Results for ' visual augmenting'

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  1.  14
    Effect of verbal, visual, and auditory augmenting cues on learning a complex motor skill.Lawrence Karlin & Rudolf G. Mortimer - 1963 - Journal of Experimental Psychology 65 (1):75.
  2.  24
    Augmentation of the air puff-elicited eye blink by concurrent visual and acoustic input.Howard S. Hoffman & Christopher L. Stitt - 1980 - Bulletin of the Psychonomic Society 15 (2):115-117.
  3.  11
    Creating algorithmic audio-visual narratives through the use of augmented reality prints.Iro Laskari - 2019 - Technoetic Arts 17 (1):25-31.
    This article investigates the hypothesis of creating non-linear audio-visual narratives, through an unanticipated use of traditional print-based games, enriched with videos, via augmented reality (AR) possibilities. A ludic system has been created and presented. Based on a traditional card game, a non-linear cinematic narrative occurs. We attempt to examine the following questions: in which way can we bring together different forms of visual communication, such as graphic design and video? Can the above forms create a complex narrative whole (...)
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  4. Augmented Reality, Augmented Epistemology, and the Real-World Web.Cody Turner - 2022 - Philosophy and Technology 35 (1):1-28.
    Augmented reality (AR) technologies function to ‘augment’ normal perception by superimposing virtual objects onto an agent’s visual field. The philosophy of augmented reality is a small but growing subfield within the philosophy of technology. Existing work in this subfield includes research on the phenomenology of augmented experiences, the metaphysics of virtual objects, and different ethical issues associated with AR systems, including (but not limited to) issues of privacy, property rights, ownership, trust, and informed consent. This paper addresses some epistemological (...)
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  5.  22
    There’s something in your eye: ethical implications of augmented visual field devices.Marty J. Wolf, Frances S. Grodzinsky & Keith W. Miller - 2016 - Journal of Information, Communication and Ethics in Society 14 (3):214-230.
    Purpose This paper aims to explore the ethical and social impact of augmented visual field devices, identifying issues that AVFDs share with existing devices and suggesting new ethical and social issues that arise with the adoption of AVFDs. Design/methodology/approach This essay incorporates both a philosophical and an ethical analysis approach. It is based on Plato’s Allegory of the Cave, philosophical notions of transparency and presence and human values including psychological well-being, physical well-being, privacy, deception, informed consent, ownership and property (...)
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  6.  19
    Postural Training using Augmented Visual Feedback and Vestibular Activation in Healthy Adults.Kwadwo Appiah-Kubi & W. Wright - 2018 - Frontiers in Human Neuroscience 12.
  7.  12
    Using Augmented Reality Technology in Higher Education Institutions.Roman Gurevych, Anatolii Silveistr, Mykola Мokliuk, Iryna Shaposhnikova, Galyna Gordiichuk & Svitlana Saiapina - 2021 - Postmodern Openings 12 (2).
    One way to increase the effectiveness of a mobile-oriented learning environment is to use augmented reality technology, which enables the integration of real and virtual learning tools using mobile Internet devices. The purpose of the article is to theoretically substantiate the use of augmented reality technology in physics classes. The article describes and substantiates the relevance of the application of augmented reality technology, considers possible uses of this technology in the educational process, in particular in terms of mobile distance learning. (...)
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  8. Augmenting Cognitive Architectures to Support Diagrammatic Imagination.Balakrishnan Chandrasekaran, Bonny Banerjee, Unmesh Kurup & Omkar Lele - 2011 - Topics in Cognitive Science 3 (4):760-777.
    Diagrams are a form of spatial representation that supports reasoning and problem solving. Even when diagrams are external, not to mention when there are no external representations, problem solving often calls for internal representations, that is, representations in cognition, of diagrammatic elements and internal perceptions on them. General cognitive architectures—Soar and ACT-R, to name the most prominent—do not have representations and operations to support diagrammatic reasoning. In this article, we examine some requirements for such internal representations and processes in cognitive (...)
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  9.  5
    Augmented Reality for Presenting Real-Time Data During Students’ Laboratory Work: Comparing a Head-Mounted Display With a Separate Display.Michael Thees, Kristin Altmeyer, Sebastian Kapp, Eva Rexigel, Fabian Beil, Pascal Klein, Sarah Malone, Roland Brünken & Jochen Kuhn - 2022 - Frontiers in Psychology 13.
