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Work Orientation and its Relationship to the Performance of LeadersCristina Voigt Coutinho (8795276) 04 May 2020 (has links)
<p>The purpose of this research
was to investigate how work orientation (job, career, and calling) affects the professional life of
leaders; and how leaders perceive their work regarding these three dimensions. In
addition, this study aimed to relate work orientation to performance. Also, phenomenology approach allowed a deep investigation of the experience of leaders with regard to their work.</p><p> For this purpose, two surveys were used; one
was on work orientation and the other on performance. After completion of the
surveys, six participants were invited to participate in an in-depth interview.
The participants were aligned with the calling orientation and had a high
performance at work. They described their work as integrated into their lives,
involving their families in decisions, helping people, and desiring to make a
difference in this world. Also, the findings showed that people who live a
calling feel that work and life have intertwined meanings. The motivation,
well-being, connection with an organization, engagement with work, and having a
purpose were factors that had significance for those who perceive work as a calling.
The main results were that the participants faced new challenges, built new
meanings and understandings about work during their careers. Each experience
helped them to improve the next, while also improving their performance. The
relationship between these factors revealed a cycle of meanings. The cycle
represents the evolution of the creation of new meanings which defines how
people perceive their work and how that influences performance. Furthermore, this
study showed that it is possible to change the perception of work through goals,
achievement, working context, the adversities faced, stages of life, and the work
environment. All of these lead to new meanings and becoming aligned to
different dimensions of work orientation. </p><p><br></p><p><br></p>
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Perception of Embodiment in Immersive Virtual Experiences: An Exploratory StudyPatrick M Teall (9728555) 15 December 2020 (has links)
<p>The technology availability and hype of virtual
reality has intersected as of 2016, bringing a lot of attention to virtual
reality (VR) games. The research into this technology has been ongoing since its
early exploration in the 1970’s. Methods have been created to try to understand
and predict what causes phenomena such as motion and simulator sickness in the
human computer interaction devices. Heuristics have been developed to aid the
design these applications and to avoid such discomforting circumstances.
Concepts and their continued exploration have been growing to improve the
experience of virtual reality technology and continue the expanding imagination
of what is capable with this technology. All the tools are available to create
highly immersive virtual experiences, but it is up to the interpretant, the
user to decide how believable, immersive and enjoyable these experiences are.
By conducting an interview study on a part of the VR gaming community, more can
be understood about the success and failure of immersive design by exploring
the experiences of certain highly immersive games. This study takes the
opportunity to listen to gamers as a means of highlighting significant key
challenges and characteristics creating immersive VR games. By evaluating transcripts
via thematic analysis, themes were created to understand and categorize the
various aspects that are most important to the immersion and embodiment in VR
games. This study and themes drawn from it reflect on the experiences and
feelings of experienced VR gamers in the context of role-playing games.</p>
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<b>Perceptions of AI in Animation Production: A Comparative Analysis of the Manual and Automated</b>Dalong Hu (18431325) 26 April 2024 (has links)
<p dir="ltr">In this paper, we address the gap in people's perceptions of using artificial intelligence (AI) in animation, mainly focusing on AI-based motion capture. We aimed to understand how individuals perceived animations created by AI, manual, and AI with manual cleanup methods. We presented our participants with short, full-body animation clips created using the three methods. Participants rated the appeal and naturalness of the animations, and we asked them to discern the creation method. Results revealed differences in perceived appeal and naturalness between manually created animations and those generated through AI-involved methods, with manual animations consistently rated higher. However, participants were unable to discern creation methods regardless of animation experience level, demonstrating an accuracy equivalent to random guessing. Moreover, the qualitative analysis highlighted diverse perspectives with negative and positive views on AI use, with the most mentioned theme being the importance of quality regardless of creation method. The overwhelming majority of participants asserted that the degree of automatization would influence their perceived value and effort put into an animation. Still, this group didn't show divergent ratings, nor did it affect their overall agreeableness towards using AI in creative fields. This study contributes valuable insights into the intersection of animation and AI, informing creators about the effect of different creation methods on audience perceptions.</p>
