Search results for "avatar"

showing 10 items of 31 documents

Brain Controlled Architecture for Human-Human Interaction Mediated by a Humanoid Robot

2017

This paper presents an Assistive social robots architecture designed for social interaction with humans, mediated by a humanoid robot. The architecture has been designed for being used by people with severe paralysis and the architecture has been tested by a user affected by amyotrophic lateral sclerosis (ALS) in a locked-in state. The system allows the patient to communicate with the stakeholders using a Brain Controlled Interface, based on Evoked Response Potentials (ERP), to express needing, feelings or writing phases. Stakeholders visualize messages sent by the patient on a GUI and use a tele operated humanoid robot as an avatar of them to extend their physical presence to interact with…

Social robotAssistive RoboticComputer scienceInterface (computing)Brain Computer InterfaceBrain Computer Interface; Social Robotics; Assistive Robotics; Architecture; EEG; ERP; Human-Humanoid InteractionCommunications systemHuman–robot interactionHuman–computer interactionArchitectureRobotHuman-Humanoid InteractionEEGSocial RoboticERPHumanoid robotBrain–computer interfaceAvatarInternational Robotics & Automation Journal
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Innovative visual design to assure information for all in transportation

2014

ICAP 2014, 28th International Congress of Applied Psychology, PARIS, FRANCE, 08-/07/2014 - 13/07/2014; This research aims to propose alternative visual design of audio railway disruption announcements in order at reducing handicap situations encountered by travelers who can't hear or understand oral messages (deaf, hearing-impaired or foreign people). Five announcements were translated into two visual modes: in French sign language (with a sign language avatar named Jade) and in animated graphical designs. Different combinations were tested in order to find the better compromise between spatial and temporal organization for the both visual messages. For spatial parameter, messages were eith…

TRANSPORT EN COMMUNDISRUPTION MESSAGESGARE[SHS.INFO]Humanities and Social Sciences/Library and information sciences[ SCCO.LING ] Cognitive science/LinguisticsSYSTEME DE COMMUNICATIONGRAPHICAL ANIMATION COMPREHENSIONTRAIN[SCCO.LING]Cognitive science/Linguistics[SHS.INFO] Humanities and Social Sciences/Library and information sciencesTRAIN STATIONLANGUE DES SIGNES[ SHS.INFO ] Humanities and Social Sciences/Library and information sciencesSIGN LANGUAGE AVATAR[SCCO.LING] Cognitive science/Linguistics
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Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

2022

FNEGE 3, HCERES A, ABS 2; International audience; The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it w…

Virtual worldAvatarsMetaverseComputer Networks and CommunicationsSecond lifeAugmented realityLibrary and Information SciencesVirtual reality[SHS]Humanities and Social SciencesExtended realityVDP::Samfunnsvitenskap: 200[INFO]Computer Science [cs]Information SystemsZ665VDP::Samfunnsvitenskap: 200::Biblioteks- og informasjonsvitenskap: 320
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Le luddisme et ses avatars

2011

International audience

[SHS.DROIT]Humanities and Social Sciences/Law[SHS.DROIT] Humanities and Social Sciences/LawluddismeavatarsComputingMilieux_MISCELLANEOUS[ SHS.DROIT ] Humanities and Social Sciences/Law
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The use of virtual reality to promote the practice of physical activity

2020

La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser úti…

avatars:PSICOLOGÍA [UNESCO]physical activityvirtual realitypsychologyUNESCO::PSICOLOGÍA
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Construction et déconstruction d'une catégorie : l'extrême gauche et ses avatars en France depuis 1989

2012

constructiondéconstructionextrême-gauche[SHS.DROIT]Humanities and Social Sciences/Law[SHS.DROIT] Humanities and Social Sciences/Lawavatars[ SHS.DROIT ] Humanities and Social Sciences/Law
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Avatar: un'altra terra o la terra degli altri?

2011

All’interno delle molteplici riflessioni sviluppatesi attorno al «fenomeno Avatar», ci è sembrato particolarmente interessante riflettere sulla rappresentazione del rapporto tra «Società» e «Natura» ponendoci le seguenti domande: Avatar propone una nuova visione di questo rapporto o, al contrario, utilizza paradigmi narrativi già consolidati? Come viene descritto l’Altro e il suo rapporto con la Natura? Il seguente contributo, che raccoglie le analisi autonome degli autori, si propone di elaborare alcune riflessioni intorno a tali questioni attraverso due percorsi: il primo discutendo la costruzione e la rappresentazione del conflitto ambientale, mentre il secondo affrontando le narrazioni …

geopolitica popolareCinema e geografiaAvatarSettore M-GGR/01 - Geografia
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A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION

2019

Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…

lcsh:Applied optics. PhotonicsComputer scienceContext (language use)Cultural Heritage02 engineering and technologyVirtual realitycomputer.software_genrelcsh:TechnologyEntertainmentHBIM0202 electrical engineering electronic engineering information engineeringLevel of detailVideo gameAvatarMultimedialcsh:TComputingMilieux_PERSONALCOMPUTINGNoveltylcsh:TA1501-1820020207 software engineeringSemanticsCultural heritageNURBSlcsh:TA1-2040Settore ICAR/17 - Disegno020201 artificial intelligence & image processingAugmented realitylcsh:Engineering (General). Civil engineering (General)Parametric modellingcomputerThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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Can Avatar Appearance Influence Physical Activity? User-Avatar Similarity and Proteus Effects on Cardiac Frequency and Step Counts

2020

This study combined user-avatar similarity and Proteus effect predictions to incentivize physical activity. 305 participants ran while wearing accelerometers and a heart rate monitor. They were randomly assigned to onscreen motion-capturing avatars displaying either participant or stranger faces dressed in sports or formal clothes. Participants assigned to avatars displaying their own face showed increased cardiac frequency compared with those exposed to avatars with a stranger's face. Relative to the remaining conditions, participants assigned to avatars with their own face also wearing sports clothes showed increased cardiac frequency but participants assigned to avatars with a stranger's…

medicine.medical_specialtyHealth (social science)Physical activity050801 communication & media studiesAudiologyUser-Computer Interface03 medical and health sciences0508 media and communicationsSimilarity (network science)medicineHumansExerciseComputingMethodologies_COMPUTERGRAPHICSAvatar030505 public healthbiologyCommunication05 social sciencesHeart rate monitorComputingMilieux_PERSONALCOMPUTINGProteus effectProteusbiology.organism_classificationProteus0305 other medical scienceCardiac frequencyPsychologyhuman activitiesHealth Communication
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Death and mourning rituals in online environments : lectio praecursoria 8.8.2014

2014

Anna Haverisen digitaalisen kulttuurin alaan kuuluva väitöskirja Memoria Virtualis – death and mourning rituals in online environments tarkastettiin 8.8.2014 Turun yliopistossa. Vastaväittäjänä toimi Associate Professor Stine Gotved Kööpenhaminan IT-yliopistosta ja kustoksena professori Jaakko Suominen Turun yliopistosta.

surutyörituaalithautamuistomerkitavataritkuolemavirtuaalimaailma
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