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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.
331

Increasing the Efficacy of Virtual Reality Exposure Therapy for Fear-of-Flying

MacMillan, Chad 01 January 2019 (has links)
Virtual reality exposure therapy (VRET) is a treatment often used to treat fear-of-flying (FOF), which research shows is effective for treating this phobia. Researchers have identified that the realism of the virtual environment is an important component in the efficacy of VRET and increased realism is likely to increase the efficacy of VRET. Guided by cognitive theory, emotional processing theory, and behaviorism, the purpose of this quantitative study was to demonstrate if a new generational technique called true reality-virtual reality exposure therapy (TR-VRET) is at least as efficacious as traditional VRET for treating the fear and anxiety associated with FOF. Repeated measures ANOVAs were used to compare the means between the pre-/posttests measuring fear and anxiety associated with FOF and between the control and experimental group. Both the active treatment experimental group (using TR-VRET) and the active treatment control group (using VRET) had a significant effect on reducing anxiety related to flying. The findings also revealed that both the active treatment experimental group and the active treatment control group had a significant effect on reducing fear related to flying. Notably, no significant differences were found between the active treatment experimental group and the active treatment control group, meaning the 2 treatments were equally effective at reducing the anxiety and fear related to flying. These findings can contribute to positive social change by allowing mental health professionals access to an advanced treatment tool (i.e., TR-VRET) that is just as effective as the older treatment tool (i.e., VRET). These findings can also contribute to positive social change by quickly allowing more tailored virtual environments to be created for clients at a lower cost.
332

The other basic aspect of reality.

Floth, Simon, History and Philosophy, Faculty of Arts and Social Sciences, UNSW January 2008 (has links)
It is argued that physical (and not inherently psychical) properties are insufficient to constitute all else. Specifically they cannot constitute an instance (K1) of our knowledge that the number of existing things is at least one. This employs a new version of entry by entailment: Every fact as to the presence of a constituted trope is entailed by facts about the presence of the ontologically basic, where a property is ontologically basic if and only if the fact of its presence is not entailed (even allowing exhaustive definitions of all tropes in terms of their ultimate constituents) by facts about the presence of things non-identical to it. Existence is a mind-independent presence. Things can be present (to mind) as opposed to existing but must be accompanied by the presence of all of their parts and of anything else that their presence might entail. This includes some existing thing in the case that knowledge that something exists is present, since it is analytic that knowledge cannot be of what is not the case. Purely dynamical properties cannot exist apart from instances of some other property kind (on pain of regress as to what moves). Material properties can make a difference to cognitive states only in virtue of differences they can make to dynamical properties. Thus, any cognitive state present in some dynamical and material scenario must be present in an equivalent purely dynamical scenario, which cannot exist. Hence: 1) There can be no knowledge of existence, or thus trope K1, in a purely dynamical scenario. 2) There can thus neither be a trope K1 if only dynamical and material properties (and what they constitute) are present. So because there is a trope K1, there are one or more ontologically basic properties which are not dynamical or material. It is further argued that nothing ontologically basic is per se (directly and non-obscurely) conceivable except as psychicality or a categorical basis of a disposition to change or constancy (respectively, dynamism and materiality). Thus at least one ontologically basic property is either psychical or not per se conceivable. The latter proposition has less merit.
333

