Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
How women think robots perceive them – as if robots were men Matthijs Pontier
In previous studies, we developed an empirical account of user engagement with software agents. We
formalized this model, tested it for internal consistency, and implemented it into a series of software agents to
have them build up an affective relationship with their users. In addition, we equipped the agents with a module
for affective decision-making, as well as the capability to generate a series of emotions (e.g., joy and anger). As
follow-up of a successful pilot study with real users, the current paper employs a non-naïve version of a Turing
Test to compare an agent’s affective performance with that of a human. We compared the performance of an
agent equipped with our cognitive model to the performance of a human that controlled the agent in a Wizard
of Oz condition during a speed-dating experiment in which participants were told they were dealing with a
robot in bot h conditions. Participants did not detect any differences between the two conditions in the
emotions the agent experienced and in the way he supposedly perceived the participants. As is, our model can
be used for designing believable virtual agents or humanoid robots on the surface level of emotion expression.
The Pervasive Experience - project review July 2010Rob Manson
This document reviews the Pervasive Experience project. In this project the driving assumption is that increasingly pervasive, networked technologies are impacting our lives. The research question is: How is Pervasive Computing changing you?
Paper title: Syncretic Social Agency: Deterritorialised Robotics and Mixed Reality Data Transfer Systems.. Apolgies for formatting issues from this being a .doc!!
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
Roadshow & Workshop ARToolKit Dalam Rangka
National Competition of Augmented Reality (NCAR) 2016
Makassar, Gorontalo, Pontianak, Surabaya, Mataram, Yogyakarta, Banyumas, Padang, Medan, Denpasar
Maret 2016
Paint With Me: Stimulating Creativity and Empathy IEEE VR 2017 PresentationLynda Joy Gerry
Presentation of TGCV paper Paint With Me: Stimulating Creativity and Empathy While Painting with a Painter in Virtual Reality on March 22, 2017 at IEEE VR 2017 in Los Angeles.
The Pervasive Experience - project review July 2010Rob Manson
This document reviews the Pervasive Experience project. In this project the driving assumption is that increasingly pervasive, networked technologies are impacting our lives. The research question is: How is Pervasive Computing changing you?
Paper title: Syncretic Social Agency: Deterritorialised Robotics and Mixed Reality Data Transfer Systems.. Apolgies for formatting issues from this being a .doc!!
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus becoming a two way conduit between the user and the virtual environment. The device is intended to challenge what is considered an “interface” and draws on work in the area of Actor-Network theory to purposefully blur the boundary between man and machine. This allows for a more immersive experience, so rather than making the user feel like they are controlling an aircraft the intuitive interface allows the user to become the aircraft that is controlled by the movements of the user's hand. This device invites playful action and thrill. It bridges new territory on portable and low cost solutions for haptic controllers in a gaming context.
Roadshow & Workshop ARToolKit Dalam Rangka
National Competition of Augmented Reality (NCAR) 2016
Makassar, Gorontalo, Pontianak, Surabaya, Mataram, Yogyakarta, Banyumas, Padang, Medan, Denpasar
Maret 2016
Paint With Me: Stimulating Creativity and Empathy IEEE VR 2017 PresentationLynda Joy Gerry
Presentation of TGCV paper Paint With Me: Stimulating Creativity and Empathy While Painting with a Painter in Virtual Reality on March 22, 2017 at IEEE VR 2017 in Los Angeles.
The Emergence of Positive Technology: Potential Applications - Giuseppe Riva...Riva Giuseppe
It is generally assumed that technology assists individuals in improving the quality of their lives. However, the impact of new technologies and media on well-being and positive functioning is still somewhat controversial. In this presentation, I suggest that the quality of Personal Experience should become the guiding principle in the design and development of new technologies, as well as a primary metric for the evaluation of their applications. The emerging discipline of Positive Technology —the scientific and applied approach to the use of technology for improving the quality of our personal experience through its structuring, augmentation, and/or replacement— provides a useful framework to address this challenge. Specifically, I suggest that it is possible to use technology to influence three specific features of our experience—affective quality, engagement/actualization, and connect-edness—that serve to promote adaptive behaviors and positive functioning. In this framework, positive technologies are classified according to their effects on a specific feature of personal experience.
