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…

tratamientos realidad virtualvirtual reality treatmentsanxiety disordersself-applied programsvalidez externaevidence-based practiceexternal validityprogramas auto-aplicadostrastornos de ansiedadpráctica basada en evidencia
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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…

utopia reality ecosophy ruins melancholy
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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

uutisointiuutisetHuman–computer interactionComputer scienceimmersiivinen journalismijournalismiAugmented realitylisätty todellisuusvirtuaalitodellisuus
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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…

value co-creation and co-destructionsisällönanalyysiarvo (ominaisuudet)käyttäjätPokémon Go (peli)arvonluontisähköiset palvelutaugmented reality mobile gamesservice-dominant logiclisätty todellisuuspersonal valuesdigitaaliset pelitmobiilipelit
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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…

varhaiskasvatuskieltenopetusearly immersion educationvähemmistökieletkielikylpyimmersion teacher traininglearning exceptionalitiesPedagogyImmersion (virtual reality)monikielisyyslinguistic diversitySociologycore program featurescultural diversityMinority language
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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…

verkkokurssitScale (ratio)Computer sciencekehittämistutkimus4. Education05 social sciences050301 educationcourse designVirtual reality050105 experimental psychologyaffordanceCourse (navigation)virtuaalitodellisuusHuman–computer interactiondesign science researchComputingMilieux_COMPUTERSANDEDUCATIONvirtual reality0501 psychology and cognitive sciences516 Educational sciencesskills for working lifetyöelämävalmiudetAffordance0503 education
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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…

video projection mapping; performing arts; augmented space; digital technologies; augmented reality; virtual reality; theatre; dance; opera; architectural mapping;Settore L-ART/06 - Cinema Fotografia E Televisionespazio aumentatotecnologie digitaliaugmented spaceaugmented realitydigital technologiearti performativedanzatheatreoperateatro; danza; opera; architectural mapping; [video projection mapping; arti performative; spazio aumentato; tecnologie digitali; realtà aumentata; realtà virtuale]realtà virtuale: teatrovideo projection mappingdancevirtual realityarchitectural mappingperforming artSettore L-ART/05 - Discipline Dello Spettacolorealtà aumentata
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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…

virtual learning environmentsemioticsperceived usabilityvirtual realitysignifiere-learningaffordance
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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…

virtual reality:PSICOLOGÍA [UNESCO]sexual harassmentUNESCO::PSICOLOGÍApsychologyempathyembodiment
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Reversed Pseudoneglect in a Virtual Reality Environment

virtual realityspace mappingSettore BIO/09 - Fisiologiapsedoneglet
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