    Multimedia learning theories suggest presenting associated pieces of information in spatial and temporal contiguity. New technologies like Augmented Reality allow for realizing these principles in science laboratory courses by presenting virtual real-time information during hands-on experimentation. Spatial integration can be achieved by pinning virtual representations of measurement data to corresponding real components. In the present study, an Augmented Reality-based presentation format was realized via a head-mounted display and contrasted to a separate display, which provided a well-arranged data matrix in spatial (...)
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  10.  12
    Elders’ experience with augmented gaze: preliminary observations.Claudio de’Sperati, Jacopo Ippolito, Roberto Cozzi, Emil Rosenlund Høeg, Gabriel Baud-Bovy, Michela Moretti & Vittorio Dalmasso - 2023 - Gestalt Theory 45 (1-2):115-119.
    Research on elders’ acceptance of virtual technologies is much needed. Here we studied the user experience of elders (N = 10, mean age = 88.2 years) during virtual biking, an exergame where participants pedal on a cycle ergometer and wear a Head-Mounted Display that provides them an immersive experience of a bike ride. We tested the effects of augmented gaze on user experience. Augmented gaze is a condition in which horizontal head turns yield amplified visual shifts, which is assumed (...)
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  11.  99
    Visual Analytics as a Translational Cognitive Science.Brian Fisher, Tera Marie Green & Richard Arias-Hernández - 2011 - Topics in Cognitive Science 3 (3):609-625.
    Visual analytics is a new interdisciplinary field of study that calls for a more structured scientific approach to understanding the effects of interaction with complex graphical displays on human cognitive processes. Its primary goal is to support the design and evaluation of graphical information systems that better support cognitive processes in areas as diverse as scientific research and emergency management. The methodologies that make up this new field are as yet ill defined. This paper proposes a pathway for development (...)
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  12.  39
    Into the Wild: Neuroergonomic Differentiation of Hand-Held and Augmented Reality Wearable Displays during Outdoor Navigation with Functional Near Infrared Spectroscopy.Ryan McKendrick, Raja Parasuraman, Rabia Murtza, Alice Formwalt, Wendy Baccus, Martin Paczynski & Hasan Ayaz - 2016 - Frontiers in Human Neuroscience 10:171788.
    Highly mobile computing devices promise to improve quality of life, productivity, and performance. Increased situation awareness and reduced mental workload are two potential means by which this can be accomplished. However, it is difficult to measure these concepts in the ‘wild’. We employed an ultra-portable battery operated and wireless functional near infrared spectroscopy (fNIRS) to non-invasively measure hemodynamic changes in the brain’s prefrontal cortex. Measurements were taken during navigation of a college campus with either a hand-held display, or an augmented (...)
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  13. Transcendental imaging and augmented reality.Peter Stott - 2011 - Technoetic Arts 9 (1):49-64.
    Man has built tools to extend his visual experience in order to explore reality beyond his sensory capacity, for example microscopes, telescopes, high shutter speed and infrared cameras. However he has yet to build a tool to fully explore visual realms beyond his ordinary cognitive faculties. With the development of computing, comes the possibility of building a tool to explore the virtual forms/spaces of images that are ordinarily inaccessible to the mind. This article identifies how cognition is ordinarily (...)
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  14.  48
    Real Objects Can Impede Conditional Reasoning but Augmented Objects Do Not.Yuri Sato, Yutaro Sugimoto & Kazuhiro Ueda - 2018 - Cognitive Science 42 (2):691-707.
    In this study, Knauff and Johnson-Laird's visual impedance hypothesis is applied to the domain of external representations and diagrammatic reasoning. We show that the use of real objects and augmented real objects can control human interpretation and reasoning about conditionals. As participants made inferences, they also moved objects corresponding to premises. Participants who moved real objects made more invalid inferences than those who moved AR objects and those who did not manipulate objects. Our results showed that real objects impeded (...)
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  15.  13
    Real-Time Aural and Visual Feedback for Improving Violin Intonation.Laurel S. Pardue & Andrew McPherson - 2019 - Frontiers in Psychology 10.
