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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.
151

The Effects of Head-Centric Rest Frames on Egocentric Distance Perception in Virtual Reality

Hmaiti, Yahya 01 January 2023 (has links) (PDF)
It has been shown through several research investigations that users tend to underestimate distances in virtual reality (VR). Virtual objects that appear close to users wearing a Head-mounted display (HMD) might be located at a farther distance in reality. This discrepancy between the actual distance and the distance observed by users in VR was found to hinder users from benefiting from the full in-VR immersive experience, and several efforts have been directed toward finding the causes and developing tools that mitigate this phenomenon. One hypothesis that stands out in the field of spatial perception is the rest frame hypothesis (RFH), which states that visual frames of reference (RFs), defined as fixed reference points of view in a virtual environment (VE), contribute to minimizing sensory mismatch. RFs have been shown to promote better eye-gaze stability and focus, reduce VR sickness, and improve visual search, along with other benefits. However, their effect on distance perception in VEs has not been evaluated. To explore and better understand the potential effects that RFs can have on distance perception in VR, we used a blind walking task to explore the effect of three head-centric RFs (a mesh mask, a nose, and a hat) on egocentric distance estimation. We performed a mixed-design study where we compared the effect of each of our chosen RFs across different environmental conditions and target distances in different 3D environments. We found that at near and mid-field distances, certain RFs can improve the user's distance estimation accuracy and reduce distance underestimation. Additionally, we found that participants judged distance more accurately in cluttered environments compared to uncluttered environments. Our findings show that the characteristics of the 3D environment are important in distance estimation-dependent tasks in VR and that the addition of head-centric RFs, a simple avatar augmentation method, can lead to meaningful improvements in distance judgments, user experience, and task performance in VR.
152

Autonomic Responses During Animated Avatar Video Modeling Instruction of Social Emotional Learning to Students With ADHD: A Mixed Methods Study

Rhodes, Jesse D 12 December 2022 (has links)
For those with attention deficit hyperactivity disorder (ADHD), social interactions involving high levels of face-to-face interaction can raise stress levels and emotional dysregulation. Using animated avatar video models may mitigate potential emotional dysregulation while learning social skills in these populations. This study examined autonomic data of adolescents aged 7-13 diagnosed with attention deficit hyperactivity disorder (ADHD), n=5 during avatar animated video modeling (AAVM) of social and emotional skills. This was a replication study with the addition of biofeedback data collection and a change of population. Participants were given three Nearpod training modules with AAVM and multiple-choice quizzes on self-awareness, social awareness, and relationship skills. Using a multiple baseline design, we collected Social Emotional Learning (SEL) scores at baseline, and during each phase of intervention. During all phases, we collected heart rate and analyzed heart rate variability (HRV) metrics: standard deviation of N-N intervals (SDNN), high frequency (HF), low frequency (LF), and HF/LF ratio). We also collected real-time somatic data: muscle tension (EMG), skin conductance (SC), and skin temperature (temp). The somatic autonomic data were not analyzed as part of this thesis. Results suggest that persons with ADHD may benefit from avatar animated video modeling delivered instruction based on patterns in autonomic data, increases in scores on the targeted skills taught during instruction, and participant's expressions about this method of learning. In future research and practice the population for this content could be narrowed to age 8-12. Reliable but smaller and less obtrusive biofeedback devices are currently available, and having several accessible options is recommended.
153

New consumption identities in virtual worlds. The case of Second Life.

Nikolaou, Ioanna January 2011 (has links)
The dynamic development of new technologies influences consumers in many different ways reaching far beyond the shift in consumption patterns, challenging the way consumers live their lives. The role of new information technologies is continually growing in our daily lives changing the way we see the self and the world around us. Consequently, the advent of the computer culture incites a radical rethinking of who we are and the nature of being human, which clearly illustrates the postmodern age. As a result, over the past decades consumer research has moved away from simply viewing consumers as information processors to consumers as socially conceptualized beings. This Consumer Culture Theory (CCT) movement views consumers and consumer behaviour as articulations of meanings and materiality within the productive of complex cultural milieu. This ethnographic thesis focuses on the three-dimensional virtual world of Second Life, which is a ¿Real Life¿ simulation and where the residents represent themselves through ¿avatars¿, creating a kind of virtual materiality. This raises interesting questions for consumer researchers, not just about how consumption is enacted, produced and articulated within this environment, but also in relation to theoretical and methodological issues. More specifically, this thesis critically examines the development of interpretive consumer research and the emergence of the Consumer Culture Theory framework in the context of the juxtaposition of reality and hyperreality and takes a position which goes beyond the 'body in the net/physical body' binary. Therefore, this thesis places the ¿avatar-as-consumer¿ at the centre of the research focus. The current thesis develops a theoretical framework which examines the role of consumption in resolving key paradoxes. Moreover, it extends the netnography framework from mainly text based research to the visual characteristics of virtual worlds so that it can be useful for the study of complex online environments and as a result, how the role of the researcher goes beyond netnography to virtualography is discussed.
154

