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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Dos bits e chips ? cogni??o: entrela?amentos poss?veis / From bits and chips to cognition: possible interactions

RAMOS, Simone 22 December 2015 (has links)
Submitted by Jorge Silva (jorgelmsilva@ufrrj.br) on 2017-02-13T19:21:44Z No. of bitstreams: 1 2015 - Simone Ramos.pdf: 3006092 bytes, checksum: be7e0f821c94ac23a229118fadd1d990 (MD5) / Made available in DSpace on 2017-02-13T19:21:44Z (GMT). No. of bitstreams: 1 2015 - Simone Ramos.pdf: 3006092 bytes, checksum: be7e0f821c94ac23a229118fadd1d990 (MD5) Previous issue date: 2015-12-22 / This research had as objective recognize ways to present subjectivity knowledge building process triggered by game. For the realization of this study the building game MMO (Massive Multiplayer Online) called Minecraft was chosen for the field research. The hypothesis is that the high level of interoperability and immersion presented in digital media of games come driving a more intuitive, sensible, imagetic and practical cognition. This way, it is intended to initially define what is cognition from the cognition sciences and technologies perspective based on the autopoiesis theory. The next step proposes the theoretical understanding of electronic or computer game beginning with its definition and from the concepts of non-immersive virtual reality, interactivity and immersion. Finally, it will be discussed the relationship between the cognitive potential in games and the autopoietic knowledge. As methodological aspects for field research were used procedures of field research and derived netnography as the process conductors. Data were collected through a questionnaire, through material published on the blog created for research (Videos and comment on the participation in the metaverse made by the research subjects), and the non- structured interview guided and supported by systematic observation. The data analysis was performed from the triangulation between the technique of Talking Dynamics, the data collected in immersion in the metaverse and the theoretical basis used. As a result the research was considered non-conclusive regarding the sample used, but indicates routes to be followed in future researches. / O presente trabalho de pesquisa teve como objetivo identificar os modos de subjetiva??o presente no processo de constru??o de conhecimento deflagrado pelo videogame. Para a realiza??o desse estudo foi escolhido o game de constru??o MMO (Massive Multiplayer Online) denominado Minecraft para a pesquisa de campo. A hip?tese levantada ? de que o alto n?vel de interoperabilidade e imers?o presente na m?dia digital dos games venha acionando uma cogni??o mais intuitiva, sens?vel, imag?tica e com predom?nio da pr?tica. Neste percurso, pretende-se inicialmente definir o que ? cogni??o a partir das ci?ncias e tecnologias da cogni??o (CTC) e tomando como base a teoria da autopoiesi. Em seguida, prop?e-se a compreens?o te?rica acerca do jogo eletr?nico ou computacional a partir de sua defini??o e dos conceitos de realidade virtual n?o-imersiva, interatividade e imers?o. Finalmente, ser? discutida a imbrica??o entre o potencial cognitivo presente nos games e o conhecer autopoietico. Como aspectos metodol?gicos para a pesquisa de campo foram utilizados os procedimentos de pesquisa netnogr?fica derivada e de campo como condutores do processo. Os dados foram coletados por meio de question?rio, pelo material publicado (v?deos e observa??es sobre as incurs?es no metaverso feitos pelos sujeitos da pesquisa) no blog criado para a pesquisa, e pela entrevista n?o-estruturada guiada e apoiada pela observa??o sistem?tica. A an?lise dos dados foi realizada a partir da triangula??o entre a t?cnica da Din?mica das Conversa??es, os dados coletados em minha imers?o no metaverso e a base te?rica utilizada. Como resultado a pesquisa foi considerada n?o-conclusiva em rela??o a amostragem utilizada, mas aponta caminhos a serem percorridos em pesquisas futuras.
2

Design and Evaluation of 3D Multimodal Virtual Environments for Visually Impaired People

Huang, Ying Ying January 2010 (has links)
Spatial information presented visually is not easily accessible to visually impairedusers. Current technologies, such as screen readers, cannot intuitively conveyspatial layout or structure. This lack of overview is an obstacle for a visuallyimpaired user, both when using the computer individually and when collaboratingwith other users. With the development of haptic and audio technologies, it ispossible to let visually impaired users access to three-dimensional (3D) VirtualReality (VR) environments through the senses of touch and hearing.The work presented in this thesis comprises investigations of haptic and audiointeraction for visually impaired computer users in two stages.The first stage of my research focused on collaborations between sighted andblind-folded computer users in a shared virtual environment. One aspect Iconsidered is how different modalities affect one’s awareness of the other’sactions, as well as of one’s own actions, during the work process. The secondaspect I investigated is common ground, i.e. how visually impaired people obtaina common understanding of the elements of their workspace through differentmodalities. A third aspect I looked at was how different modalities affectperceived social presence, i.e. their ability to perceive the other person’sintentions and emotions. Finally, I attempted to understand how human behaviorand efficiency in task performance are affected when different modalities are usedin collaborative situations.The second stage of my research focused on how the visually impaired access3D multimodal virtual environment individually. I conducted two studies basedon two different haptic and audio prototypes concerning understanding the effectof haptic-audio modalities on navigation and interface design. One prototype thatI created was a haptic and audio game, a labyrinth. The other is a virtualsimulation environment based on the real world of Kulturhuset in Stockholm. Oneaspect I investigated in this individual interaction is how it is possible for users toaccess the spatial layout through a multimodal virtual environment. The secondaspect I investigated is usability; how the haptic and audio cues help visuallyimpaired people understand the spatial layout. The third aspect concernsnavigation and cognitive mapping in a multimodal virtual environment.This thesis contributes to the field of human-computer interaction for thevisually impaired with a set of studies of multimodal interactive systems, andbrings new perspectives to the enhancement of understanding real environmentsfor visually impaired users through a haptic and audio virtual computerenvironment. / QC20100701

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