    Playing with correct intonation is one of the major challenges for a string player. A player must learn how to physically reproduce a target pitch, but before that, the player must learn what correct intonation is. This requires audiation- the aural equivalent of visualization- of every note along with self-assessment whether the pitch played matches the target, and if not, what action should be taken to correct it. A challenge for successful learning is that much of it occurs during practice, (...)
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  16.  15
    Scientific Observation Is Socio-Materially Augmented Perception: Toward a Participatory Realism.Tom Froese - 2022 - Philosophies 7 (2):37.
    There is an overlooked similarity between three classic accounts of the conditions of object experience from three distinct disciplines. Sociology: the “inversion” that accompanies discovery in the natural sciences, as local causes of effects are reattributed to an observed object. Psychology: the “externalization” that accompanies mastery of a visual–tactile sensory substitution interface, as tactile sensations of the proximal interface are transformed into vision-like experience of a distal object. Biology: the “projection” that brings forth an animal’s Umwelt, as impressions on (...)
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  17.  9
    Humanoid Robot Walking in Maze Controlled by SSVEP-BCI Based on Augmented Reality Stimulus.Shangen Zhang, Xiaorong Gao & Xiaogang Chen - 2022 - Frontiers in Human Neuroscience 16.
    The application study of robot control based brain-computer interface not only helps to promote the practicality of BCI but also helps to promote the advancement of robot technology, which is of great significance. Among the many obstacles, the importability of the stimulator brings much inconvenience to the robot control task. In this study, augmented reality technology was employed as the visual stimulator of steady-state visual evoked potential -BCI and the robot walking experiment in the maze was designed to (...)
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  18.  6
    Technological mediation and 3D visualizations in construction engineering practice.Hans Voordijk & Léon Olde Scholtenhuis - forthcoming - AI and Society:1-14.
    The generation and use of 3D images and visualizations through remote sensing, Building Information Modeling, and Augmented Reality technologies, have come to play a significant role in construction engineering practice. Although these technologies are promising, their potential can be misjudged when potential end-users are unaware of key assumptions that were made by developers. Realistic expectations require insights into the ways in which these technologies transform input collected into 3D visualizations and how these visualizations are possibly used on construction sites. This (...)
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  19.  13
    The CrossFit Sensorium: Visuality, Affect and Immersive Sport.Leslie Heywood - 2015 - Paragraph 38 (1):20-36.
    By contrast to the competitive and participatory models of sport, the immersive model shows greater potentiality as a healthful practice more distant from transcendent, technocratic aspects of other models, instead accepting the body's immanence as part of evolutionary history and the natural world. Because of the largely unconscious, evolutionarily based responses to one's environment, the environment in which a sporting activity takes place has a tangible impact on performance. As our most evolutionarily recent sense system, visuality is linked to the (...)
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  20.  17
    A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study.Emily Evans, Megan Dass, William M. Muter, Christopher Tuthill, Andrew Q. Tan & Randy D. Trumbower - 2022 - Frontiers in Human Neuroscience 16.
    Humans routinely modify their walking speed to adapt to functional goals and physical demands. However, damage to the central nervous system often results in abnormal modulation of walking speed and increased risk of falls. There is considerable interest in treatment modalities that can provide safe and salient training opportunities, feedback about walking performance, and that may augment less reliable sensory feedback within the CNS after injury or disease. Fully immersive virtual reality technologies show benefits in boosting training-related gains in walking (...)
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  21.  20
    Sympathy for a Serial Killer: Malick’s Badlands, Visual Metaphor and Frankfurt’s Concept of a Person.Scott Walden - 2023 - British Journal of Aesthetics 63 (3):299-316.
    Many creatures exhibit desires of various strengths competing with one another for the prize of interacting with beliefs to cause behaviour. Harry Frankfurt famously analyzes persons in terms of the ability to form second-order desires; desires that intervene in this economy of first-order desires in ways that sometimes award the prize to weaker competitors. This paper augments Frankfurt’s analysis with Kendall Walton’s understanding of pretence behaviour and then interprets the central metaphors in several films by Terrence Malick in terms of (...)
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  22.  5
    Deep CNN and Deep GAN in Computational Visual Perception-Driven Image Analysis.R. Nandhini Abirami, P. M. Durai Raj Vincent, Kathiravan Srinivasan, Usman Tariq & Chuan-Yu Chang - 2021 - Complexity 2021:1-30.
