Search results for "reality"
showing 10 items of 662 documents
La validación transcultural de intervenciones clínicas basadas en evidencia para el tratamiento de trastornos de ansiedad
2014
Las aplicaciones de tecnologías avanzadas han generado la emergencia de un espacio de investigación en ciencias del comportamiento. El creciente acervo de publicaciones, sobre la eficacia y eficiencia de programas de intervención para una serie de trastornos psicológicos, plan- tea la necesidad de fortalecerlos, evaluando su generalización a otros contextos culturales para contribuir a la medición de la validez externa. Mediante la colaboración de dos grupos de investi- gación, se realizó la validación transcultural de tres intervenciones empleando realidad virtual para el tratamiento de miedo a volar, agorafobia y miedo a hablar en público con un programa auto-apli- cado, que demostraron p…
Recensione di Utopie e realtà
2016
Review of Cuozzo's book. The book starts from an analysis of social and political reality, with forays into the world of advertising and cinematography, in the ecological debate and even in the consumer variants of the wonderful country of Oz (because the storytelling magicians, today, are really many). With it the author tries to answer the following questions: is it still possible to hope today? what is utopia in the face of the harsh reality that surrounds us? what meaning can melancholy and the desire for what is missing in a world invaded by technology and dominated by commodity still have? Utopias and reality suggests exploring reality with a new look; as the great painters teach, fir…
Augmented reality as news
2021
If you are building complex, expensive VR today for the limited number of people, who get VR headsets, and [are] willing to scratch up on their heads to have the experience, experimentation is great, nice, but […] I think augmented reality is actually more interesting and has more potential for news. peerReviewed
A Personal Values-Based Approach to Understanding Users’ Co-Creative and Co-Destructive Gaming Experiences in Augmented Reality Mobile Games
2022
Background: Understanding how users evaluate their experiences has been recognized as being fundamental to designing services that meet the users’ needs and support the emergence of positive rather than negative value outcomes in service use. Still, the current literature does not explicitly describe how the users’value determination unfolds or how the levels of experienced value could be measured to support service design. We address this gap in the context of augmented reality (AR) mobile games by scrutinizing users’ personal values as a potential basis for achieving such an understanding. Method: Through a qualitative content analysis of 43 in-depth laddering interviews with active Pokém…
Early Immersion in Minority Language Contexts: Canada and Finland
2020
This chapter discusses early immersion in a minority language in two bilingual countries, Canada and Finland. In Canada, immersion in the minority language, French, has been implemented since the mid-1960s and Finland introduced immersion in Swedish in the mid-1980s. As the core features of immersion education evolve in tandem with second language education theorizing (particularly as it relates to the interdependence and hybridity between and within languages), so too does the need to revisit the relevance of these core features across different contexts. In this vein, this chapter compares how changing socio-political realities in the two contexts have influenced program development in re…
Applying Affordances Scale as a Design Method : Case Virtual Reality Course Design
2021
Practitioners including designers and teachers developing Virtual Reality (VR) courses are facing a question regarding the strengths and subject areas in which VR-enriched courses might have the highest potential compared to conventional courses. The present study develops a survey scale to assess and match industry managers’ requirements for skills for working life. The same scale was surveyed among two different groups of higher education students participating in conventional courses and a VR-aided course. The results indicate that the industry requirements were higher than met by the both course types. However, the results highlight a set of skills for which the VR courses have the high…
Video projection mapping e arti performative. Una nuova macchina scenotecnica della visione per generare nuovi spazi aumentati
L’oggetto principale della dissertazione è il video projection mapping, un’applicazione di realtà aumentata che utilizza le tecniche di videoproiezione digitale non su tradizionali schermi di proiezione ma sulla realtà stessa, sugli oggetti fisici, ai quali si adatta e si lega in maniera inestricabile, ibridando il livello fisico-reale e il livello digitale. Al contrario di come spesso è stato considerato, il video projection mapping non è solo un gadget tecnologico dei nostri tempi; quando si ibrida con altri media, come le arti performative, diviene linguaggio metaforico, oltrepassando il suo livello tecnologico per produrre significati, per mediare idee. Considerando il suo uso nello spe…
Affordances and signifiers in virtual learning environment design
2016
Virtuaalioppimisympäristöt edustavat suhteellisen uutta opetusmuotoa. Näiden ympäristöjen suunnittelussa on opetukselle asetettujen vaatimusten huomioimisen lisäksi oleellista ymmärtää yksilön tavat kokea ja ymmärtää käytössä oleva teknologia. Koettu käytettävyys on käsite, joka kuvaa tuote- tai palvelusuunnittelua siltä osin, kuinka ihmiset ymmärtävät käytettävyyttä ja käytön helppoutta. Nämä ymmärrykset on johdettu kohteiden ominaisuuksista ja toiminnoista eli affordansseista, jotka ovat erilaisten vihjeiden eli merkitsijöiden tarjoamia viittauksia siitä, miten kohdetta voidaan käyttää. Tämä tutkielma on toteutettu kirjallisuuskatsauksena. Sen tarkoituksena on määritellä käsitteenä virtua…
Promoting empathy through virtual reality experience: the case of sexual harassment
2020
Introducción: En los últimos decenios, la realidad virtual (RV) se ha adoptado de manera exponencial en la psicología clínica para tratar varios trastornos psicológicos y promover el bienestar. La RV es una forma avanzada de interfaz humano-computadora que permite al usuario interactuar y estar presente en un entorno tridimensional de manera naturalista. El uso de la RV se ha ampliado para simular no sólo el mundo exterior, sino también la experiencia corporal, dando la ilusión de encarnar un cuerpo "virtual". Cuando esta ilusión se induce con éxito, el participante puede percibirse a sí mismo como otra persona y sentir las emociones del cuerpo encarnado. Este modelo se ha adoptado para est…