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Temperament Moderates Responsiveness to Joint Attention in 11-Month-Old InfantsTodd, James T., Dixon, Wallace E., Jr. 01 June 2010 (has links)
The present study investigates the relationship between individual differences in children's temperament and their responsiveness to joint attention. Twenty-five 11-month-old children (12 girls and 13 boys) were presented with a gaze-following task in a laboratory setting, and parent reports of temperament were collected. Findings indicate that children's ability to correctly follow an experimenter's gaze differed as a function of individual temperament predispositions. Children high in perceptual sensitivity and negative affect engaged in relatively less frequent gaze-following, consistent with reports from previous research. However analysis of the dimension of orienting/effortful control produced an unexpected finding; that children low in effortful control were relatively more likely to respond to joint attentional bids. Overall, these findings are consistent with a view of temperament as a moderator of children's engagement in joint attention, and raise the possibility that joint attention may be a mechanism underlying previous reports of temperament–language relationships.
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EyeSwipe: text entry using gaze paths / EyeSwipe: entrada de texto usando gestos do olharKurauchi, Andrew Toshiaki Nakayama 30 January 2018 (has links)
People with severe motor disabilities may communicate using their eye movements aided by a virtual keyboard and an eye tracker. Text entry by gaze may also benefit users immersed in virtual or augmented realities, when they do not have access to a physical keyboard or touchscreen. Thus, both users with and without disabilities may take advantage of the ability to enter text by gaze. However, methods for text entry by gaze are typically slow and uncomfortable. In this thesis we propose EyeSwipe as a step further towards fast and comfortable text entry by gaze. EyeSwipe maps gaze paths into words, similarly to how finger traces are used on swipe-based methods for touchscreen devices. A gaze path differs from the finger trace in that it does not have clear start and end positions. To segment the gaze path from the user\'s continuous gaze data stream, EyeSwipe requires the user to explicitly indicate its beginning and end. The user can quickly glance at the vicinity of the other characters that compose the word. Candidate words are sorted based on the gaze path and presented to the user. We discuss two versions of EyeSwipe. EyeSwipe 1 uses a deterministic gaze gesture called Reverse Crossing to select both the first and last letters of the word. Considering the lessons learned during the development and test of EyeSwipe 1 we proposed EyeSwipe 2. The user emits commands to the interface by switching the focus between regions. In a text entry experiment comparing EyeSwipe 2 to EyeSwipe 1, 11 participants achieved an average text entry rate of 12.58 words per minute (wpm) with EyeSwipe 1 and 14.59 wpm with EyeSwipe 2 after using each method for 75 minutes. The maximum entry rates achieved with EyeSwipe 1 and EyeSwipe 2 were, respectively, 21.27 wpm and 32.96 wpm. Participants considered EyeSwipe 2 to be more comfortable and faster, while less accurate than EyeSwipe 1. Additionally, with EyeSwipe 2 we proposed the use of gaze path data to dynamically adjust the gaze estimation. Using data from the experiment we show that gaze paths can be used to dynamically improve gaze estimation during the interaction. / Pessoas com deficiências motoras severas podem se comunicar usando movimentos do olhar com o auxílio de um teclado virtual e um rastreador de olhar. A entrada de texto usando o olhar também beneficia usuários imersos em realidade virtual ou realidade aumentada, quando não possuem acesso a um teclado físico ou tela sensível ao toque. Assim, tanto usuários com e sem deficiência podem se beneficiar da possibilidade de entrar texto usando o olhar. Entretanto, métodos para entrada de texto com o olhar são tipicamente lentos e desconfortáveis. Nesta tese propomos o EyeSwipe como mais um passo em direção à entrada rápida e confortável de texto com o olhar. O EyeSwipe mapeia gestos do olhar em palavras, de maneira similar a como os movimentos do dedo em uma tela sensível ao toque são utilizados em métodos baseados em gestos (swipe). Um gesto do olhar difere de um gesto com os dedos em que ele não possui posições de início e fim claramente definidas. Para segmentar o gesto do olhar a partir do fluxo contínuo de dados do olhar, o