic situation of choice. Participants (n=99) performed a food choice task in a virtual supermarket. They had to choose three food products to create a dish in four scenarios evoking different motivations (focus on health, environment, food pleasure, and daily scenario as con…

Eye trackingNutrition and Dieteticsconsumerfood choiceconsumers[SHS]Humanities and Social Sciencesfood motivationsmeat[SDV.AEN] Life Sciences [q-bio]/Food and Nutritionfood choicesgeneralized linear mixed model (GLMM)virtual supermarketpulsesgaze behavior[SDV.AEN]Life Sciences [q-bio]/Food and Nutritionvirtual reality (VR)Food Science
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Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…

2019

Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…

2019

Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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Complete End-To-End Low Cost Solution To a 3D Scanning System with Integrated Turntable

2017

3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition…

FOS: Computer and information sciencesbusiness.industryComputer scienceComputer Vision and Pattern Recognition (cs.CV)3D reconstructionComputer Science - Computer Vision and Pattern Recognition0211 other engineering and technologiesProcess (computing)Point cloud020207 software engineering02 engineering and technologyProcessingVirtual realitySoftware0202 electrical engineering electronic engineering information engineeringTable (database)businesscomputerComputer hardware021106 design practice & managementcomputer.programming_languageGraphical user interface
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