Search results: Found 27

Listing 1 - 10 of 27 << page
of 3
>>
Sort by
Augmented Reality

Author:
ISBN: 9783110497007 9783110497656 9783110495836 Year: DOI: 10.26530/OAPEN_628401 Language: English
Publisher: De Gruyter Grant: Knowledge Unlatched - 100264
Added to DOAB on : 2017-05-05 11:01:48
License:

Loading...
Export citation

Choose an application

Abstract

There is at present no publication specifically dedicated to analyzing the philosophical implications of augmented reality. Applications cover diverse fields like psychopathology and education, implications concern issues as diverse as negative knowledge, group cognition, the internet of things, and ontological issues, among others. In this way, it is intended not only to generate answers, but also, to draw attention to new problems that arise with the diffusion of augmented reality. In order to contemplate these problems from diverse perspectives, the authors are from a variety of fields - philosophy, computer sciences, education, psychology, and many more. Accordingly, the volume offers varied and interesting contributions which are of interest to professionals from multiple disciplines.

The Universe, Life and Everything...Dialogues on our Changing Understanding of Reality

Authors: ---
ISBN: 9789462987401 Year: Pages: 128 DOI: 10.5117/9789462987401 Language: English
Publisher: Amsterdam University Press
Subject: Science (General)
Added to DOAB on : 2017-10-11 11:01:56
License:

Loading...
Export citation

Choose an application

Abstract

The way we understand the world we live in is changing. Our traditional understanding is being challenged by developments in physics, including quantum mechanics, and our inability to explain certain complex phenomena such as consciousness. In this book, scholars from a variety of backgrounds discuss how our understanding of our world is expanding to include such phenomena.

Keywords

reality --- meaning --- science --- consciousness

Advances in Virtual Agents and Affective Computing for the Understanding and Remediation of Social Cognitive Disorders

Authors: --- --- --- --- et al.
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889197873 Year: Pages: 138 DOI: 10.3389/978-2-88919-787-3 Language: English
Publisher: Frontiers Media SA
Subject: Neurology --- Science (General)
Added to DOAB on : 2016-04-07 11:22:02
License:

Loading...
Export citation

Choose an application

Abstract

Advances in modern sciences occur thanks to within-fields discoveries as well as confrontation of concepts and methods from separated, sometimes distant, domains of knowledge. For instance, the fields of psychology and psychopathology benefited from accumulated contributions from cognitive neurosciences, which, in turn, received insights from molecular chemistry, cellular biology, physics (neuroimaging), statistics and computer sciences (data processing), etc. From the results of these researches, one can argue that among the numerous cognitive phenomena supposedly involved in the emergence the human intelligence and organized behavior, some of them are specific to the social nature of our phylogenetic order. Scientific reductionism allowed to divide the social cognitive system into several components, i.e. emotion processing and regulation, mental state inference (theory of mind), agency, etc. New paradigms were progressively designed to investigate these processes within highly-controlled laboratory settings. Moreover, the related constructs were successful at better understanding psychopathological conditions such as autism and schizophrenia, with partial relationships with illness outcomes.

Ambienti digitali per l’educazione all’arte e al patrimonio

Authors: ---
Book Series: Educazione al patrimonio culturale e formazione dei saperi - Open Access ISBN: 9788891773333 Year: Language: Italian
Publisher: FrancoAngeli
Subject: Education
Added to DOAB on : 2019-03-28 11:21:03
License:

Loading...
Export citation

Choose an application

Abstract

The book collects the contributions of scholars from disciplines of education and digital representation to jointly investigate the lines of development of education to art and heritage. Pedagogical knowledge brought into digital environments, both Augmented Reality and Immersive Virtual Reality, enhances its effectiveness in the signification of an educational experience whose main objectives seem to be art in all its forms and cultural heritage in all its expressions.&#xD;

Ontological Catastrophe: Žižek and the Paradoxical Metaphysics of German Idealism

Author:
Book Series: New Metaphysics ISBN: 9781607853084 Year: Pages: 324 Language: English
Publisher: Open Humanities Press
Subject: Philosophy
Added to DOAB on : 2014-11-11 11:01:09
License:

Loading...
Export citation

Choose an application

Abstract

In Ontological Catastrophe, Joseph Carew takes up the central question guiding Slavoj Žižek philosophy: How could something like phenomenal reality emerge out of the meaninglessness of the Real? Carefully reconstructing and expanding upon his controversial reactualization of German Idealism, Carew argues that Žižek offers us an original, but perhaps terrifying, response: experience is possible only if we presuppose a prior moment of breakdown as the ontogenetic basis of subjectivity. Drawing upon resources found in Žižek, Lacanian psychoanalysis, and post-Kantian philosophy, Carew thus develops a new critical metaphysics—a metaphysics which is a variation upon the late German Idealist theme of balancing system and freedom, realism and idealism, in a single, self-reflexive theoretical construct—that challenges our understanding of nature, culture, and the ultimate structure of reality.