EyeSwipe requer que o usuário indique explicitamente seu início e fim. O usuário pode olhar rapidamente a vizinhança dos outros caracteres que compõe a palavra. Palavras candidatas são ordenadas baseadas no gesto do olhar e apresentadas ao usuário. Discutimos duas versões do EyeSwipe. O EyeSwipe 1 usa um gesto do olhar determinístico chamado Cruzamento Reverso para selecionar tanto a primeira quanto a última letra da palavra. Levando em consideração os aprendizados obtidos durante o desenvolvimento e teste do EyeSwipe 1 nós propusemos o EyeSwipe 2. O usuário emite comandos para a interface ao trocar o foco entre as regiões do teclado. Em um experimento de entrada de texto comparando o EyeSwipe 2 com o EyeSwipe 1, 11 participantes atingiram uma taxa de entrada média de 12.58 palavras por minuto (ppm) usando o EyeSwipe 1 e 14.59 ppm com o EyeSwipe 2 após utilizar cada método por 75 minutos. A taxa de entrada de texto máxima alcançada com o EyeSwipe 1 e EyeSwipe 2 foram, respectivamente, 21.27 ppm e 32.96 ppm. Os participantes consideraram o EyeSwipe 2 mais confortável e rápido, mas menos preciso do que o EyeSwipe 1. Além disso, com o EyeSwipe 2 nós propusemos o uso dos dados dos gestos do olhar para ajustar a estimação do olhar dinamicamente. Utilizando dados obtidos no experimento mostramos que os gestos do olhar podem ser usados para melhorar a estimação dinamicamente durante a interação.
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On the Sociability of a Game-Playing Agent: A Software Framework and Empirical StudyBehrooz, Morteza 10 April 2014 (has links)
The social element of playing games is what makes us play together to enjoy more than just what the game itself has to offer. There are millions of games with different rules and goals; They are played by people of many cultures and various ages. However, this social element remains as crucial. Nowadays, the role of social robots and virtual agents is rapidly expanding in daily activities and entertainment and one of these areas is games. Therefore, it seems desirable for an agent to be able to play games socially, as opposed to simply having the computer make the moves in game application. To achieve this goal, verbal and non-verbal communication should be inspired by the game events and human input, to create a human-like social experience. Moreover, a better social interaction can be created if the agent can change its game strategies in accordance with social criteria. To bring sociability to the gaming experience with many different robots, virtual agents and games, we have developed a generic software framework which generates social comments based on the gameplay semantics. We also conducted a user study, with this framework as a core component, involving the rummy card game and the checkers board game. In our analysis, we observed both subjective and objective measures of the effects of social gaze and comments in the gaming interactions. Participants' gaming experience proved to be significantly more social, human-like, enjoyable and adoptable when social behaviors were employed. Moreover, since facial expressions can be a strong indication of internal state, we measured the number of participants' smiles during the gameplay and observed them to smile significantly more when social behaviors were involved than when they were not.
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Automatic Eye-Gaze Following from 2-D Static Images: Application to Classroom Observation Video AnalysisAung, Arkar Min 23 April 2018 (has links)
In this work, we develop an end-to-end neural network-based computer vision system to automatically identify where each person within a 2-D image of a school classroom is looking (“gaze following�), as well as who she/he is looking at. Automatic gaze following could help facilitate data-mining of large datasets of classroom observation videos that are collected routinely in schools around the world in order to understand social interactions between teachers and students. Our network is based on the architecture by Recasens, et al. (2015) but is extended to (1) predict not only where, but who the person is looking at; and (2) predict whether each person is looking at a target inside or outside the image. Since our focus is on classroom observation videos, we collect gaze dataset (48,907 gaze annotations over 2,263 classroom images) for students and teachers in classrooms. Results of our experiments indicate that the proposed neural network can estimate the gaze target - either the spatial location or the face of a person - with substantially higher accuracy compared to several baselines.