AI och hälsovård : en studie om Acceptansen för AI inom hälsovården / AI and healthcare : A study on the acceptance of AI in healthcare

Ahlqvist, Gustaf, Tesfai, Nftalem January 2024 (has links)
Psykisk ohälsa har blivit alltmer vanligt förekommande och identifieras idag som ett globalt problem. Siffror för unga svenskar i åldersspannet 16-29 år som lider av psykiska problem visar oroväckande ökningar under de senaste 15 åren. Samtidigt som det sker en ökning av psykiska problem genomförs studier som belyser vikten av AI inom hälsosektorn. Dessa studier omfattar både fördelar och begränsningar, där ett återkommande tema är bristande acceptans från användarens sida. Syftet med denna studie är att undersöka acceptansen hos unga vuxna män och kvinnor i Sverige, i åldersspannet 16-29 år. Acceptansen undersöks genom en kvantitativ enkätundersökning baserad på TAM (technology acceptance model). Enkätundersökningen inkluderade totalt 73 respondenter. Vi vill dock påpeka att detta antal kan begränsa validiteten och möjligheten till generalisering.  För respektive chatbotar och avatarer har fem hypoteser definierats, varav samtliga gällande chatbotar accepteras medan fyra av fem gällande avatarer. Resultaten från studiens hypoteser visar tydliga relationer, med positiva korrelationer och signifikanta värden på en-procentsnivå (p < 0,01). Det framkommer klara samband mellan uppfattad användarvänlighet och uppfattad användbarhet, uppfattad användbarhet och attityd till användning, samt mellan attityd till användning och förmodad användning. Dessa resultat, baserade på insamlad data från studiens enkätundersökning, avslöjar en övergripande låg acceptans bland unga svenskar när det gäller AI-integrerad hälsorådgivning, och att det finns en viss oro och tveksamhet när det gället användningen av AI inom psykvården. / Mental health issues have become increasingly common and are now identified as a global problem. Figures for young Swedes aged 16-29 suffering from mental health problems show alarming increases over the past 15 years. Concurrently with the rise in mental health issues, studies highlighting the importance of AI in the healthcare sector are being conducted. These studies cover both advantages and limitations, with a recurring theme being a lack of acceptance from users. The purpose of this study is to examine the acceptance among young adults, both men and women, in Sweden, within the age range of 16-29 years. Acceptance is investigated through a quantitative survey based on the Technology Acceptance Model (TAM). The survey included a total of 73 respondents. However, we would like to point out that this number may limit the validity and generalizability of the findings. For both chatbots and avatars, five hypotheses have been defined, with all related to chatbots being accepted while four out of five related to avatars are accepted. The results of the study's hypotheses show clear relationships, with positive correlations and significant values at the one percent level (p < 0.01). There are clear connections between perceived ease of use and perceived usefulness, perceived usefulness and attitude toward use, as well as between attitude toward use and intended use. These results, based on collected data from the survey, reveal an overall low acceptance among young Swedes regarding AI-integrated health advice and indicate a certain level of concern and hesitation regarding the use of AI in mental healthcare
155

Player attitudes to avatar development in digital games : an exploratory study of single-player role-playing games and other genres

Gough, Richard D. January 2013 (has links)
Digital games incorporate systems that allow players to customise and develop their controllable in-game representative (avatar) over the course of a game. Avatar customisation systems represent a point at which the goals and values of players interface with the intentions of the game developer forming a dynamic and complex relationship between system and user. With the proliferation of customisable avatars through digital games and the ongoing monetisation of customisation options through digital content delivery platforms it is important to understand the relationship between player and avatar in order to provide a better user experience and to develop an understanding of the cultural impact of the avatar. Previous research on avatar customisation has focused on the users of virtual worlds and massively multiplayer games, leaving single-player avatar experiences. These past studies have also typically focused on one particular aspect of avatar customisation and those that have looked at all factors involved in avatar customisation have done so with a very small sample. This research has aimed to address this gap in the literature by focusing primarily on avatar customisation features in single-player games, aiming to investigate the relationship between player and customisation systems from the perspective of the players of digital games. To fulfill the research aims and objectives, the qualitative approach of interpretative phenomenological analysis was adopted. Thirty participants were recruited using snowball and purposive sampling (the criteria being that participants had played games featuring customisable avatars) and accounts of their experiences were gathered through semi-structured interviews. Through this research, strategies of avatar customisation were explored in order to demonstrate how people use such systems. The shortcomings in game mechanics and user interfaces were highlighted so that future games can improve the avatar customisation experience.
156