Latest Developments in Reality-Based 3D Surveying and Modelling

Authors: --- --- ---
ISBN: 9783038426844 9783038426851 Year: Pages: 390 Language: English
Publisher: MDPI - Multidisciplinary Digital Publishing Institute
Subject: Environmental Sciences
Added to DOAB on : 2018-01-31 12:33:03
License:

Loading...
Export citation

Choose an application

Abstract

Why We Play

Author:
ISBN: 9780986132568 Year: Language: English
Publisher: HAU Books Grant: Knowledge Unlatched - 101665
Added to DOAB on : 2018-04-20 11:02:36
License:

Loading...
Export citation

Choose an application

Abstract

Whether it’s childhood make-believe, the theater, sports, or even market speculation, play is one of humanity’s seemingly purest activities: a form of entertainment and leisure and a chance to explore the world and its possibilities in an imagined environment or construct. But as Roberte Hamayon shows in this book, play has implications that go even further than that. Exploring play’s many dimensions, she offers an insightful look at why play has become so ubiquitous across human cultures. Hamayon explores facets of play such as learning, interaction, emotion, strategy, luck, and belief, and she emphasizes the crucial ambiguity between fiction and reality that is at the heart of play as a phenomenon. Revealing how consistent and coherent play is, she ultimately shows it as a unique modality of action that serves an invaluable role in the human experience.

Keywords

Anthropology --- Play --- Fiction --- Reality --- Siberia --- Deception --- Luck --- Games

Computers and Games for Mental Health and Well-Being

Authors: --- --- --- --- et al.
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454969 Year: Pages: 311 DOI: 10.3389/978-2-88945-496-9 Language: English
Publisher: Frontiers Media SA
Subject: Medicine (General) --- Psychiatry --- Public Health
Added to DOAB on : 2019-01-23 14:53:42
License:

Loading...
Export citation

Choose an application

Abstract

Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?

Anwendung von Lean-Prinzipien im Erdbau - Entwicklung eines Baustellenleitstands auf Basis von Virtual Reality

Author:
Book Series: Karlsruher Reihe Technologie und Management im Baubetrieb / Institut für Technologie und Management im Baubetrieb, Karlsruher Institut für Technologie (KIT) ISSN: 23638222 ISBN: 9783731502548 Year: Volume: 69 Pages: XX, 314 p. DOI: 10.5445/KSP/1000042528 Language: GERMAN
Publisher: KIT Scientific Publishing
Subject: General and Civil Engineering
Added to DOAB on : 2019-07-30 20:01:59
License:

Loading...
Export citation

Choose an application

Abstract

This dissertation deals with the development of a Virtual Reality-based construction site control centre for earth work in consideration of lean management principles. Beside the enhanced availability of information and increased transparency in presentation, a raise in the performance on-site by the use of a digital Kanban system could be proved.

ICT for assessment and rehabilitation in Alzheimer's disease and related disorders

Authors: --- ---
Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889197781 Year: Pages: 170 DOI: 10.3389/978-2-88919-778-1 Language: English
Publisher: Frontiers Media SA
Subject: Neurology --- Science (General)
Added to DOAB on : 2017-02-03 17:04:57
License:

Loading...
Export citation

Choose an application

Abstract

Information and Communication Technologies (ICT) are no longer objects gathering dust on a shelf; instead, they have become intrinsic in our everyday lives. They are now even taking on an indispensable role in many clinical and rehabilitation settings. In the past decade there has been a surge of interest in using ICT with elderly people, both with and without dementia, in various clinical and research settings. On the one hand, ICT can supplement the assessment of functional ability by more precisely evaluating the nature and extent of functional impairment; on the other hand, ICT can be used to support elderly people in their everyday activities, as well as to ameliorate symptoms and improve quality of life through stimulation and rehabilitation. This is the intention driving the development of Serious Games (SG), which are digital applications (often based on Virtual Reality) specifically adapted for purposes other than entertaining, including rehabilitation, training and education. Finally, ICT can also play a key role in the development of interactive educational programs to support caregivers of people living with dementia. A handful of interesting studies have started to investigate the effectiveness of employing ICT in people with different types of dementia, such as Alzheimer’s disease (AD). It is therefore timely to attempt to scope this newly emerging field, as well as to foster a dialogue among the different professionals, including academics, clinicians and computer engineers, working in the area. With this in mind, the Research Topic “ICT for assessment and rehabilitation in Alzheimer’s disease and related disorders” aims to provide new and interesting insights into the current use of ICT in healthy and pathological aging. The intent is also to identify challenges and new perspectives in the field, gather recommendations for the application of ICT in AD and related disorders in clinical practice, and to showcase cutting edge clinical research. The articles included in this Frontier Research Topics have more than achieved this aim and are a perfect illustration of how ICT can be used to enhance the lives of people living dementia and their caregivers.

Listing 1 - 10 of 27 << page
of 3
>>
Sort by