Search results for "reality"

showing 10 items of 662 documents

Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications

2012

Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
researchProduct

Critical approach to 3D virtual realities for group work

2002

Collaborative virtual environments (CVEs) have been studied extensively during the past few years. In this paper, the concept of virtual reality (VR), and its value for group work are critically examined. To ground the discussions, experiences from a virtual reality project, from 3D chats, and from present CVE applications are analysed in the light of human communication. It is argued that the value of virtual reality is often overemphasised and overrated in the group work context, especially when conce rning desktop virtual realities and generic groupwork without an explicitly defined task or purpose. The main problem with VR is its self-centricity and inadequate support for shared real-li…

MultimediaHuman–computer interactionComputer scienceComputer-supported cooperative workContext (language use)User interfaceVirtual realityGroup workcomputer.software_genrecomputerMixed realityHuman communicationTask (project management)Proceedings of the second Nordic conference on Human-computer interaction
researchProduct

Benefits of learning technologies in medical training, from full-scale simulators to virtual reality and multimedia presentations

2010

The rapid growth of technology provides a wide range of new learning tools such as multimedia presentations of materials, interactive animated images for anatomy learning, 3-D models, full-scale (FS) patient simulators, and microworld training software, which are virtual reality tools that include high-level interactive haptic properties. These new learning approaches have been recently used in medical training and education.

Multimediabusiness.industryComputer science05 social sciencesVirtual RealityMedical TrainingVirtual realitycomputer.software_genreMental Rotation050105 experimental psychology03 medical and health sciences0302 clinical medicineSoftwareVirtual Environment030202 anesthesiologyVirtual machineSpatial Ability[SCCO.PSYC]Cognitive science/Psychology[SCCO.PSYC] Cognitive science/PsychologyMedical training0501 psychology and cognitive sciencesbusinesscomputerComputingMilieux_MISCELLANEOUSHaptic technology
researchProduct

The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation …

2021

Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998) , this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM ( Starker & Imhof, 2014 ). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report qu…

Need for cognitionHigher educationbusiness.industryProcess (engineering)media_common.quotation_subjectGeneral Social SciencesLive actionOutcome (game theory)Computer Science ApplicationsImmersion (virtual reality)TraitPersonalityPsychologybusinessCognitive psychologymedia_commonSimulation & Gaming
researchProduct

Współczesne związki intymne w sieci przeszkód i sprzeczności

2020

W artykule przyglądam się przeszkodom i sprzecznościom, które wynikają ze zmienności naszej rzeczywistości i z jednej strony są charakterystyczne dla czasów, w których żyjemy – dlatego są nieredukowalne – a z drugiej utrudniają lub nawet uniemożliwiają ludziom tworzenie satysfakcjonujących związków intymnych. Traktowane jako opresyjne i niesprawiedliwe nierówności w związku, konieczność kompromisu przy dominacji różnych odmian indywidualizmu i koncentracji na „ja” czy negocjacyjny charakter relacji komplikują budowanie szczęśliwych związków oraz tak ważną w nich intymności.

NegotiationIndividualismInequalitymedia_common.quotation_subjectSocial realityCompromiseHappinessGeneral MedicineSociologyzwiązki; nierówność; szczęście; intymność; zmiana; satysfakcja; pozorne partnerstworelationships; inequality; happiness; intimacy; change; satisfaction; apparent partnershipSocial psychologymedia_commonRocznik Andragogiczny
researchProduct

Elogi de la diferència : els monstres innocents de Teresa Colom

2019

Aquest article analitza l'element sobrenatural en La senyoreta Keaton i altres bèsties, un recull de contes de Teresa Colom, amb una especial atenció en els personatges dels nens, els quals tenen algun tret que els fa diferents i els emparenta amb la figura del monstre. Partint de la distinció entre el fantàstic clàssic i el fantàstic del segle XX, estudiarem el concepte de realitat en l'obra, una realitat més oberta en què s'han superat els límits de la raó amb la inclusió dels somnis, l'art i el llenguatge. Tot seguit, ens centrarem en dues característiques definitòries d'aquestes bèsties: la innocència inherent, sense prejudicis, així com el tipus de relació -d'una banda, assimilació i n…

Nens monstruososInnocènciaRealityDifferenceRealitatTeresa ColomMonstrous childrenDiferènciaInnocence
researchProduct

A New Genetic Approach for the Partitioning Problem in Distributed Virtual Environment Systems

2004

The Partitioning problem is a key issue in the design of Distributed Virtual Environment (DVE) systems based on a server-network architecture. This problem consist of efficiently assigning the clients of the simulation (avatars) to the system servers. Despite the existing literature proposes different evolutive approaches for solving this NP-hard problem, an approach based on genetic algorithms is considered as the current best partitioning mechanism.

Network architectureComputer scienceVirtual machinebusiness.industryServerDistributed computingGenetic algorithmKey (cryptography)Artificial intelligenceVirtual realitycomputer.software_genrebusinesscomputer
researchProduct

An fMRI Study to Analyze Neural Correlates of Presence during Virtual Reality Experiences

2013

[EN] In the field of virtual reality (VR), many efforts have been made to analyze presence, the sense of being in the virtual world. However, it is only recently that functional magnetic resonance imaging (fMRI) has been used to study presence during an automatic navigation through a virtual environment. In the present work, our aim was to use fMRI to study the sense of presence during a VR-free navigation task, in comparison with visualization of photographs and videos (automatic navigations through the same environment). The main goal was to analyze the usefulness of fMRI for this purpose, evaluating whether, in this context, the interaction between the subject and the environment is perf…

Neural correlates of consciousnessMultimediaEXPRESION GRAFICA EN LA INGENIERIAComputer sciencemedia_common.quotation_subjectVirtual RealityVirtual realitycomputer.software_genreHuman-Computer InteractionHuman Computer Interaction (HCI)ExcellencePedagogyPresencecomputerSoftwaremedia_common
researchProduct

Giornalismo e post-verità: effetti del digitale sulla qualità dell’informazione

2022

The article focuses on the main consequences of digital technologies on the journalistic coverage of reality and underlines the need to re-define, also theorically, the new relationship between real and false in the news in the context of post-truth era

News post-truth reality fake newsSettore SPS/08 - Sociologia Dei Processi Culturali E Comunicativi
researchProduct

Body, epistemology, interpretation : Friedrich Nietzsche and Karl Kerényi

2012

Nietzsche FriedrichtietoteoriaKerényi Karlculture studiestulkintaruumiillisuusnarratologiaclassical philologyinterpretation theoryinterdisciplinarityfilosofiabody studieskirjallisuudentutkimusliterary theorycultural anthropologynarratologymonitieteisyysphilosophytransdisciplinarityepistemologycorporealityepistemographyfilologiaclassical studiestieteidenvälisyyskulttuuriantropologiakulttuurintutkimus
researchProduct