نتایج جستجو برای: anomalous area
تعداد نتایج: 620036 فیلتر نتایج به سال:
The closed nature of geochemical data has been proven in many studies. Compositional data have special properties that mean that standard statistical methods cannot be used to analyse them. These data imply a particular geometry called Aitchison geometry in the simplex space. For analysis, the dataset must first be opened by the various transformations provided. One of the most popular of the a...
Research and exploration of the remaining relics from the past has special importance in identifying the date, history and the identity of a country. Development and the advancement of human knowledge have offered new methods for the detection archaeological sites that by using them without the need for excavation and destruction of antiquities can be found useful information. Today, the non-de...
This article aims at showing that the meaning of ‘presence’ is closely linked to the concept we have of reality, in particular, to the ontology which we more or less explicitly adopt, and that different ontological positions generate different definitions of ‘presence’, ‘telepresence’ and ‘virtual presence’. This leads us to propose a ‘cultural’ concept of presence as a social construction, bas...
With the increase of computer game users, violent games have attracted attention because of their potential for effects on user behaviors. However, as most violent game studies have focused mainly on aggression, there are relatively few studies about the advertising effects in violent games. Based on the General Aggression Model (GAM), this study investigated whether sensory realism cues (blood...
Previous research has shown that even low end-to-end latency can have adverse effects on performance in virtual environments (VE). This paper reports on an experiment investigating the effect of latency on other metrics of VE effectiveness: physiological response, simulator sickness, and self-reported sense of presence. The VE used in the study includes two rooms: the first is normal and non-th...
Based on a distributed architecture for real-time collection and broadcast of haptic information to multiple participants, heterogeneous haptic devices (the PHANToM and the CyberGrasp) were used in an experiment to test the performance accuracy and sense of presence of participants engaged in a task involving mutual touch. In the experiment, the hands of CyberGrasp users were modeled for the co...
This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explo...
This user study investigated how rendering quality contributes to the sense of presence and level of task performance of participants in a virtual environment. Fiftyfive participants performed the task of dropping four objects in a two-room, virtual environment which was drawn with varying degrees of texture and lighting quality. Their physiological reactions were measured along with their accu...
In an initial section, operators' sense of remote presence during teleoperation or use of virtual environment interfaces is analyzed as to what characteristics it should have to qualify it as an explanatory scientific construct. But the implicit goal of designing virtual environment interfaces to maximize presence is itself questioned in a second section in which examples of human-machine inter...
We provide a battery of examples of delusions against which theoretical accounts can be tested. Then we identify neuropsychological anomalies that could produce the unusual experiences that may lead, in turn, to the delusions in our battery. However, we argue against Maher’s view that delusions are false beliefs that arise as normal responses to anomalous experiences. We propose, instead, that ...
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