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Latest Developments in Reality-Based 3D Surveying and Modelling

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

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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
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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.

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

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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
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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.

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

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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
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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.

Embodied Cognition over the Lifespan and in Applied Settings

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454921 Year: Pages: 293 DOI: 10.3389/978-2-88945-492-1 Language: English
Publisher: Frontiers Media SA
Subject: Science (General) --- Psychology
Added to DOAB on : 2019-01-23 14:53:42
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While Embodied Cognition has now been accepted as mainstream in Cognitive Science, the study of its potential contribution to understding child developemnt and ageing, as well as its potential applications, is still in its infancy. This collection of articles explores the contribution of Embodied Cognition to studying the lifespan and potential applied fields. The contributions are theoretical and empirical and offer an important framework for future research and its applications.

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

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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
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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;

My Life as a Night Elf Priest: An Anthropological Account of World of Warcraft

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Book Series: Technologies of the Imagination ISBN: 9780472070985 9780472050987 9780472026715 Year: Language: English
Publisher: University of Michigan Press
Subject: Ethnology
Added to DOAB on : 2012-04-06 14:29:55
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World of Warcraft rapidly became one of the most popular online world games on the planet, amassing 11.5 million subscribers—officially making it an online community of gamers that had more inhabitants than the state of Ohio and was almost twice as populous as Scotland. It's a massively multiplayer online game, or MMO in gamer jargon, where each person controls a single character inside a virtual world, interacting with other people's characters and computer-controlled monsters, quest-givers, and merchants. In My Life as a Night Elf Priest, Bonnie Nardi, a well-known ethnographer who has published extensively on how theories of what we do intersect with how we adopt and use technology, compiles more than three years of participatory research in Warcraft play and culture in the United States and China into this field study of player behavior and activity. She introduces us to her research strategy and the history, structure, and culture of Warcraft; argues for applying activity theory and theories of aesthetic experience to the study of gaming and play; and educates us on issues of gender, culture, and addiction as part of the play experience. Nardi paints a compelling portrait of what drives online gamers both in this country and in China, where she spent a month studying players in Internet cafes. Bonnie Nardi has given us a fresh look not only at World of Warcraft but at the field of game studies as a whole. One of the first in-depth studies of a game that has become an icon of digital culture, My Life as a Night Elf Priest will capture the interest of both the gamer and the ethnographer.

The Uncanny Valley Hypothesis and Beyond

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Book Series: Frontiers Research Topics ISSN: 16648714 ISBN: 9782889454433 Year: Pages: 142 DOI: 10.3389/978-2-88945-443-3 Language: English
Publisher: Frontiers Media SA
Subject: Psychology --- Science (General)
Added to DOAB on : 2018-11-16 17:17:57
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A field of theory and research is evolving around the question highlighted in the Uncanny Valley Hypothesis: How does high realism in anthropomorphic design influence human experience and behaviour? The Uncanny Valley Hypothesis posits that a very humanlike character or object (e.g., robot, prosthetic limb, doll) can evoke a negative affective (i.e., uncanny) state. Recent advances in robotic and computer-graphic technologies in simulating aspects of human appearance, behaviour and interaction have been accompanied, therefore, by theorising and research on the meaning and relevance of the Uncanny Valley Hypothesis for anthropomorphic design. Current understanding of the "uncanny" idea is still fragmentary and further original research is needed. However, the emerging picture indicates that the relationship between humanlike realism and subjective experience and behaviour may not be as straightforward as the Uncanny Valley Hypothesis suggests. This Research Topic brings together researchers from traditionally separate domains (including robotics, computer graphics, cognitive science, psychology and neuroscience) to provide a snapshot of current work in this field. A diversity of issues and questions are addressed in contributions that include original research, review, theory, and opinion papers.

Computers and Games for Mental Health and Well-Being

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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
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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?

Methodik für Erfassung und Bewertung von emotionalem Kundenfeedback für variantenreiche virtuelle Produkte in immersiver Umgebung

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Book Series: Reihe Informationsmanagement im Engineering Karlsruhe / Hrsg.: Karlsruher Institut für Technologie, Institut für Informationsmanagement im Ingenieurwesen (IMI) ISSN: 18605990 ISBN: 9783866449305 Year: Volume: 2012,3 Pages: VII, 367 p. DOI: 10.5445/KSP/1000030530 Language: GERMAN
Publisher: KIT Scientific Publishing
Subject: Technology (General)
Added to DOAB on : 2019-07-30 20:02:00
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This work describes a methodology for customer-centered selection of solutions for future product in the concept stage using their virtual representation. It integrates the technology of Virtual Reality and the emotions research into the parallel and interdependent processes of product development and market research, in order to enable the acquisition of relevant emotional feedback during interactive product experiencing.

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