    Computational visual perception, also known as computer vision, is a field of artificial intelligence that enables computers to process digital images and videos in a similar way as biological vision does. It involves methods to be developed to replicate the capabilities of biological vision. The computer vision’s goal is to surpass the capabilities of biological vision in extracting useful information from visual data. The massive data generated today is one of the driving factors for the tremendous growth of (...)
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  23.  16
    Application of Human Factors in the Development Process of Immersive Visual Technologies: Challenges and Future Improvements.Mina Saghafian, Taufik Akbar Sitompul, Karin Laumann, Kristina Sundnes & Rikard Lindell - 2021 - Frontiers in Psychology 12.
    This study investigates how Human Factors is applied when designing and developing Immersive Visual Technologies, including Augmented Reality, Mixed Reality, and Virtual Reality. We interviewed fourteen people working at different organizations, that develop IVT applications in the Nordic region. We used thematic analysis to derive themes from the interviews. The results showed an insufficient knowledge and application of HF in IVT development, due to the lack of awareness of both scope and significance of HF, resource allocation strategy, market inertia, (...)
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  24.  9
    Jay David Bolter, Maria Engberg, Blair MacIntyre, Reality media. Augmented and virtual reality Cambridge (MA)-London, The MIT Press, 2021, pp. 248.Lorenzo Manera - 2023 - Studi di Estetica 27 (3).
    Firstly, this contribution proposes to address synthographies – images generated through Text-to-image technologies – by deepening the epistemological shift related to the possibility of transposing the image-creation process from the analogue arts to the notational ones (or, by drawing on Nelson Goodman's terminology, from the “autographic” to the “allographic” forms of art). Secondly, the paper highlights how synthographies can be considered partly autographic and partly allographic, since the linguistic prompts constitute only the notational aspect of the generated images. Furthermore, this (...)
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  25.  27
    The Division of Labor in Communication: Speakers Help Listeners Account for Asymmetries in Visual Perspective.Robert D. Hawkins, Hyowon Gweon & Noah D. Goodman - 2021 - Cognitive Science 45 (3):e12926.
    Recent debates over adults' theory of mind use have been fueled by surprising failures of perspective-taking in communication, suggesting that perspective-taking may be relatively effortful. Yet adults routinely engage in effortful processes when needed. How, then, should speakers and listeners allocate their resources to achieve successful communication? We begin with the observation that the shared goal of communication induces a natural division of labor: The resources one agent chooses to allocate toward perspective-taking should depend on their expectations about the other's (...)
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  26. On the completeness of spider diagrams augmented with constands / Gem Stapleton...[et al.]. A practice-based approach to diagrams. [REVIEW]Valeria Giardino - 2013 - In Sun-Joo Shin & Amirouche Moktefi (eds.), Visual Reasoning with Diagrams. Birkhaüser.
     
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  27. Технологические предпосылки неразличимости человека и его компьютерной имитации.Albert Efimov - 2019 - Искусственные Общества 10.
    In the article, the author analyzes the problems of human-computer communication in the context of artificial intelligence, augmented reality and a Turing methodology for comparing the capabilities of artificial and natural intelligence in a dialogue. It is argued that the tool with which the computer and humans communicate is of no less importance than the computer program with which the dialogue is conducted. As an example of the implementation of such visualization, the project “E.LENA” of a digital television anchor created (...)
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  28. Superimposed Mental Imagery: On the Uses of Make-Perceive.Robert Briscoe - 2018 - In Fiona Macpherson & Fabian Dorsch (eds.), Perceptual Imagination and Perceptual Memory. Oxford: Oxford University Press. pp. 161-185.
    Human beings have the ability to ‘augment’ reality by superimposing mental imagery on the visually perceived scene. For example, when deciding how to arrange furniture in a new home, one might project the image of an armchair into an empty corner or the image of a painting onto a wall. The experience of noticing a constellation in the sky at night is also perceptual-imaginative amalgam: it involves both seeing the stars in the constellation and imagining the lines that connect them (...)
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  29.  43
    Idomenian Vision: The Empirical Basis of Thomas Reid’s Geometry of Visibles.Gerald Westheimer - 2016 - Topoi 35 (2):479-483.
