Search results for "Virtuality"

showing 10 items of 18 documents

Advanced teleoperation and control system for industrial robots based on augmented virtuality and haptic feedback

2021

[EN] There are some industrial tasks that are still mainly performed manually by human workers due to their complexity, which is the case of surface treatment operations (such as sanding, deburring, finishing, grinding, polishing, etc.) used to repair defects. This work develops an advanced teleoperation and control system for industrial robots in order to assist the human operator to perform the mentioned tasks. On the one hand, the controlled robotic system provides strength and accuracy, holding the tool, keeping the right tool orientation and guaranteeing a smooth approach to the workpiece. On the other hand, the advanced teleoperation provides security and comfort to the user when perf…

0209 industrial biotechnologyCOMUNICACION AUDIOVISUAL Y PUBLICIDADComputer science02 engineering and technologyVirtual realityIndustrial and Manufacturing EngineeringAugmented virtuality020901 industrial engineering & automation0202 electrical engineering electronic engineering information engineeringSimulationHaptic technologyRealitat virtualOrientation (computer vision)INGENIERIA DE SISTEMAS Y AUTOMATICATask (computing)Hardware and ArchitectureControl and Systems EngineeringControl systemTeleoperationRobot020201 artificial intelligence & image processingAugmented virtualityHaptic feedbackPolishing taskRobotic armRobotsSoftware
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Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

2016

During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression…

Augmented reality Virtual Reality Personal Change sense of presencebody swappinglcsh:RC435-571Revieweating disordersVirtual realityStructuring050105 experimental psychology03 medical and health sciences0302 clinical medicineanxiety disorderslcsh:PsychiatryAcute pain; Anxiety disorders; Augmented reality; Body swapping; Eating disorders; Personal change; Post-traumatic stress disorder; Virtual reality; Psychiatry and Mental HealthAdded valueSettore M-PSI/01 - PSICOLOGIA GENERALEVirtuality (gaming)0501 psychology and cognitive sciencespsychosisPsychiatryFocus (computing)Depression05 social sciencesacute painaugmented realityPsychiatry and Mental healthTransformative learningSystematic reviewvirtual realitypost-traumatic stress disorderAugmented realityChronic PainM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychology030217 neurology & neurosurgerypersonal changeCognitive psychologyFrontiers in Psychiatry
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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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Do Videogames Simulate? Virtuality and Imitation in the Philosophy of Simulation

2015

Simulation. The concept of simulation has been contested in academia since its proliferation in the 1960s. This is hardly the case in videogame research, the subject of which is commonly discussed as a simulation or something that simulates with little analytical consideration of the term’s other scientific roles. Comparison. The article compares the simulation of videogame research to the ways in which other scientific sectors utilize the term. Problematic science communication. It turns out that videogame research has found an eccentric use for simulation with none or little relation to the term’s scientific (knowledge-driven) and etymological (imitational) predecessors. This becomes a p…

Computer scienceMetaphorbusiness.industrymedia_common.quotation_subjectGeneral Social SciencesAnimationComputer Science ApplicationsEpistemologyta616Science communicationVirtuality (gaming)The Conceptual FrameworkArtificial intelligenceta518Materialismbusinessta611media_commonSimulation & Gaming
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Virtual Worlds as Philosophical Tools : How to Philosophize with a Digital Hammer by Stefano Gualeni

2017

A book review of Stefano Gualeni. Virtual Worlds as Philosophical Tools: How to Philosophize with a Digital Hammer, Palgrave Macmillan, 2015, 194 pp., USD 64.65, ISBN 1137521775 nonPeerReviewed

Engineeringbusiness.industryvideopelitbook reviewsvirtuaalisuusMetaverselaw.inventionVisual artskirja-arvostelutlawta616Artificial intelligenceHammervideogamesbusinessvirtualityta611Journal of the Philosophy of Games
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The Society 4.0, Internet, Tourism and the War on Terror