Selling props, playing stars:virtualising the self in the Japanese mediascape

Yipu, Zen, University of Western Sydney, College of Arts, Education and Social Sciences, Centre for Cultural Research January 2005 (has links)
In the so-called postmodern era, when networked media are increasingly ubiquitous in everyday life, where the ‘real’ and the ‘simulation’ become ever more indistinguishable; the physical and virtual intertwine; machines and man merge, and audience and stars transpose. To understand consumption in a time when realness and authenticity are no longer relevant, this thesis draws attention to the consumption and production of media content through case studies of consumer participation and social trends in Japan. The work begins in a themed shopping mall, Venus Fort in Tokyo Bay; continues with the reproduction of Audrey Hepburn‘s image; expands to the dramatised ‘realness’ of television; and finally moves to the omnipresent mobile phone and the impact of networked personal media on our idea of the ‘real’. First, through an analysis of a themed consumption environment, it is suggested that a transition is taking place in consumption from objects to experiences, services and spectacle. Secondly, by showing Audrey Hepburn‘s transition from a Hollywood star to a virtualised idol, technologically-aided illusions are shown to make hierarchical realness irrelevant. Thirdly, via Reality TV dating programs, the focus shifts to the role of audience participation in the consumption of media content. These themes are demonstrated individually, then merged into the last example – the social and cultural evolution induced by the mass consumption of networked media, that promise to revolutionise the way we consume, communicate and connect between people, machines and consumer goods.The thesis grounds its analysis of contemporary trends in the culture of consumption in Japan in theories of commodity and culture, the real and the simulation, speed and reality, the spectacle and the self in mediated spaces, and probes further into the collapse of demarcations between the virtual and the real, the event and the everyday and media and the self in the network society / Doctor of Philosophy (PhD)
334

Virtual Institutions.

Bogdanovych, Anton January 2007 (has links)
University of Technology, Sydney. Faculty of Information Technology. / This thesis establishes Virtual Institutions as a comprehensive software engineering technology for the development of 3D Virtual Worlds that require normative regulation of participants’ interactions (such as the commercially-oriented Virtual Worlds). 3D Virtual Worlds technology currently offers somewhat unregulated environments without means to enforce norms of behavior and interaction rules on their inhabitants. Furthermore, existing methodologies for Virtual Worlds development focus primarily on the design side of the “look-and-feel” of the inhabited space. Consequently, in current 3D Virtual Worlds it is difficult to keep track of the deviant behavior of participants and to guarantee a high level of security and predictable overall behavior of the system. The Virtual Institutions Methodology proposed by this dissertation is focused on designing highly secure heterogeneous Virtual Worlds (with humans and autonomous agents participating in them), where the participants behave autonomously and make their decisions freely within the limits imposed by the set of norms of the institution. It is supported by a multilayer model and representational formalisms, and the corresponding tools that facilitate rapid development of norm-governed Virtual Worlds and offer full control over stability and security issues. An important part of the Virtual Institutions Methodology is concerned with the relationship between humans and autonomous agents. In particular, the ways to achieve human-like behavior by learning such behavior from the humans themselves are investigated. It is explained how formal description of the interaction rules together with full observation of the users’ actions help to improve the human-like believability of autonomous agents in Virtual Institutions. The thesis proposes the concept of implicit training, which enables the process of teaching autonomous agents human characteristics without any explicit training efforts required from the humans, and develops the computational support for this new learning method. The benefits of using Virtual Institutions are illustrated through applying this technology to the domain of E-Commerce. It is demonstrated that providing shoppers with a normative environment that offers immersive experience and supports important real world attributes like social interaction, location awareness, advanced visualization, collaborative shopping and impulsive purchases can improve existing practices in E-Commerce portals.
335

The virtual edge development and evaluation of virtual labs for a general microbiology classroom /

Boggs, Christine N. January 2006 (has links)
Thesis (Ph. D.)--University of Wyoming, 2006. / Title from PDF title page (viewed on Dec. 20, 2007). Includes bibliographical references (p. 78-83).
336

Registration Using Projective Reconstruction for Augmented Reality Systems

Yuan, M. L., Ong, S. K., Nee, Andrew Y. C. 01 1900 (has links)
In AR systems, registration is one of the most difficult problems currently limiting their applications. In this paper, we proposed a simple registration method using projective reconstruction. This method consists of two steps: embedding and tracking. Embedding involves specifying four points to build the world coordinate system on which a virtual object will be superimposed. In tracking, a projective reconstruction technique in computer vision is used to track the four specified points to compute the modelview transformation for augmentation. This method is simple as only four points need to be specified at the embedding stage, and the virtual object can then be easily augmented in a real video sequence. In addition, it can be extended to a common scenario using a common projective matrix. The proposed method has three advantages: (1) It is fast because the linear least square method can be used to estimate the related matrix in the algorithm and it is not necessary to calculate the fundamental matrix in the extended case; (2) A virtual object can still be superimposed on a related area even if some parts of the specified area are occluded during the augmentation process; and (3) This method is robust because it remains effective even when not all the reference points are detected during the augmentation process (in the rendering process), as long as at least six pairs of related reference point correspondences can be found. Several projective matrices obtained from the authors’ previous work, which are unrelated with the present AR system, were tested on this extended registration method. Experiments showed that these projective matrices can also be utilized for tracking the specified points. / Singapore-MIT Alliance (SMA)
337