    Thomas Reid claims to have learned of Idomenians, “an order of beings” in “sublunary regions” whose visual system is very much like ours except that they could detect only the direction of rays reaching their eyes, not the distance of origin. The properties of Idomenian vision are here examined in the light of the physiological optics of Reid’s time and of the scientific developments that have since augmented our knowledge of the discipline.
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  30.  11
    Art, technology and the Internet of Living Things.Vibeke Sørensen & J. Stephen Lansing - 2023 - AI and Society 38 (6):2401-2417.
    Intelligence augmentation was one of the original goals of computing. Artificial Intelligence (AI) inherits this project and is at the leading edge of computing today. Computing can be considered an extension of brain and body, with mathematical prowess and logic fundamental to the infrastructure of computing. Multimedia computing—sensing, analyzing, and translating data to and from visual images, animation, sound and music, touch and haptics, as well as smell—is based on our human senses and is now commonplace. We use data (...)
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  31.  7
    The Idealised Style of Vesalius’s Fabrica Illustrations.Hannah Burgess - 2014 - Dissertation, School of Art History
    Vesalius wrote nothing about the aesthetics of the anatomical illustrations found in his De humani corporis fabrica (1543). There are, however, two passages in this work that offer a starting point for an investigation into the illustration’s idealised style. In discussing the body that is best for a public dissection Vesalius says that it must be one that resembles the ‘Canon of Polycleitus’, and later, he refers to his pursuit of the historia absoluti hominis or historia of the perfect man. (...)
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  32. The effectiveness of a single intervention of computer-aided argument mapping in a marketing and a financial accounting subject.Martin Davies - 2011 - Higher Education Research and Development 30 (3):387-403.
    An argument map visually represents the structure of an argument, outlining its informal logical connections and informing judgments as to its worthiness. Argument mapping can be augmented with dedicated software that aids the mapping process. Empirical evidence suggests that semester‐length subjects using argument mapping along with dedicated software can produce remarkable increases in students’ critical thinking abilities. Introducing such specialised subjects, however, is often practically and politically difficult. This study ascertains student perceptions of the use of argument mapping in two (...)
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  33. Projection, Problem Space and Anchoring.David Kirsh - 2009 - Proceedings of the 31st Annual Conference of the Cognitive Science Society:2310-2315.
    When people make sense of situations, illustrations, instructions and problems they do more than just think with their heads. They gesture, talk, point, annotate, make notes and so on. What extra do they get from interacting with their environment in this way? To study this fundamental problem, I looked at how people project structure onto geometric drawings, visual proofs, and games like tic tac toe. Two experiments were run to learn more about projection. Projection is a special capacity, similar (...)
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  34. Body Phenomenology, Somaesthetics and Nietzschean Themes in Medieval Art.Matthew Crippen - 2014 - Pragmatism Today 5:40-45.
    Richard Shusterman suggested that Maurice Merleau-Ponty neglected “‘lived somaesthetic reflection,’ that is, concrete but representational and reflective body consciousness.” While unsure about this assessment of Merleau-Ponty, lived somaesthetic reflection, or what the late Sam Mallin called “body phenomenology”—understood as a meditation on the body reflecting on both itself and the world—is my starting point. Another is John Dewey’s bodily theory of perception, augmented somewhat by Merleau-Ponty. -/- With these starting points, I spent roughly 20 hours with St. Benedict Restores Life (...)
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  35. Movement under uncertainty: The effects of the rubber-hand illusion vary along the nonclinical autism spectrum.Colin Palmer, Bryan Paton, Jakob Hohwy & Peter Enticott - forthcoming - Neuropsychologia.
    Recent research has begun to investigate sensory processing in relation to nonclinical variation in traits associated with the autism spectrum disorders (ASD). We propose that existing accounts of autistic perception can be augmented by considering a role for individual differences in top-down expectations for the precision of sensory input, related to the processing of state-dependent levels of uncertainty. We therefore examined ASD-like traits in relation to the rubber-hand illusion: an experimental paradigm that typically elicits crossmodal integration of visual, tactile, (...)
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  36. Ephemeral Vision.Mohan Matthen - 2018 - In Thomas Crowther & Clare Mac Cumhaill (eds.), Perceptual Ephemera. Oxford: Oxford University Press. pp. 312-339.