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TOWARDS IMPROVING TELETACTION IN TELEOPERATION TASKS USING VISION-BASED TACTILE SENSORSOscar Jia Jun Yu (18391263) 01 May 2024 (has links)
<p dir="ltr">Teletaction, the transmission of tactile feedback or touch, is a crucial aspect in the</p><p dir="ltr">field of teleoperation. High-quality teletaction feedback allows users to remotely manipulate</p><p dir="ltr">objects and increase the quality of the human-machine interface between the operator and</p><p dir="ltr">the robot, making complex manipulation tasks possible. Advances in the field of teletaction</p><p dir="ltr">for teleoperation however, have yet to make full use of the high-resolution 3D data provided</p><p dir="ltr">by modern vision-based tactile sensors. Existing solutions for teletaction lack in one or more</p><p dir="ltr">areas of form or function, such as fidelity or hardware footprint. In this thesis, we showcase</p><p dir="ltr">our research into a low-cost teletaction device for teleoperation that can utilize the real-time</p><p dir="ltr">high-resolution tactile information from vision-based tactile sensors, through both physical</p><p dir="ltr">3D surface reconstruction and shear displacement. We present our device, the Feelit, which</p><p dir="ltr">uses a combination of a pin-based shape display and compliant mechanisms to accomplish</p><p dir="ltr">this task. The pin-based shape display utilizes an array of 24 servomotors with miniature</p><p dir="ltr">Bowden cables, giving the device a resolution of 6x4 pins in a 15x10 mm display footprint.</p><p dir="ltr">Each pin can actuate up to 3 mm in 200 ms, while providing 80 N of force and 3 um of</p><p dir="ltr">depth resolution. Shear displacement and rotation is achieved using a compliant mechanism</p><p dir="ltr">design, allowing a minimum of 1 mm displacement laterally and 10 degrees of rotation. This</p><p dir="ltr">real-time 3D tactile reconstruction is achieved with the use of a vision-based tactile sensor,</p><p dir="ltr">the GelSight, along with an algorithm that samples the depth data and marker tracking to</p><p dir="ltr">generate actuator commands. With our device we perform a series of experiments including</p><p dir="ltr">shape recognition and relative weight identification, showing that our device has the potential</p><p dir="ltr">to expand teletaction capabilities in the teleoperation space.</p>
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Crossmodal Interference During Selective Attention to Spatial Stimuli: Evidence for a Stimulus-Driven Mechanism Underlying the Modality-Congruence Visual Dominance EffectLinda Tomko (7907639) 25 July 2024 (has links)
<p dir="ltr">Many tasks require processing, filtering, and responding to information from multiple sensory modalities. Crossmodal interactions are common and visual dominance often arises with incongruent sensory information. Past studies have shown that visual dominance tends to be strong in spatial tasks. Experiments in a crossmodal attention switching paradigm with physical-spatial stimuli (e.g., stimuli in left and right locations) have demonstrated a robust visual dominance congruence pattern with conflicting visual-spatial information impairing responses to auditory-spatial stimuli, but conflicting auditory-spatial information having less impact on visual-spatial processing. Strikingly, this pattern does not occur with verbal-spatial stimuli (e.g., the words LEFT and RIGHT as stimuli). In the present study, experiments were conducted to systematically examine the occurrence and underlying basis of this distinction. Participants were presented with either verbal-spatial or physical-spatial stimuli, simultaneously in the visual and auditory modalities, and were to selectively attend and respond to the location of the cued modality. An initial experiment replicated previously reported effects, with similar patterns of crossmodal congruence effects for visual and auditory verbal-spatial stimuli. Three further experiments directly compared crossmodal congruence patterns for physical-spatial and verbal-spatial stimuli across varying attentional conditions. Intermixing verbal and physical spatial stimulus sets did not meaningfully alter the distinct congruence patterns compared to when the sets were blocked, and biasing attention to verbal-spatial processing amplified the modality-congruence interaction for physical-spatial stimuli. Together, the consistent findings of the modality-congruence interaction showing visual dominance for physical-spatial stimuli but not for verbal-spatial stimuli suggests that the effect is driven by the particular spatial sets based on their sensory properties rather than endogenous attentional mechanisms.</p>
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Assessing Team Performance in a Collaborative Virtual Reality Task with Objective Team-Level MetricsRyan Thomas Villarreal (20369673) 07 December 2024 (has links)