Assembly Design and Evaluation in an Augmented Reality Environment

Pang, Y., Nee, Andrew Y. C., Youcef-Toumi, Kamal, Ong, S. K., Yuan, M. L. 01 1900 (has links)
The technologies and methodologies of assembly design and evaluation in the early design stage are highly significant to product development. This paper looks at a promising technology to mix real components (e.g. physical prototypes, assembly tools, machines, etc.) with virtual components to create an Augmented Reality (AR) interface for assembly process evaluation. The goal of this paper is to clarify the methodologies and enabling technologies of how to establish an AR assembly simulation and evaluation environment. The architecture of an AR assembly system is proposed and the important functional modules including AR environment set-up, design for assembly (DFA) analysis and AR assembly sequence planning in an AR environment are discussed in detail. / Singapore-MIT Alliance (SMA)
338

On Inter-referential Awareness in Collaborative Augmented Reality

Chastine, Jeffrey William 08 August 2007 (has links)
For successful collaboration to occur, a workspace must support inter-referential awareness - or the ability for one participant to refer to a set of artifacts in the environment, and for that reference to be correctly interpreted by others. While referring to objects in our everyday environment is a straight-forward task, the non-tangible nature of digital artifacts presents us with new interaction challenges. Augmented reality (AR) is inextricably linked to the physical world, and it is natural to believe that the re-integration of physical artifacts into the workspace makes referencing tasks easier; however, we find that these environments combine the referencing challenges from several computing disciplines, which compound across scenarios. This dissertation presents our studies of this form of awareness in collaborative AR environments. It stems from our research in developing mixed reality environments for molecular modeling, where we explored spatial and multi-modal referencing techniques. To encapsulate the myriad of factors found in collaborative AR, we present a generic, theoretical framework and apply it to analyze this domain. Because referencing is a very human-centric activity, we present the results of an exploratory study which examines the behaviors of participants and how they generate references to physical and virtual content in co-located and remote scenarios; we found that participants refer to content using physical and virtual techniques, and that shared video is highly effective in disambiguating references in remote environments. By implementing user feedback from this study, a follow-up study explores how the environment can passively support referencing, where we discovered the role that virtual referencing plays during collaboration. A third study was conducted in order to better understand the effectiveness of giving and interpreting references using a virtual pointer; the results suggest the need for participants to be parallel with the arrow vector (strengthening the argument for shared viewpoints), as well as the importance of shadows in non-stereoscopic environments. Our contributions include a framework for analyzing the domain of inter-referential awareness, the development of novel referencing techniques, the presentation and analysis of our findings from multiple user studies, and a set of guidelines to help designers support this form of awareness.
339