Avatar Guided Stories of Ease from Adolescents with Cancer

Unknown Date (has links)
The overall purpose of this mixed method study was to describe adolescents’ experiences of ease while enduring treatment for cancer. Specifically, the study used avatar image-guided story-sharing (AIGSS) to explore adolescent sense-of-self, experiences of feeling uneasy, descriptions of qualities of ease, and best places for finding ease during treatment. The innovative research approach used in this study incorporated avatar images representing ‘ease’ in typical environments. By testing a developmentally relevant approach, AIGSS, to explore ease for adolescents enduring cancer, this study addressed a pressing need for meaningful approaches to engage adolescents in health-related dialogue about what matters most. While 10 qualities captured adolescent ease (beauty, fun, safety, strength, connectedness, calmness, rest, comfort, independence, and familiarity), connectedness, strength, fun, rest, and safety were the most significant qualities of ease threaded throughout stories. Two themes of self-reflected identity emerged: (a) valued personal qualities (extrinsic/admired) and (b) infused unique demeanors. Three themes described adolescent uneasiness during cancer treatment: (a) persistent uncertainty, (b) fearful anticipation, and (c) disrupted self. While home was most conducive for ease, personal meaning was given to the hospital enabling finding ease. This new knowledge is foundational for nurses who support adolescents during cancer treatment. This research lays the groundwork to re-define ease as a relevant outcome of quality nursing care, focusing on positive outcomes rather than catastrophic ones such as infection and death. Advancing caring science with interactive participative research enhanced communication with adolescents, having implications for both clinical research and pediatric oncology nursing practice. / Includes bibliography. / Dissertation (Ph.D.)--Florida Atlantic University, 2016. / FAU Electronic Theses and Dissertations Collection
157

Contribution à la traduction automatique Français/Langue des Signes Française (LSF) au moyen de personnages virtuels

Kervajan, Loïc 09 December 2011 (has links) (PDF)
Depuis la loi du 11-02-2005 pour l'égalité des droits et des chances, les lieux ouverts au public doivent accueillir les Sourds en Langue des Signes Française (LSF). C'est dans le cadre du développement d'outils technologiques de diffusion de LSF que nous avons travaillé, plus particulièrement au niveau de la traduction automatique du français écrit vers la LSF. Notre thèse commence par un état de l'art relatif aux connaissances sur la LSF (ressources disponibles et supports d'expression de la LSF) avant d'approfondir des notions de grammaire descriptive. Notre hypothèse de travail est la suivant : la LSF est une langue et, à ce titre, la traduction automatique lui est applicable. Nous décrivons ensuite les spécifications linguistiques pour le traitement automatique, en fonction des observations mises en avant dans l'état de l'art et des propositions de nos informateurs. Nous détaillons notre méthodologie et présentons l'avancée de nos travaux autour de la formalisation des données linguistiques à partir des spécificités de la LSF dont certaines (model verbal, modification adjectivale et adverbiale, organisation des substantifs, problématiques de l'accord) ont nécessité un traitement plus approfondi. Nous présentons le cadre applicatif dans lequel nous avons travaillé : les systèmes de traduction automatique et d'animation de personnage virtuel de France Telecom R&D. Puis, après un rapide état de l'art sur les technologies avatar nous décrivons nos modalités de contrôle du moteur de synthèse de geste grâce au format d'échange mis au point. Enfin, nous terminons par nos évaluations et perspectives de recherche et de développements qui pourront suivre cette Thèse. Notre approche a donné ses premiers résultats puisque nous avons atteint notre objectif de faire fonctionner la chaîne complète de traduction : de la saisie d'un énoncé en français jusqu'à la réalisation de l'énoncé correspondant en LSF par un personnage de synthèse.
158

Bringing the avatar to life : Studies and developments in facial communication for virtual agents and robots