<p dir="ltr">Breakdowns in communication and teamwork are significant contributors to errors in safety-critical domains such as healthcare and aviation. Virtual Reality (VR) simulations have emerged as promising tools for team training in these environments, offering immersive experiences at lower costs compared to traditional high-fidelity simulators. However, current team evaluation methods often rely on subjective assessments and individual-level metrics, which may not fully capture the complex dynamics of team interactions. This thesis addresses the need for objective, team-level metrics in VR-based simulations by developing a collaborative three-person VR task designed to elicit varying levels of team workload through manipulations of task interdependence and time pressure. Data were collected from 60 participants (20 teams) using subjective questionnaires, objective performance metrics, and team-level physiological measures. The findings demonstrate that the experimental tasks effectively elicited distinguishable differences in team performance and perceived workload across varying conditions. Subjective measures of team workload correlated moderately with objective performance metrics, supporting the validity of the performance measures. While MdRQA metrics did not significantly predict subjective workload perceptions, they were able to predict performance metrics including error rates, suggesting that team-level physiological metrics are associated with team performance and may be predictive of strategy shifts in VR tasks. These results reinforce the feasibility of using VR simulations for evaluating team performance and highlight the potential of integrating objective physiological metrics into VR training environments. This integration can strengthen the assessment and improvement of team performance in safety-critical domains, offering a more comprehensive approach to evaluating teams.</p>
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ASSESSING THE EFFECTS OF COGNITIVE SECONDARY TASKS AND AUTOMATION TYPE ON CHANGES IN HEART RATE: IMPLICATIONS FOR THE POTENTIAL USE OF NANOTECHNOLOGYNade Liang (7044191) 14 August 2019 (has links)
<div>Vehicle automation is developing at a rapid rate worldwide. However, even lower levels of automation, such as SAE Level-1, are expected to reduce drivers’ workload by controlling either speed or lane position. At the same time, however, drivers’ engagement in secondary tasks may make up for this difference in workload displaced by automation. Previous research has investigated the effects of adaptive cruise control (ACC) on driving performance and workload, but little attention has been devoted to Lane Keeping Systems (LKS). In addition, the influence of secondary cognitive tasks on Level-1 driving performance is also not well understood.</div><div><br></div><div>The first goal of this thesis study was to examine the effects of secondary cognitive tasks and driving condition on driving performance. The second goal was to examine the effects of secondary cognitive tasks and driving condition on heart rate related measurements that reflect changes in workload. Both a novel nano-sensor and a commercial ECG sensor were used to measure heart rate. Thus, the third goal was to compare the capability of a nano-sensor in detecting changes in heart rate and heart rate variability with a commercially available ECG sensor. Twenty-five participants drove a simulated vehicle in manual, ACC and LKS driving conditions, while performing a secondary cognitive (N-back) task with varying levels of difficulty.</div><div><br></div><div>Results showed that more difficult cognitive secondary tasks were beneficial to driving performance in that a lower standard deviation of lane departure (SDLD) and a lower standard deviation of vehicle speed (SDVS) were both observed. Heart rate and NASA-TLX workload scores were significantly higher in the most difficult secondary task and in the manual driving conditions. However, heart rate variability measures (SDNN, RMSSD, pNN50, LF Power and HF Power) indicated lower variability under more difficult secondary tasks. This thesis suggests that nanotechnological devices may serve as a potential alternative to other heart rate measuring technology. Limitations in detecting minor heart rate changes between different driving conditions and in heart rate variability measuring were also acknowledged.</div>
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'Your place and mine' : heritage management and a sense of placeWhittle, Joanne K. January 1993 (has links)
This study presents an analysis of human encounter with place. It examines the personal and cultural importance of an attachment to place, focusing on the reciprocal relationship between cultural heritage and a sense of place. Place is constructed out of mutual meanings between people and their environment. The study begins with an indepth look at the theory of place. In a series of heritage management case studies, the theory is applied in order to illustrate how meanings of place may be expressed. Place as a normative concept provides a role for resource managers in finding the meanings people associate with places, and in nurturing and enhancing these meanings. This involves the recognition of different values and 'stories' that are associated with place. Recognising these differences helps shift resource management away from the simplicity of grand narratives and totalizing discourses, towards a respect for intangible and multiple meanings in place. To a certain extent an understanding of place is already informing both natural and cultural management decisions in New Zealand, although this may not be explicitly recognised. To approach cultural heritage management from the perspective of place, however, challenges the current directions that heritage management is taking in this country. The study proposes a way of taking up that challenge, and concludes that the importance of place should not be overlooked.