    Vision is organized around material objects; they are most of what we see. But we also see beams of light, depictions, shadows, reflections, etc. These things look like material objects in many ways, but it is still visually obvious that they are not material objects. This chapter articulates some principles that allow us to understand how we see these ‘ephemera’. H.P. Grice’s definition of seeing is standard in many discussions; here I clarify and augment it with a criterion drawn from (...)
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  37.  37
    Thinking in action.Barbara Tversky & Angela Kessell - 2014 - Pragmatics and Cognition 22 (2):206-223.
    When thought overwhelms the mind, the mind uses the body and the world. Several studies reveal ways that people alone or together use gesture and marks on paper to structure and augment their thought for comprehension, inference, and discovery. The studies show that the mapping of thought to gesture or the page is more direct than the arbitrary mapping to language and suggest that these forms of visual/spatial/action representation are used to “translate” language into mental representations. It is argued (...)
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  38.  26
    Thinking in action.Barbara Tversky & Angela Kessell - 2014 - Pragmatics and Cognition 22 (2):206-223.
    When thought overwhelms the mind, the mind uses the body and the world. Several studies reveal ways that people alone or together use gesture and marks on paper to structure and augment their thought for comprehension, inference, and discovery. The studies show that the mapping of thought to gesture or the page is more direct than the arbitrary mapping to language and suggest that these forms of visual/spatial/action representation are used to “translate” language into mental representations. It is argued (...)
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  39.  52
    Response feedback and motor learning.Jack A. Adams, Ernest T. Goetz & Phillip H. Marshall - 1972 - Journal of Experimental Psychology 92 (3):391.
  40.  9
    Limits on surveillance: Frictions, fragilities and failures in the operation of camera surveillance.Lynsey Dubbeld - 2004 - Journal of Information, Communication and Ethics in Society 2 (1):9-19.
    Public video surveillance tends to be discussed in either utopian or dystopian terms: proponents maintain that camera surveillance is the perfect tool in the fight against crime, while critics argue that the use of security cameras is central to the development of a panoptic, Orwellian surveillance society. This paper provides an alternative, more nuanced view. On the basis of an empirical case study, the paper explores how camera surveillance applications do not simply augment surveillance capacities, but rather have to deal (...)
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  41.  17
    Navigating the Ethical and Methodological Dimensions of a Farm Safety Photovoice Project.Florence A. Becot, Shoshanah M. Inwood & Elizabeth A. Buchanan - 2023 - Journal of Bioethical Inquiry 20 (2):249-263.
    Scholars have noted persistent high rates of agricultural health and safety incidents and the need to develop more effective interventions. Participatory research provides an avenue to broaden the prevailing research paradigms and approaches by allowing those most impacted to illuminate and work to solve those aspects of their lives. One such approach is photovoice, an emancipatory visual narrative approach. Yet, despite its broad appeal, photovoice can be hard to implement. In this article, we leverage our experience using photovoice for (...)
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  42.  62
    Cross-modal interactions in the perception of musical performance.Bradley W. Vines, Carol L. Krumhansl, Marcelo M. Wanderley & Daniel J. Levitin - 2006 - Cognition 101 (1):80-113.
    We investigate the dynamics of sensory integration for perceiving musical performance, a complex natural behavior. Thirty musically trained participants saw, heard, or both saw and heard, performances by two clarinetists. All participants used a sliding potentiometer to make continuous judgments of tension (a measure correlated with emotional response) and continuous judgments of phrasing (a measure correlated with perceived musical structure) as performances were presented. The data analysis sought to reveal relations between the sensory modalities (vision and audition) and to quantify (...)
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  43.  12
    Postdigital aesthetics: art, computation and design.David M. Berry & Michael Dieter (eds.) - 2015 - New York, NY: Palgrave-Macmillan.
    David Berry and Michael Dieter: Introduction -- Florian Cramer: What is post-digital? -- Malcolm Levy and Christine Paul: Genealogies of the new aesthetic -- David Berry: The post-digital constellation -- Lukacs Mirocha: Communication models, aesthetics and ontology of the computational age revealed -- Katja Kwastek: How to be theorized: a f*** academic essay on the new aesthetic -- Daniel Pinkas: A hyperbolic new aesthetic -- Stamatia Portanova: The genius and the algorithm: reflections on the new aesthetic as a computer's vision (...)