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Construction of heritage and identity in the 'Plague Village' : examining the intersections of local identity, heritage tourism, and local heritage museum in EyamSkipalis, Brandi January 2012 (has links)
In this thesis, I examine the ways in which the local identity as "the Plague Village" that has been built up in Eyam over the centuries intersects with heritage tourism and the local heritage museum in telling the story of Eyam's history with bubonic plague. The key areas of investigation are: 1) tourism in Eyam and the interactions between visitors and village residents, 2) the role of the local museum and other heritage projects in defining and constructing Eyam's public identity, 3) the secondary function of the museum as a memorial site, 4) the strategies employed by the museum in the design, display, and presentation of its exhibits, 5) the specific ways in which the museum describes and displays "the Plague", and 6) the issues surrounding a specific aspect of the Plague discourse addressed in the museum, the CCR5-Delta32 genetic mutation, which was the subject of genetic testing in Eyam to study its possible connection to surviving bubonic plague. Drawing on tourism research and heritage tourism studies, museum anthropology, anthropology of science, and medical anthropology, I show the interconnectedness and the complexity of heritage tourism in Eyam and the ways in which Eyam Museum contributes to this. Key Findings: 1) Heritage tourism is far more complex than can existing theories regarding "the gaze" suggest, and in Eyam, we see that the gaze is part of the picture, but the work of the imagination and the attempt by visitors to physically place themselves within the history they seek to learn about by walking particular routes and visiting particular spots are equally important in understanding the driving force behind the type of heritage tourism found in Eyam. 2) The museum is a very powerful driving force in Eyam's tourism, and it is the museum which determines what story is told to visitors and in what ways. It tells a history, but it also serves as a memorial to the people who died in Eyam's Plague outbreak, acting in some ways as a sacred site rather than as simply a museum. 3) Eyam Museum uses a variety of display formats, including dioramas, artefacts in glass cases, charts and graphs, drawings, and text panels. Its heavy use of text panels and its distinct lack of interactive displays differentiate Eyam Museum from other museums in Britain and in museum studies literature, but the museum's memorial function combined with lack of space and low budget mean that interactive displays are not being considered as an option at this time. 4) The Plague and "the gene" are seen as biomedical concepts in some ways, illustrated through a variety of methods, but at the same time, they are seen in social terms, as the Plague is the story of great suffering and loss for the village that is associated with specific names and individuals' life stories, while "the gene" is considered as an object of hope and amazement for its relationship not to bubonic plague, but to HIV, a "modern-day plague", making this part of the story told in the museum relevant and exciting to visitors to Eyam today.
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O impacto das personagens ausentes na obra de Clarice LispectorFazilari, Fábio Luiz 13 September 2006 (has links)
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Previous issue date: 2006-09-13 / This essay aims to analyse Clarice Lispector s literary work, A Paixão Segundo G.H. and the short story, O Búfalo which is found in Laços de Família. It is intended the equalization concerning to the both of the literary works through the
analyses of the secondary characters, depicting their relevance on conducing of the narrative cells. It will also be searched the role of the secondary characters in Lispector s plot, relating to the building and to the supporting of the main characters existential disagreement during the narrative course. It will be added to this work the research about some stylistic strategies applied by the writer, aiming at a harmonious uniformity argumentative, connected to a natural and creative production achieving its plenitude through an interchange between form and subject. It will also be prosecuted the dialog between literary theory and other sciences which arise in Clarice Lispector s works. / O presente estudo almeja à análise da obra A Paixão Segundo G.H. e do conto O Búfalo em Laços de Família, ambos escritos por Clarice Lispector. Pretende-se a equiparação destas duas obras a partir das personagens secundárias, revelando seu caráter significativo para a condução das células narrativas. E ainda, explora-se o papel destas personagens e sua relevância para a edificação e sustentação dos dramas existenciais das protagonistas no percurso narrativo. Inclui-se nesta pesquisa, a observação de algumas estratégias estilísticas utilizadas pela escritora, visando à consistência argumentativa, aliada a uma conseqüente produção criativa, alcançando sua completude através da inter-relação entre forma e conteúdo. Promover-se-á, ainda, o diálogo da teoria literária com outras teorias que despontam
nas obras de Clarice Lispector.
