Search results for "Real"

showing 10 items of 4449 documents

Crowdboard: An Augmented Whiteboard to Support Large-Scale Co-Design

2013

Co-design efforts attempt to account for many diverse viewpoints. However, design teams lack support for meaningful real-time interaction with a large community of potential stakeholders. We present Crowdboard, a novel whiteboard system that enables many potential stakeholders to provide real-time input during early-stage design activities, such as concept mapping. Local design teams develop ideas on a standard whiteboard, which is augmented with annotations and comments from online participants. The system makes it possible for design teams to solicit real-time opinions and ideas from a community of people intrinsically motivated to shape the product/service.

Co-designService (systems architecture)Computer scienceConcept mapbusiness.industryWhiteboardScale (chemistry)ViewpointsCrowdsourcingCreativity supportHuman–computer interactionreal-time collaborationcrowdsourcingProduct (category theory)business
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Phenotypic and genotypic evaluation of slime production by conventional and molecular microbiological techniques.

2009

Twenty-nine staphylococcal isolates from different clinical samples were tested for slime production: phenotypic characterization was carried out using Christensen test (tube test) and Congo red agar plate test (CRA plate test), while the presence and expression of icaA and icaD genes were evaluated by real-time PCR. In 79.3% of studied strains there was a concordance between slime production and presence of icaA and icaD genes, and between lack of slime production and absence of both or only one of the tested genes. In four of five strains where positive phenotype was not associated with the presence of ica genes, gene co-expression (evaluated by mRNA determination) was lacking, while in o…

Coagulase-negative staphylococci; Ica genes; Real-time PCR; Slime; Bacterial Capsules; Bacterial Proteins; Bacteriological Techniques; Genotype; Humans; Phenotype; Polymerase Chain Reaction; Staining and Labeling; Staphylococcal Infections; Staphylococcus; MicrobiologyGenotypeICADStaphylococcusBiologySlimeMicrobiologyPolymerase Chain ReactionMicrobiologyAgar plateBacterial ProteinsGenotypeGene expressionHumansGeneBacterial CapsulesBacteriological TechniquesIca genesStaining and LabelingCoagulase-negative staphylococciStaphylococcal InfectionsPhenotypeMolecular biologyReal-time polymerase chain reactionPhenotypeSlime Real-time PCR Coagulase-negative staphylococci Ica genesCoagulaseReal-time PCRMicrobiological research
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A Mutually Stimulating Loop Involving Emx2 and Canonical Wnt Signalling Specifically Promotes Expansion of Occipital Cortex and Hippocampus

2005

The correct size of the different areas composing the mature cerebral cortex depends on the proper early allocation of cortical progenitors to their distinctive areal fates, as well as on appropriate subsequent tuning of their area-specific proliferation--differentiation profiles. Whereas much is known about the genetics of the former process, the molecular mechanisms regulating proliferation and differentiation rates within distinctive cortical proto-areas are still largely obscure. Here we show that a mutual stimulating loop, involving Emx2 and canonical Wnt signalling, specifically promotes expansion of the occipito-hippocampal anlage. Collapse of this loop occurring in Emx2 2/2 mutants …

Cognitive NeuroscienceEMX2HippocampusSettore BIO/11 - Biologia MolecolareProneural genescell cycle genesBiologyHippocampusMiceCellular and Molecular NeuroscienceCortex (anatomy)medicineAnimalsWnt signallingHomeodomain ProteinsNeuronsproneural genesStem CellsGene Expression Regulation DevelopmentalCell DifferentiationCell cycleareal sizingCell Cycle GeneMice Mutant StrainsWnt Proteinsmedicine.anatomical_structureCerebral cortexEmx2Occipital LobeOccipital lobeareal sizing; Emx2; Wnt signalling; cell cycle genes; proneural genesNeuroscienceCell DivisionSignal TransductionTranscription FactorsCerebral Cortex
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2018

This article explores promising points of contact between philosophy and the expanding field of virtual reality research. Aiming at an interdisciplinary audience, it proposes a series of new research targets by presenting a range of concrete examples characterized by high theoretical relevance and heuristic fecundity. Among these examples are conscious experience itself, “Bayesian” and social VR, amnestic re-embodiment, merging human-controlled avatars and virtual agents, virtual ego-dissolution, controlling the reality/virtuality continuum, the confluence of VR and artificial intelligence (AI) as well as of VR and functional magnetic resonance imaging (fMRI), VR-based social hallucinations…

Cognitive scienceComputer sciencemedia_common.quotation_subjectField (Bourdieu)Reality–virtuality continuum06 humanities and the artsVirtual reality0603 philosophy ethics and religionMixed realityComputer Science ApplicationsPhenomenology (philosophy)03 medical and health sciences0302 clinical medicineArtificial Intelligence060302 philosophyRelevance (information retrieval)Augmented realityConsciousness030217 neurology & neurosurgerymedia_commonFrontiers in Robotics and AI
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Analysis of Game Creativity Development by Means of Continuously Learning Neural Networks