Al Moubayed, Samer January 2012 (has links)
The work presented in this thesis comes in pursuit of the ultimate goal of building spoken and embodied human-like interfaces that are able to interact with humans under human terms. Such interfaces need to employ the subtle, rich and multidimensional signals of communicative and social value that complement the stream of words – signals humans typically use when interacting with each other. The studies presented in the thesis concern facial signals used in spoken communication, and can be divided into two connected groups. The first is targeted towards exploring and verifying models of facial signals that come in synchrony with speech and its intonation. We refer to this as visual-prosody, and as part of visual-prosody, we take prominence as a case study. We show that the use of prosodically relevant gestures in animated faces results in a more expressive and human-like behaviour. We also show that animated faces supported with these gestures result in more intelligible speech which in turn can be used to aid communication, for example in noisy environments. The other group of studies targets facial signals that complement speech. As spoken language is a relatively poor system for the communication of spatial information; since such information is visual in nature. Hence, the use of visual movements of spatial value, such as gaze and head movements, is important for an efficient interaction. The use of such signals is especially important when the interaction between the human and the embodied agent is situated – that is when they share the same physical space, and while this space is taken into account in the interaction. We study the perception, the modelling, and the interaction effects of gaze and head pose in regulating situated and multiparty spoken dialogues in two conditions. The first is the typical case where the animated face is displayed on flat surfaces, and the second where they are displayed on a physical three-dimensional model of a face. The results from the studies show that projecting the animated face onto a face-shaped mask results in an accurate perception of the direction of gaze that is generated by the avatar, and hence can allow for the use of these movements in multiparty spoken dialogue. Driven by these findings, the Furhat back-projected robot head is developed. Furhat employs state-of-the-art facial animation that is projected on a 3D printout of that face, and a neck to allow for head movements. Although the mask in Furhat is static, the fact that the animated face matches the design of the mask results in a physical face that is perceived to “move”. We present studies that show how this technique renders a more intelligible, human-like and expressive face. We further present experiments in which Furhat is used as a tool to investigate properties of facial signals in situated interaction. Furhat is built to study, implement, and verify models of situated and multiparty, multimodal Human-Machine spoken dialogue, a study that requires that the face is physically situated in the interaction environment rather than in a two-dimensional screen. It also has received much interest from several communities, and been showcased at several venues, including a robot exhibition at the London Science Museum. We present an evaluation study of Furhat at the exhibition where it interacted with several thousand persons in a multiparty conversation. The analysis of the data from the setup further shows that Furhat can accurately regulate multiparty interaction using gaze and head movements. / <p>QC 20121123</p>
159

Avatar in China : a cyber-audience discourse analysis perspective / Cyber-audience discourse analysis perspective

Zhang, Bing January 2011 (has links)
University of Macau / Faculty of Social Sciences and Humanities / Department of Communication
160

Sathya Sai Baba as Avatar: "His Story" and the History of an Idea

Spurr, Michael James January 2007 (has links)
I begin this thesis with a brief account of my meetings with popular South Indian guru Sathya Sai Baba (1926- ) and very brief a discussion of recent fraud and sexual abuse allegations that have been made against him. I note that one of the key factors involved in this, also accountable for his extraordinary popularity, is his divine persona-especially his self-proclaimed identity as "the avatar"-and I review previous academic studies pertaining to this. In contrast to most previous studies of Sathya Sai Baba, which align him primarily with Śaiva traditions and with the "Sai Baba movement", I note a strong (and long running) affinity in his ideas for Vaiṣṇava traditions (especially the Bhagavad-Gītā and the Bhāgavata-Purāṇa), and I add that his background as a member of a traditionally highly regarded bardic caste may have contributed to his divine persona. I further investigate this persona via a history of potentially parallel traditional and modern avatar ideas. I show something of the manner in which many of the avatar concepts and myths to which Sathya Sai Baba refers originated and developed, especially invoking the episteme of "resemblance", posited by Brian Smith, the idea of "inclusivism"-which I adapt from the work of Paul Hacker and Wilhelm Halbfass-and traditional (Sāṁkhya) processes of "distinction", "categorization", and "enumeration". In addition to these, I much refer to Max Weber's analysis of "pure types" of authority-traditional, charismatic, and rational-showing that Sathya Sai Baba draws upon all of these in legitimating his claim to be "the avatar". I also show that his divine persona draws upon a strong affinity that he exhibits for advaita ("non-dualism"), especially that of Śaṅkara, and that his personal history of intense devotional and ecstatic/yogic spiritual practices was likely important in the formative stages of this persona. I further suggest that the history of his geographic locale, in which there are strong themes of sacred kingship and ecstatic/advaitic/poetic/devotional sainthood, may have contributed to the production and reception of his persona. On top of this, I note that the influence of a number of modern avatar figures, especially Ramakrishna, Vivekananda, and Aurobindo, is patent in his avatar teachings, and I compare and contrast him with a number of other significant modern figures. Based upon all of this, I consider the question of whether Sathya Sai Baba ought to be regarded as a "traditionalist", both vis-à-vis modernity ("Neo-Hinduism", as defined especially by Paul Hacker) and "innovation". I conclude that, in contrast to most previous scholarly characterizations, he is certainly innovative, but that he ought not to be considered a "Neo-Hindu"-most appearances to the contrary being due to his borrowing or extrapolating ideas in a very traditional manner from typical Neo-Hindu thinkers (especially Vivekananda), as if these ideas, and those that framed them, were thoroughly traditional. Finally, I outline a couple of major themes in his avatar teachings: an ambivalent attitude to his role as an exemplar, which I note to accord with earlier and parallel avatar ideas; and strong docetic tendencies, which similarly, in contrast to some scholarly characterizations, find parallels in popular portrayals of other avatar figures.

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