USER EXPERIENCE AND DIGITALLY TRANSFORMED/CONVERTED EMOTIONSIJMIT JOURNAL
In human natural interaction (human-human interaction), humans use speech beside the non-verbal cues
like facial expressions movements and gesture movements to express themselves. However, in (humancomputer
interactions), computer will use the non-verbal cues of human beings to determine the user
experience and usability of any software or application on the computer. We introduce a new model called
Measuring User Experience using Digitally Transformed/Converted Emotions (MUDE) which measures
two metrics of user experience(satisfaction and errors) , and compares them with SUS questionnaire results
by conducting an experiment for measuring the usability and user’s experience.
elievable Virtual Social Interactions
Which gesture indicates which emotion?
Is a different level of emotion conveyed by related gestures?
Do we need to use the same pose for conveying the same emotion and intensity for anthropomorphic characters as in human, or does the pose needs to be exaggerated?
How to design realistic body movement?
NeuroVR 1.5 - Open Source VR system for neuroscience and behavioral healthcareRiva Giuseppe
NeuroVR 1.5 is an open source virtual reality toolkit for researchers, psychologists and neuroscientists. Using it is possible to create custom virtual environments without any technical experience.
Lecture 2 in the COMP 4010 AR/VR class taught at the University of South Australia. This lecture is about VR Presence and Human Perception. Taught by Mark Billinghurst on August 6th 2019.
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Presentation from June 21, 2015 to researchers and PhD students at the Center for Biological Cybernetics at the Max Planck Institute in Tübingen (Germany).
REALTA’ VIRTUALE per il benessere individuale e socialeRiva Giuseppe
Le slide presentano il contenuto del nuovo libro di Giuseppe Riva e Andrea Gaggioli: "Realtà Virtuali: Gli aspetti psicologici delle tecnologie transformative e il loro impatto sull'esperienza umana" pubblicato da Giunti. Maggiori informazioni sul sito: www.virtualeartificiale.com
Neuroscience of Virtual Reality and Behavioral Change - Giuseppe Riva, Ph.D.Riva Giuseppe
Keynote at the 3rd Annual Innovation in Psychiatry and Behavioral Health - Stanford, October 6th 2017
The keynote discusses the added value provided by Virtual Reality (VR) in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. More, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that will open a new field - Embodied Medicine - in which the goal is not to change the physical body but the experience of the body. The possible practical application of Embodied Medicine in eating disorders and obesity is also presented and discussed
Lezione sugli Avatar di Stefano Triberti Riva Giuseppe
Lezione sugli Avatar di Stefano Triberti per il corso di Psicologia della Comunicazione tenuto con il Prof. Giuseppe Riva all'Università Cattolica di Milano
Lezione sulle tecnologie per l'empowerment della comunicazione di Stefano Tri...Riva Giuseppe
Lezione sulle tecnologie per l'empowerment della comunicazione di Stefano Triberti per il corso di Psicologia della Comunicazione tenuto con il Prof. Giuseppe Riva all'Università Cattolica di Milano
Lezione sui Nuovi Media - Ricreare la Comunicazione - di Stefano TribertiRiva Giuseppe
Lezione sui Nuovi Media - Ricreare la Comunicazione - di Stefano Triberti per il corso di Psicologia della Comunicazione tenuto con il Prof. Giuseppe Riva all'Università Cattolica di Milano
