Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Brain Synchrony in Competition and Collaboration During Multiuser Neurofeedback-Based Gaming

2021

EEG hyperscanning during multiuser gaming offers opportunities to study brain characteristics of social interaction under various paradigms. In this study, we aimed to characterize neural signatures and phase-based functional connectivity patterns of gaming strategies during collaborative and competitive alpha neurofeedback games. Twenty pairs of participants with no close relationship took part in three sessions of collaborative or competitive multiuser neurofeedback (NF), with identical graphical user interface, using Relative Alpha (RA) power as a control signal. Collaborating dyads had to keep their RA within 5% of each other for the team to be awarded a point, while members of competit…

Resting state fMRIfunctional connectivityComputingMilieux_PERSONALCOMPUTINGCognitionHyperconnectivityneurofeedbackSocial relationSocial exchange theoryEEGNeurology. Diseases of the nervous systemNeurofeedbackBCIphase locking value (PLV)PsychologyRC346-429hyperscanningCognitive psychologyDyadBrain–computer interfaceFrontiers in Neuroergonomics
researchProduct

»Was ich am richtigen Leben nicht so schätze« Online-Rollenspielsucht eines Jugendlichen - Fallstudie/ “What I don‘t Appreciate in Real Life”: Online…

2015

The present article aims to provide an insight into the life story of a computer-game addicted adolescent. Here, the relationship between the symptom game addiction, the family as a reference framework, the game's characteristics, as well as the subjective emotional state of the adolescent are of particular interest. An emphasis is also laid on the psychodynamically approached question of the impact of infantile and current relationship experiences (both within a family environment as well as with peers) on personal development. Last, still within a psychodynamic framework, we hope to provide a better understanding of the role of online computer-game addiction in the process of experiences …

Role playing gamebusiness.industryAddictionmedia_common.quotation_subjectSocializationComputingMilieux_PERSONALCOMPUTINGPsychodynamicsReality testingInternal-External ControlPersonal developmentDevelopmental psychologyPsychoanalytic theoryPsychologybusinessmedia_commonPraxis der Kinderpsychologie und Kinderpsychiatrie
researchProduct

Chapter 18 - Sensory Evaluation—Profiling and Preferences

2017

International audience; Tasting has always been at the heart of coffee growing and production. Expert coffee tasting prevails while applying a correct and structured sensory evaluation still requires improvement. In reality, the key actors of the coffee sensory assessment all along the value chain are the expert coffee taster, the sensory analyst, and the consumer. A major challenge for sensory evaluation in coffee is bridging the gap between the expert tasters and consumers. It is especially important in coffee because, as a natural crop product, supplies and the quality of those supplies constantly change, and consumer preferences evolve over time. Thanks to the continuous innovation in t…

SensoryExpertComputingMilieux_PERSONALCOMPUTING[SDV.NEU.SC]Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Cognitive SciencesConsumerCoffeeQuality[SDV.NEU.SC] Life Sciences [q-bio]/Neurons and Cognition [q-bio.NC]/Cognitive SciencesGeneralLiterature_MISCELLANEOUSPreference
researchProduct

A game for emotional regulation in adolescents: The (body) interface device matters

2016

The aim of this study is to evaluate the role of the type of interface device in the efficacy of a serious game that teaches emotional regulation (ER) strategies in a non-clinical sample of adolescents. We conducted a between-participants experiment in which participants (N = 61) played a frustration induction game, and then an ER game (a breathing strategy game), using one of three types of devices (computer, smartphone, and RGB-D camera). Frustration mood and perceived arousal were the main variables measured. Results revealed a significant interaction between moment (pre-induction phase, post-induction phase, and regulation phase) and the type of interface device used in the frustration …

Serious gamesEXPRESION GRAFICA EN LA INGENIERIAmedia_common.quotation_subjectInterface (computing)FrustrationInduction PhaseAdolescentsPhase (combat)050105 experimental psychologyArousalEmbodimentArts and Humanities (miscellaneous)0501 psychology and cognitive sciencesGeneral Psychologymedia_common05 social sciencesComputingMilieux_PERSONALCOMPUTINGEmotional regulationUser interfaceHuman-Computer InteractionMoodUser interfacePsychologyEmotional regulationSocial psychology050104 developmental & child psychology
researchProduct

The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
researchProduct

An Approach to Enhance Chatbot Semantic Power and Maintainability: Experiences within the FRASI Project