Marcas multiculturales en Gran Hermano. Los casos Español y Portugués

Espindola de Castro, Cosette 25 July 2003 (has links)
A partir del referencial empírico de la televisión y sus formatos, esta tesis analiza el fenómeno social creado por el reality show Gran Hermano, y su papel en la producción de sentido entre jóvenes inmigrantes que viven de forma temporal o permanente en España y Portugal. El estudio trata del formato, así como del campo de la producción y de la recepción a través de un estudio comparativo entre los dos paises. Se procura conocer las marcas multiculturales de este programa híbrido que mezcla distintos formatos como programas de concursos, programas de confesionario, programas de auditorio, telenovelas, periodismo y documentales. Además, es un programa transnacional que presenta características globales y locales. Metodológicamente, se realiza un estudio de caso comparativo de forma cualitativa, utilizándose distintos instrumentos como la técnica documental, las consultas de base histórica, la presentación descriptiva del formato, el análisis del discurso de dos diarios y las entrevistas semi-estructuradas. En el campo de la producción son analizados durante 15 días los diarios El País (ES) y Público (PT), para conocer el discurso sobre televisión, Gran Hermano y los reality shows, a través del análisis de los titulares y de los materiales de opinión. También son estudiadas cartas de lectores de los dos diarios para ver como este discurso es apropiado por el campo de la recepción. También fueron realizadas entrevistas semi-estructuradas con jóvenes extranjeros que viven en Portugal y España para comprender cómo ocurre el proceso de producción de sentido sobre el programa y saber si Gran Hermano colaboró en el proceso de socialización de los inmigrantes. / This thesis analysis the social phenomenon created by the reality show Big Brother and your function in the meaning's production between young immigrants that live temporal or permanentment in Spain and Portugal.This study speaks about the Big Brother format, the production and the reception ambits through by a comparative study between two countries - Spain and Portugal. It wants to know the multicultural marks of this hybrid program, a program that mix different formats like talk shows, soap operas, confessionary programs, documentaries and journalism. Big Brother is a transnational program with global and local characteristics that mixes, in the first time in the world television, different communication technologies and different forms of interaction: telephone, e-mails, web pages, cable TV and open TV.Methodologically, it realizes a qualitative and comparative study using different instruments as the documental technique, the historic consults, the description of the format, the analysis of the discourse of two newspapers and the semi-structured interviews with young immigrants.In the production ambit, are analysed during 15 days the newspapers "El País", in Spain, and "Público", in Portugal, to know the journalistic discourse about television, reality shows and Big Brother although by titulars pryte and the opinion matters. Are studied the letters of the newspapers readers to know how this discourse is appropriated by the reception ambit.Furthermore are realized semi-structured interviews with young immigrants that live in Spain and Portugal to understand how is the process of the meaning' s production about Big Brother and to know if the program helped in the socialization process of this young immigrants.
340

What does dancing have to do with blogging? : A study of verbal and nonverbal communication among dance bloggers.

Kruczynska, Katarzyna January 2012 (has links)
Abstract of the research: What does Dancing Have to Do with Blogging? A  Study of Verbal and Non-verbal Communication among Dance Bloggers Dance, in its essence can be seen as a form of social interaction. Unique role of dancing is the recurrent motif in dance-related theories which underline that dance should not be approached only from the perspective of physical exercise but also interpreted within its social context.  In other words, dance is a symbol of a changing society Dance is can be also seen as a non-verbal expression of emotions. These are projected from the inner subjective world of an individual onto the audience. Non-verbal communication through movement and gestures, as well as spatial arrangement of bodies predominates but the recent trends show the development of a ‘verbal’ dancing occurring online via specialized blogs and social networks. The growing popularity of dance blogs implies a great diversity within the communicative methods used by dancers. The traditional view of dance as a representative of non-verbal interaction will be challenged in this paper and hypothesis stating that the verbal and non-verbal communication are strictly interrelated will be suggested. Moreover, the paper will concentrate on the impact that online blogging communities have on socialization and identity formation among dancers. The research question revolves around the idea that dance blogging demonstrates the need to use verbal signs to complete the predominantly non-verbal communication. Furthermore, the reasons motivating bloggers to write about dance will be analyzed. This will be done in order to demonstrate how attitudes to dancing and communicating as well as dancers’ distinctive ways of socialization are reflected by their belongingness to the blogging community. The investigation attempts at identifying the mechanism behind online interactions among dancers and the ways in which the Internet influences socialization and formation of dancer’s identity. The theories used in study are rooted in both macro- and micro-sociology and their aim is to clarify concepts such as communication, meaning and identification within a group. The data will be collected through interviews conducted with dance bloggers and through the observations of thirty dance blogs. Content analysis of such data will, hopefully, demonstrate how significant blogging is for the online and offline communication processes.

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