Lezione sulla Comunicazione Mediata da Computer e sui Social Media di Stefano...Riva Giuseppe
Lezione sulla Comunicazione Mediata da Computer e sui Social Media di Stefano Triberti per il corso di Psicologia della Comunicazione tenuto con il Prof. Giuseppe Riva all'Università Cattolica di Milano
Lezione di Captologia di Stefano TribertiRiva Giuseppe
Lezione di Captologia di Stefano Triberti per il corso di Psicologia della Comunicazione tenuto con il Prof. Giuseppe Riva all'Università Cattolica di Milano
IL RUOLO DELLA TECNOLOGIA NELLA PROFESSIONE PSICOLOGICA: Sfide Aperte e Nuove...Riva Giuseppe
Presentazione: "IL RUOLO DELLA TECNOLOGIA NELLA PROFESSIONE PSICOLOGICA: Sfide Aperte e Nuove Opportunità" di Giuseppe Riva all'interno del convegno “L’intervento psicologico tra luoghi virtuali e luoghi reali”
tenuto a Napoli il 4-5 maggio 2071 e organizzato da:
CONSIGLIO NAZIONALE DELL’ORDINE DEGLI PSICOLOGI
ORDINE DEGLI PSICOLOGI DELLA CAMPANIA & ASSESSORATO ALLE PARI OPPORTUNITA’ REGIONE CAMPANIA
Essere in un altro corpo, essere in un altro luogo. L'impatto neuropsicologic...Riva Giuseppe
Essere in un altro corpo, essere in un altro luogo. L’impatto neuropsicologico della realtà virtuale. Presentazione di Giuseppe Riva a "Contemporanea Mente", 3 Dicembre 2016, Napoli
Virtuale e Artificiale - L'intelligenza nella realtàRiva Giuseppe
"Virtuale e Artificiale - L'intelligenza nella realta'" - La presentazione di Giuseppe RIva allo IAB Forum 2016.
La presentazione discute del futuro del Digital Advertising raccontando il ruolo emergente giocato dalla realtà virtuale - che mira a diventare il mass medium dominante - e dall'Intelligenza Artificiale - che attraverso i Personal Digital Assistant vuole comprendere le intenzioni dei soggetti e supportarle in tempo reale (Marketing delle Intenzioni)
Interaction Design and Positive Emotions: How to increase happiness Riva Giuseppe
Interaction Design and Positive Emotions: How to increase happiness
Lezione di Vanessa de Luca al corso di Tecnologia Positiva della Laurea Magistrale in Psicologia del Benessere all'Università Cattolica di Milano - www.tecnologiapositiva.eu
WellBeing Specialist - Lo psicologo esperto di Benessere e CambiamentoRiva Giuseppe
Il corso di WellBeing Specialist, all'interno del corso di PsicoTecnologie per il Benessere, al primo anno della Laurea Magistrale in Psicologia del Benessere, all'Università Cattolica di Milano
Il primo passo del personal branding è identificare quali sono i nostri valori, le nostre qualità e i nostri sogni. Realizzarlo è un enorme passo avanti.
L’Engagement per la Creazione di Tecnologie Trasformative - Keynote - WUD Tor...Riva Giuseppe
Nella storia dell’interazione uomo-computer è possibile identificare un trend costante: rendere l’interazione con i nuovi media il più possibile simile a quella che ciascuno di noi ha all’interno di un ambiente reale. E questo ha reso i contenuti tecnologici sempre più delle esperienze aumentandone l’impatto sulla vita quotidiana delle persone. Ma in che modo questa trasformazione può essere utile al benessere delle persone? Come riuscire ad utilizzare la dimensione esperienziale della tecnologia per promuovere la crescita personale e sociale?
Una risposta a queste domande viene da una disciplina emergente, la «Tecnologia Positiva» (TP), E’ possibile definire la TP come l’utilizzo della tecnologia per modificare le caratteristiche della nostra esperienza personale - strutturandola, aumentandola o sostituendola con ambienti sintetici - al fine di migliorare la qualità della nostra esperienza personale, e aumentare il benessere in individui, organizzazioni e società.