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  44.  61
    Projections, Problem Space, and Anchoring.David Kirsh - 2009 - In N. A. Taatgen & H. van Rijn (eds.), Proceedings of the 31st Annual Conference of the Cognitive Science Society. pp. 2310--2315.
    When people make sense of situations, illustrations, instructions and problems they do more than just think with their heads. They gesture, talk, point, annotate, make notes and so on. What extra do they get from interacting with their environment in this way? To study this fundamental problem, I looked at how people project structure onto geometric drawings, visual proofs, and games like tic tac toe. Two experiments were run to learn more about projection. Projection is a special capacity, similar (...)
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  45.  2
    Technology and Transparency as Realist Narrative.Chad Vincent Harris - 2011 - Science, Technology, and Human Values 36 (1):82-107.
    Since the early 1990s, high-resolution satellite imagery and imagery data, made by a vast system of architectures that were formally developed and monopolized by the U.S. military—industrial command economy, have become more widely available to the civilian public through a combination of declassified data sets, commercial satellite operators and imagery vendors, and value-added resellers of imagery data. In the various discourses surrounding imagery and the systems that collect, interpret, and construct them, this wider availability is associated with an increasing ‘‘global (...)
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  46.  79
    What I Wish You Knew: Insights on Burnout, Inertia, Meltdown, and Shutdown From Autistic Youth.Jasmine Phung, Melanie Penner, Clémentine Pirlot & Christie Welch - 2021 - Frontiers in Psychology 12.
    Introduction: Burnout, inertia, meltdown, and shutdown have been identified as important parts of some autistic people’s lives. This study builds on our previous work that offered early academic descriptions of these phenomena, based on the perspectives of autistic adults.Objectives: This study aimed to explore the unique knowledge and insights of eight autistic children and youth to extend and refine our earlier description of burnout, inertia, and meltdown, with additional exploration of shutdown. We also aimed to explore how these youth cope (...)
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  47.  30
    Digital hermeneutics for the new age of cinema.Stacey O. Irwin - 2023 - AI and Society 38 (6):2207-2215.
    Philosophical and technoculture studies surrounding the existential understanding of the human–technology–world experience have seen a slow but steady increase that makes a turn to material hermeneutics in the second decade of the twenty-first century (Ihde in Postphenomenology: essays in the postmodern context. Northwestern University Press, Evanston, 1993; Capurro in AI Soc 25(1):35–42, 2010; Romele in Digital hermeneutics: philosophical investigations in new media and technologies. Routledge, Abingdon, 2020; among others). This renewed focus makes sense because human–technology–world experiences need to be interpreted. (...)
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  48.  51
    Bioethics Resources on the Web.National Reference Center for Bioethics Literature - 2000 - Kennedy Institute of Ethics Journal 10 (2):175-188.
    In lieu of an abstract, here is a brief excerpt of the content:Kennedy Institute of Ethics Journal 10.2 (2000) 175-188 [Access article in PDF] Scope Note 38 Bioethics Resources on the Web * Once described as an "enormous used book store with volumes stacked on shelves and tables and overflowing onto the floor" (Pool, Robert. 1994. Turning an Info-Glut into a Library. Science 266 (7 October): 20-22, p. 20), Internet resources now receive numerous levels of organization, from basic directory listings (...)
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    Playing With The Past.Erik M. Champion - 2010 - London: Springer.
    How can we increase awareness and understanding of other cultures using interactive digital visualizations of past civilizations? In order to answer the above question, this book first examines the needs and requirements of virtual travelers and virtual tourists. Is there a market for virtual travel? Erik Champion examines the overall success of current virtual environments, especially the phenomenon of computer gaming. Why are computer games and simulations so much more successful than other types of virtual environments? Arguments that virtual environments (...)
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  50.  31
    Testualità digitale e forme dell’argomentazione.Gino Roncaglia - 2011 - Quaestio 11:429-440.
    The paper offers a survey of different kinds of electronic textuality (e-mail, blog, sms, tweets, social networks, e-book), considered from the point of view of their ability to convey complex textual structures and arguments. While e-mail and sms are characterized by a low level of complexity, twitter hashtags allow for relatively complex threads to be built upon extremely short and simple messages. New web tools such as Storify.com represent a further step in the direction of building complexity out of simple (...)
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