2012

The paper illustrates the implementation and semantic enhancement of a domain-oriented Question-Answering system based on a pattern-matching chat bot technology, developed within an industrial project, named FRASI. The main difficulty in building a KB for a chat bot is to handwrite all possible question-answer pairs that constitute the KB. The proposed approach simplifies the chat bot realization thanks to two solutions. The first one uses an ontology, which is exploited in a twofold manner: to construct dynamic answers as a result of an inference process about the domain, and to automatically populate, off-line, the chat bot KB with sentences that can be derived from the ontology, describi…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionieducation.field_of_studyComputer sciencebusiness.industryPopulationComputingMilieux_PERSONALCOMPUTINGOntology (information science)computer.software_genreSemanticsDomain ontologies; In-buildings; Industrial projects; Inference process; Preprocess; Question answering systems; Question-answer pairsChatbotSemantic networkDomain (software engineering)Knowledge-based systemsArtificial IntelligenceArtificial intelligenceUser interfacebusinesseducationcomputerNatural language processing2012 IEEE Sixth International Conference on Semantic Computing
researchProduct

Narrative Start-up Identity Construction as Strategic Communication

2022

In this qualitative case study, positioning itself within the social constructionist approach, we aimed to investigate and interpret identity narration and organizational identity in strategic external and internal communication at the health technology startup company Naava Group Oy. By analyzing three different datasets (Twitter, blog posts, and interviews), we examined how organizational identity was emerged and which way it was strategic in storytelling and narratives. The results indicate that the startup's strategic social media identity storytelling seemed strategically crafted, as various voices were detected to narrate the same stories that repeated the same narrative content. The …

Sociology and Political ScienceCommunication518 Media and communicationsComputingMilieux_PERSONALCOMPUTINGyrityskuvasosiaalinen mediayritysviestintästartup-yrityksetstrategic communicationyhteisöviestintänarratiivisuusidentiteettiverkkoviestintäulkoinen viestintäsisäinen viestintäidentity narration
researchProduct

analysis.ipynb from Even violins can cry: specifically vocal emotional behaviours also drive the perception of emotions in non-vocal music

2021

Analysis code, as python notebook

Software_GENERALHardware_GENERALComputingMilieux_PERSONALCOMPUTING
researchProduct

SMART Pedagogy

2018

In this chapter, the authors would like to discuss topical issues in pedagogical science related to the learning process in a technology and media-enriched environment, opening up discussions on the development of pedagogical science's sector – smart pedagogy to promote a synergy between technology and pedagogy in the context of higher education. The authors' ideas on the concept of smart pedagogy, opened discussion on domains of teachers'role in the discourse of smart pedagogy. and domains of smart pedagogy as a new branch of pedagogy are discussed.

Software_GENERALPedagogyComputingMilieux_PERSONALCOMPUTINGComputingMilieux_COMPUTERSANDEDUCATIONSociology
researchProduct

Balanced difficulty task finder: an adaptive recommendation method for learning tasks based on the concept of state of flow

2020

An adaptive task difficulty assignment method which we reckon as balanced difficulty task finder (BDTF) is proposed in this paper. The aim is to recommend tasks to a learner using a trade-off between skills of the learner and difficulty of the tasks such that the learner experiences a state of flow during the learning. Flow is a mental state that psychologists refer to when someone is completely immersed in an activity. Flow state is a multidisciplinary field of research and has been studied not only in psychology, but also neuroscience, education, sport, and games. The idea behind this paper is to try to achieve a flow state in a similar way as Elo’s chess skill rating (Glickman in Am Ches…

Stochastic point locationComputer scienceCognitive NeuroscienceGame ranking systemsAnalogyIntelligent tutoring system02 engineering and technologyField (computer science)Intelligent tutoring systemAdjusting delayed matching-to-sampleTask (project management)03 medical and health sciences0302 clinical medicineHuman–computer interaction0202 electrical engineering electronic engineering information engineeringStochastic point locationsVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550State of flowTrueSkillSpaced retrievalComputerized adaptive testingComputingMilieux_PERSONALCOMPUTINGIntelligent tutoring systemsOnline learning020201 artificial intelligence & image processingComputerized adaptive testingState (computer science)Adaptive task difficulties030217 neurology & neurosurgeryResearch ArticleAdaptive task difficultyCognitive Neurodynamics
researchProduct