Il quadro teorico psicologico su cui poggia la Tecnologia Positiva è la «Psicologia Positiva» una recente paradigma psicologico i cui fini generali sono conoscere le virtù e le capacità umane, e promuovere queste capacità per permettere ad individui, comunità e società di progredire. In particolare, la psicologia positiva identifica tre caratteristiche della nostra esperienza personale – qualità affettiva, engagement e relazione – che la tecnologia può utilizzare per a migliorare il benessere personale. L’intervento vuole presentare e discutere in che modo la tecnologia può raggiungere questo obiettivo, soffermandosi in particolare sul valore trasformativo dell’engagement e il suo ruolo nella creazione di tecnologie interattive e sociali.
SELFIE VOLTI, INDIVIDUI E SELF-EXPRESSION ONLINE: RISULTATI PRELIMINARI DI UN...Riva Giuseppe
SELFIE - VOLTI, INDIVIDUI E SELF-EXPRESSION ONLINE: RISULTATI PRELIMINARI DI UNA RICERCA SUL TEMA
Ricerca realizzata da LICENT, Università Cattolica in collaborazione con la Fondazione IBSA.
L’incontro quotidiano con i nuovi media e le tecnologie digitali ha un impatto straordinario sul nostro modo di essere e di vivere. In particolare, l’esperienza dell’individualità è rimessa in gioco nel contesto della continua interazione mediata e delle molteplici opportunità di condivisione, socializzazione e networking che le nuove tecnologie mettono a nostra disposizione. Come è cambiato, o sta cambiando, l’individuo in mezzo ai nuovi media? La ricerca vuole rispondere a questa domanda focalizzandosi sul fenomeno dei Selfie, la realizzazione di autoscatti per condividerli sui social media.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
Empowering NextGen Mobility via Large Action Model Infrastructure (LAMI): pav...
The NeuroPsychology of Presence
1. The Neuropsychology of Presence Giuseppe Riva , Ph.D. Department of Psychology Università Cattolica del Sacro Cuore, Milan, Italy ATN-P Lab. Istituto Auxologico Italiano, Milan, Italy E-mail: [email_address] http://www.emergingcommunication.com http://www.e-psychology.net http://www.ambientintelligence.org Applied Technology for Neuro-Psychology Lab .
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9. Is this true? What is better (Slater, 2004)? => Static vs dynamic Stereoscopic vs 2D Immersive vs non Immersive Tracking vs Mouse Meaningful vs Boring
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11. VR SYSTEMS Other Haptic Aural Visual VR - DISPLAYS Other Haptic Aural Visual VR - RENDER Other Haptic Aural Visual REPRESENTATION SENSORY ORGANS INPUT DEVICES Augmented Reality REAL WORLD VIRTUAL WORLD THE USER
12. VR SYSTEMS INPUT USER MONITORING (USER INPUT TO THE VIRTUAL WORLD) Tracking SENSORS Body Tracking Head Hands & Fingers Eyes Torso Feet Other: Temperature Perspiration Heart Rate Respiration Rate Emotional State Brain Waves Props Platforms Buttons Switches Valuators Ring Platform Kiosk Platform Ambulatory Platform Vehicle Platform (Cockpit) Stationary VR Display Platform Physical Input Devices Position Orientation Electromagnetic Mechanical Optical Videometric Ultrasonic Inertial Neural Direct Indirect Physical Controls Prop Platforms Sliders Dial
25. Presence Summary (EMMA project, 2004) Slater and Usoh (1993) “ Psychology is the physics of VR in the sense that the virtual environment is manufactured towards creating a cognitive state” ( R. Lauria, 1997 ) FACTORS CONTRIBUTING TO PRESENCE EXTERNAL FACTORS INTERNAL FACTORS COMMON PROCESSES INDIVIDUAL DIFFERENCES STRUCTURAL ASPECTS PSYCHOLOGICAL ASPECTS EMOTIONS
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36. Presence as feeling of being in an external world Presence as selection mechanism