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A Prototype Head-Motion Monitoring System for In-Home Vestibular Rehabilitation TherapyBhatti, Pamela T., Herdman, Susan J., Roy, Siddarth Datta, Hall, Courtney D., Tusa, Ronald J. 11 January 2012 (has links)
This work reports the use of a head-motion monitoring system to record patient head movements while completing in-home exercises for vestibular rehabilitation therapy. Based upon a dual-axis gyroscope (yaw and pitch, ± 500-degrees/sec maximum), angular head rotations were measured and stored via an on-board memory card. The system enabled the clinician to document exercises at home. Several measurements were recorded in one patient with unilateral vestibular hypofunction: The total time of exercise for the week (118 minutes) was documented and compared with expected weekly exercise time (140 minutes). For gaze stabilization exercises, execution time of 60 sec was expected, and observed times ranged from 75-100 sec. An absence of rest periods between each exercise instead of the recommended one minute rest period was observed. Maximum yaw head velocities from approximately 100-350 degrees/sec were detected. A second subject provided feedback concerning the ease of use of the HAMMS device. This pilot study demonstrates, for the first time, the capability to capture the head-motion “signature” of a patient while completing vestibular rehabilitation exercises in the home and to extract exercise regime parameters and monitor patient adherence. This emerging technology has the potential to greatly improve rehabilitation outcomes for individuals completing in-home gaze stabilization exercises 1 .
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Gaze Stability During Locomotion in Patients with Bilateral Vestibular LossAkin, Faith W., Ashmead, D. A. 01 January 1998 (has links)
No description available.
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Image Based Social Media and The Tourist Gaze A Phenomenological ApproachJanuary 2019 (has links)
abstract: The emergence of social media in concert with improved camera and cell phone technologies has helped usher in an age of unprecedented visual communication which has radically changed the tourism industry worldwide. Serving as an important pillar of tourism and leisure studies, the concept of the tourist gaze has been left relatively unexamined within the context of this new visual world and more specifically image based social media. This phenomenological inquiry sought to explore how image based social media impacts the concept of the tourist gaze and furthermore to discover how the democratization of the gaze in concert with specific features of image based social media applications impacts the hermeneutic circle of the tourist gaze. This in-depth analysis of the user experience within the context of travel consisted of 19 semi-structured photo elicitation interviews and incorporated 57 participant generated photos. Six salient themes emerged from the study of this phenomenon; 1) sphere of influence, 2) exchange of information, 3) connections manifested, 4) impression management and content curation, 5) replicated travel photography, and 6) expectations. Analysis of these themes in conjunction with examples from the lived user experience demonstrate that the tourist gaze is being accelerated and expanded by image based social media in a rapid manner. Furthermore, democratization of the gaze as enabled by technological developments and specialized social media platforms is actively shifting the power role away from a small number of mass media influencers towards a larger number of branded individuals and social media influencers. Results of this inquiry support the theoretical assertions that the tourist gaze adapts to social and technological developments and demonstrates that the concept of the tourist gaze is increasingly important within tourism studies. Practical implications regarding the prevalence of real-time information, site visitation, and “taking only pictures” as sustainable touristic behavior are discussed. / Dissertation/Thesis / Masters Thesis Community Resources and Development 2019
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Identity, Desire and Spectatorship: An Examination of Germaine Dulac’s <em>La Coquille et le Clergyman</em>Melko, Jennifer A 11 July 2008 (has links)
Germaine Dulac's 1928 avant-garde film, La Coquille et le Clergyman, based on a script written by Antonin Artaud, presents the idea of the woman as an object of desire, subjected to the male gaze through the cinematic process. Not only is the lone female character the object of desire of her two male suitors on screen, but she also becomes the object of desire for the presumably male viewer of the film, who has become a silent character in the film. Rather than simply being the spectator, the viewer's own identity becomes entwined with that of the on screen characters.
While the idea of the woman as the object of desire subjected to the often male gaze in the cinema has been analyzed by many feminist film theorists, including Laura Mulvey, Kaja Silverman and Mary Ann Doane, the theories presented center on films directed either by male directors or female directors since the 1970's. Very little has been written about films directed by women in the 1920's, including La Coquille et le Clergyman. By examining Coquille et le Clergyman, I hope to fill in a gap in the discourse of the majority of feminist film theory.
This thesis will not only attempt to understand how Germaine Dulac, an early feminist film director, approaches the idea of the female body as an object of desire subjected to the male gaze differently than her male film director counterparts, but will examine how the relationships between the female character and the two male characters differ from other male directed avant-garde films from the 1920's and how these relationships affect spectatorship. By examining La Coquille et le Clergyman, I hope to better understand how Dulac's cinematic interpretation of Artaud's script treats the idea of spectatorship, not only in 1928, but also today.
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