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Úvod do konceptu Smyslové aktivizace z pohledu vybraných psychologických aspektů / Introduction to the Concept of Sensory Activation Considering Selected Psychological AspectsBÍLKOVÁ, Ivana January 2014 (has links)
This dissertation deals with the concept of Sensory Activation, a new approach practised in the Czech Republic focussing on the elderly and people with dementia synrome, in relation to monitored psychological aspects. The work has four main parts. In the first part the target group is defined the elderly and people with dementia syndrome, with emphasis being placed on a holistic approach to treatment. The second part presents selected psychological aspects, specifically communication, emotions, memory and sensory processes and their interconnection with the practice of Sensory Activation. Contained in the following chapter is the concept of Sensory Activation itself and a synopsis of its methods which can be applied in work with the target group. The last chapter presents the results of my research. These results come from an analysis of eight case histories of randomly selected activated people. The full versions of the case histories can be found in the Appendices of this dissertation.
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Towards Development of Smart Nanosensor System To Detect Hypoglycemia From BreathSanskar S Thakur (8816885) 08 May 2020 (has links)
<div>The link between volatile organic compounds (VOCs) from breath and various diseases and specific conditions has been identified since long by the researchers. Canine studies and breath sample analysis on Gas chromatography/ Mass Spectroscopy has proven that there are VOCs in the breath that can detect and potentially predict hypoglycemia. This project aims at developing a smart nanosensor system to detect hypoglycemia from human breath. The sensor system comprises of 1-Mercapto-(triethylene glycol) methyl ether functionalized goldnanoparticle (EGNPs) sensors coated with polyetherimide (PEI) and poly(vinylidene fluoride -hexafluoropropylene) (PVDF-HFP) and polymer composite sensor made from PVDF-HFP-Carbon Black (PVDF-HFP/CB), an interface circuit that performs signal conditioning and amplification, and a microcontroller with Bluetooth Low Energy (BLE) to control the interface circuit and communicate with an external personal digital assistant. The sensors were fabricated and tested with 5 VOCs in dry air and simulated breath (mixture of air, small portion of acetone, ethanol at high humidity) to investigate sensitivity and selectivity. The name of the VOCs is not disclosed herein but these VOCs have been identified in breath and are identified as potential biomarkers for other diseases as well. </div><div> </div><div> The sensor hydrophobicity has been studied using contact angle measurement. The GNPs size was verified using Ultra-Violent-Visible (UV-VIS) Spectroscopy. Field Emission Scanning Electron Microscope (FESEM) image is used to show GNPs embedded in the polymer film. The sensors sensitivity increases by more than 400% in an environment with relative humidity (RH) of 93% and the sensors show selectivity towards VOCs of interest. The interface circuit was designed on Eagle PCB and was fabricated using a two-layer PCB. The fabricated interface circuit was simulated with variable resistance and was verified with experiments. The system is also tested at different power source voltages and it was found that the system performance is optimum at more than 5 volts. The sensor fabrication, testing methods, and results are presented and discussed along with interface circuit design, fabrication, and characterization.</div>
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