2019

The 9/11 marked the end of an epoch, or so it is claimed by many voices. Scholars and colleagues of all stripes agree that the attacks on the World Trade Center changed international relations and geopolitics as never before. In this context, this chapter interrogates the ramifications of terrorism, its connection with media society and with Society 4.0. As Slavoj Žižek puts it, 9/11 was not only a founding event, but it also woke the Occident from its slumber. In view of this, terrorism paradoxically not only uses the media and digital technologies to instil its message in society, but alerts us to the risks posed by virtuality. This chapter, henceforth, continues Žižek’s reflections unvei…

International relationsSpanish Civil WarPolitical scienceTerrorismMedia studiesVirtuality (gaming)Context (language use)CapitalismGeopoliticsTourism
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Group interaction styles in a virtual context: The effects on group outcomes

2010

The influence of communication and information technologies (TICs) on group functioning and group outcomes is an important topic. Interdependent group work implies the need to communicate in order to share information and knowledge related to the task. The importance of this group interaction in the group functioning and outcomes stands out. In this sense, a line of investigation has arisen to study the role of interaction styles in the relationship between communication technology and group outcomes, as some functional or dysfunctional outputs depend on group interaction styles. From this perspective, the objective of this study is twofold: (1) to analyze the group interaction styles in vi…

Longitudinal studymedia_common.quotation_subjectDysfunctional familyInteraction StylesHuman-Computer InteractionInterdependenceSocial groupArts and Humanities (miscellaneous)Information and Communications TechnologyVirtuality (gaming)Group workPsychologySocial psychologyGeneral Psychologymedia_commonComputers in Human Behavior
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Rappresentare le connessioni mai nate: il progetto di Luigi Moretti per la Casa del Balilla di Messina

2020

Luigi Moretti (Rome 1906 - Capraia 1973) was one of the undisputed protagonists of the history of architecture in Italy during the twentieth century. This essay attempts to investigate one of his projects never built dating back to 1936, the Casa del Balilla in Messina, developing a method based essentially on critical redrawing, starting from the exhaustive graphic-design documentation of the time, found in the Central Archive of the state. An exegetical process which, in an attempt to delineate those spatial, architectural and urban connections that never materialized, reveals the attention shown by Moretti to the peculiarities of the place and to man as user, who is assumed as the center…

Luigi Moretti Messina virtuality model unbuilt architectureSettore ICAR/17 - Disegno
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Drawing space in the places of myth: Luigi Moretti and Sicily

2021

Come si disegnava l’architettura negli anni ’30? È questo il quesito di partenza attraverso cui si vuole imbastire una più ampia riflessione sull’architettura di quel periodo, assumendo come riferimento un progetto siciliano di Luigi Moretti: la Casa del Balilla di Messina del 1936. L’analisi iniziale del corpus delle tavole di progetto dell’edificio ha preventivamente lo scopo di valutare i contenuti espressivi del disegno inteso come strumento disciplinare proprio dell’architettura. Ma il fatto che l’opera prima di Luigi Moretti in terra di Sicilia non abbia mai visto la luce ha altresì indotto all’elaborazione di un’esegesi ulteriore, consistente nella costruzione di un modello tridimens…

Luigi Moretti Messina virtualità Modello Architettura non realizzataLuigi Moretti Messina virtuality 3D model Unbuilt architecture.Settore ICAR/17 - Disegno
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Research Directions in the Study of Gaming-Related Escapism: a Commentary to Melodia, Canale, and Griffiths (2020)

2021

AbstractEscapism motivations and related processes (e.g., avoidance, dissociation, relaxation, and emotion dysregulation) have been identified as risk factors for problematic gaming. However, the escapism construct has often been poorly conceptualized and operationalized in assessment instruments. In their systematic review, Melodia et al. (2020) proposed that conceptualizing escapism as an avoidant coping strategy could provide a sound basis for further study of problematic gaming. In this commentary, we critically examine some terminological and conceptual issues in relation to escapism to guide future research.

Operationalizationmedia_common.quotation_subjectAssessment instrumentEscape Escapism Gaming disorder Problematic gaming VirtualityGaming; Escapism; Escape; Gaming Disorder; VirtualityAvoidant copingPsychiatry and Mental healthEscapismHealth psychologySettore M-PSI/08 - Psicologia ClinicaVirtuality (gaming)PsychologyConstruct (philosophy)Social psychologymedia_common
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