2006

Experts in ball games are characterized by extraordinary creative behavior. This article outlines a framework of analyzing creative performance based on neural networks. The aim of this study is to compare the potential of different kinds of training programs with the learning of game creativity in real field contexts. The training groups (soccer group, n=20; field hockey group, n=17) showed significant improvement in comparison to the control group (n=18) with respect to the three measuring points, although no difference could be established between the groups. As regards the development of performance, five types of learning behavior can be distinguished, the most striking ones being what…

Cognitive scienceField hockeyArtificial neural networkmedia_common.quotation_subjectCreative behaviorPsychologyCreativityLearning behaviorReal fieldCognitive psychologymedia_common
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Assessing Virtual Reality as a Tool for Support Imagination

2002

One of the major developments of the second year of human life is the emergence of the ability to pretend (Leslie, 1987). Many children with autism use no pretend play or are impoverished in the quality of their play (Baron-Cohen, 1989). The key factor of our Virtual Reality Software in relation to Pretend Play is the possibility to really show the object transformations we propose when pretending. We hope those technics to drive people with autism to a better understanding of pretense and to enable them to develop a play with more quality.

Cognitive scienceImaginationComputer scienceHuman lifemedia_common.quotation_subjectmedicineAutismQuality (business)Virtual realityRelation (history of concept)medicine.diseaseObject (philosophy)media_common
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The Third Way of Cognitive Science and the Middle Way of Buddhism

2013

Even though cognitive science may not be established as a mature science, being rather a loose affiliation of disciplines which make human cognition a scientific theme, it has already had significant impact in the field of epistemology. Since the late 1970s, research conducted on aspects of cognition ranging from perception to language has laid the groundwork for a fundamental epistemological shift in cognitive science, which bears directly on the Western philosophical dilemma of whether reality is objective (and independent of our cognition) or subjective (and so our mind’s projection). My aim here is to trace some major developments in the history of cognitive science leading to the emerg…

Cognitive scienceObjectivismIdealismAction (philosophy)Embodied cognitionSubjectivismMental representationCognitionPsychologyRealism
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Investigating metaphors of musical involvement : Immersion, flow, interaction and incorporation

2018

The concept of immersion, despite being relatively unknown within music research, presents a potentially productive way for understanding the well acknowledged phenomenon of "being drawn into music". This paper 1) discusses immersion as a metaphor for conceptualizing musical involvement by drawing on the research into video games and virtual reality and 2) aims to clarify the metaphor of immersion by utilizing the concept of image schema to analyze it in relation to alternative metaphors of flow, interaction and incorporation. The theoretical stance of the paper is based on the paradigm of enactive cognitive sciences, which stresses the bodily, constructive and interactive nature of experie…

Cognitive scienceimmersionenactive perceptionMetaphorComputer scienceimage schemamedia_common.quotation_subject05 social sciencesConceptual metaphorconceptual metaphor06 humanities and the artsMusicalVirtual realityConstructive050105 experimental psychology060404 musicexperienceImage schemaPhenomenonta6131Immersion (virtual reality)0501 psychology and cognitive sciencesmusic0604 artsmedia_common
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Optical d-level frequency-time-based cluster states

2019

Cluster states, a specific class of multi-partite entangled states, are of particular importance for quantum science, as such systems are equivalent to the realization of one-way (or measurement-based) quantum computers [1]. In this scheme, algorithms are implemented through high-fidelity measurements on the parties of the state [2]. While two-level (i.e. qubit) cluster states have been realized so far, increasing the number of particles to boost the computational resource comes at the price of significantly reduced coherence time and detection rates, as well as increased sensitivity to noise, restricting the realization of discrete cluster states to a record of eight qubits. In contrast, t…

Coherence timeComputer scienceQubitCluster (physics)Quantum information scienceTopologyRealization (systems)QuantumQuantum computerCoherence (physics)
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Las comedias de Alfonso de Aragón

2009

Son de sobra conocidas las adquisiciones por parte de Alfonso el Magnánimo de códices y obras de arte a lo largo de toda su vida y sobre todo a su llegada a Italia. De su biblioteca, lo único que tenemos actualmente es su desmembramiento entre las de París, San Lorenzo de El Escorial, Nápoles y Valencia. Sin embargo tuvo una época de esplendor que comenzó con el Magnánimo y prosiguió durante el reinado de su hijo Ferrante y sus nietos. La Commedia de Dante fue uno de los principales libros en su biblioteca junto con otros manuscritos latinos. (A)

Colecciones realesHumanistasBibliotecasUNESCO::HISTORIA::Historia por épocas::Historia antiguaHumanismoCultura humanística:HISTORIA::Historia por épocas::Historia antigua [UNESCO]
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