Do you want to publish a course? Click here

Causes of discomfort in stereoscopic content: a review

69   0   0.0 ( 0 )
 Added by Miles Hansard
 Publication date 2017
and research's language is English




Ask ChatGPT about the research

This paper reviews the causes of discomfort in viewing stereoscopic content. These include objective factors, such as misaligned images, as well as subjective factors, such as excessive disparity. Different approaches to the measurement of visual discomfort are also reviewed, in relation to the underlying physiological and psychophysical processes. The importance of understanding these issues, in the context of new display technologies, is emphasized.



rate research

Read More

In this paper, a study aimed at investigating the effects of real (using eye tracking to determine the fixation) and simulated foveated blurring in immersive Virtual Reality is presented. Techniques to reduce the optical flow perceived at the visual field margins are often employed in immersive Virtual Reality environments to alleviate discomfort experienced when the visual motion perception does not correspond to the bodys acceleration. Although still preliminary, our results suggest that for participants with higher self-declared sensitivity to sickness, there might be an improvement for nausea when using blurring. The (perceived) difficulty of the task seems to improve when the real foveated method is used.
Personality has been identified as a vital factor in understanding the quality of human robot interactions. Despite this the research in this area remains fragmented and lacks a coherent framework. This makes it difficult to understand what we know and identify what we do not. As a result our knowledge of personality in human robot interactions has not kept pace with the deployment of robots in organizations or in our broader society. To address this shortcoming, this paper reviews 83 articles and 84 separate studies to assess the current state of human robot personality research. This review: (1) highlights major thematic research areas, (2) identifies gaps in the literature, (3) derives and presents major conclusions from the literature and (4) offers guidance for future research.
This paper presents a novel game prototype that uses music and motion detection as preventive medicine for the elderly. Given the aging populations around the globe, and the limited resources and staff able to care for these populations, eHealth solutions are becoming increasingly important, if not crucial, additions to modern healthcare and preventive medicine. Furthermore, because compliance rates for performing physical exercises are often quite low in the elderly, systems able to motivate and engage this population are a necessity. Our prototype uses music not only to engage listeners, but also to leverage the efficacy of music to improve mental and physical wellness. The game is based on a memory task to stimulate cognitive function, and requires users to perform physical gestures to mimic the playing of different musical instruments. To this end, the Microsoft Kinect sensor is used together with a newly developed gesture detection module in order to process users gestures. The resulting prototype system supports both cognitive functioning and physical strengthening in the elderly.
The proliferation of harmful content on online social media platforms has necessitated empirical understandings of experiences of harm online and the development of practices for harm mitigation. Both understandings of harm and approaches to mitigating that harm, often through content moderation, have implicitly embedded frameworks of prioritization - what forms of harm should be researched, how policy on harmful content should be implemented, and how harmful content should be moderated. To aid efforts of better understanding the variety of online harms, how they relate to one another, and how to prioritize harms relevant to research, policy, and practice, we present a theoretical framework of severity for harmful online content. By employing a grounded theory approach, we developed a framework of severity based on interviews and card-sorting activities conducted with 52 participants over the course of ten months. Through our analysis, we identified four Types of Harm (physical, emotional, relational, and financial) and eight Dimensions along which the severity of harm can be understood (perspectives, intent, agency, experience, scale, urgency, vulnerability, sphere). We describe how our framework can be applied to both research and policy settings towards deeper understandings of specific forms of harm (e.g., harassment) and prioritization frameworks when implementing policies encompassing many forms of harm.
115 - Alon Friedman , Paul Rosen 2021
In visualization education, both science and humanities, the literature is often divided into two parts: the design aspect and the analysis of the visualization. However, we find limited discussion on how to motivate and engage visualization students in the classroom. In the field of Writing Studies, researchers develop tools and frameworks for student peer review of writing. Based on the literature review from the field of Writing Studies, this paper proposes a new framework to implement visualization peer review in the classroom to engage todays students. This framework can be customized for incremental and double-blind review to inspire students and reinforce critical thinking about visualization.

suggested questions

comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا