Cyber-Physical Systems, Blended Tool Environments, and Playful Creativity

Author(s):  
Robert E. Wendrich

All tools humanity uses are extensions of their physical and/or virtual reach, towards a specific purpose or to fulfill a particular, specified, or dedicated task. The tool is handled, initiated and actively guided to participate in interaction, perception, and/or interpretation of the world around us. Tools mediate in action and interaction, like handling a toothbrush to gain a fresh set of cleaned teeth or to use a hammer to pound nails in a material. The real physicality of these human interactions convey a lot of information and creates knowledge in various levels of insight and understanding. Not only in terms of feeling satisfied in the accomplishment of a task, but also in the experience of tool use and succesful interaction. Furthermore, metacognitive aspects of tool use occur when human beings and tools work together and can be seen as an action-based method of advancing knowledge. In the quotidian, a mixture of tools (i.e. used, embedded) and tool activities occur to directly or indirectly interact with our physical and virtual surroundings, things, or systems. Analogue tools, like e.g. knives, pens, chairs and cars have different complexities, but through communicated ’meaning’ (Dewey, 2005) [9], these artifacts possess a distinct quality and intrinsic interaction of use. Some of these tools have very simple but effective use qualities and therefore are most of the time easy to understand in function and use. Other more sophisticated tools imply more study and demand lots of exercise (i.e. high learning threshold) in order to get the full benefit, function and gain in user experience (UX) and results. In the digital and virtual realms many varieties of computational tools are encountered. As a consequence, many categories and levels of tool use, usage through interaction, usability, user-skills and UX happen. The last decades showed a plethora of tool applications and tool interactions that eluded many users, consequently leading to misinterpretation, misguidance, frustration, reduction and inert mediocrity. Not to speculate that digital innovations and tools are defunct gadgets or not worthy of inclusion in daily life. On the contrary, digital technology plays a crucial role in our understanding of the physical and virtual worlds that co-exists and give us much broader boundless experiences and perspectives than ever before. The problem with most digital tools is, the constructed user interface (UI) and user interaction (UA) between a user and machine, as shown in, for example; Carroll, 1991 [5], Carroll, 2002 [6], Dix, 2009 [10], Hartson, 2003 [16], Piumsomboon et al., 2017 [31], Wendrich, 2016 [44], Rogers, 2011 [33]. This in turn has lead to more study and research being conducted on this subject over the last decades, what somehow lead to more confusion and misapprehension. Incremental improvements in UI have been explored and became a sort of standard, new approaches to UIs and UAs have appeared and wiped others, in some cases e.g. multi-touch sensing surfaces became a next step in interacting with the digital-virtual realms. This in turn lead to a leap in applications software (app) design to create tools that were easy to manipulate and use by swiping fingers across high-definition interactive icons to work the tool. However, how feebly, fleetly or superficial this type of mediated interactions may seem, somehow it became a prefered way of ’doing things.’ Gradually this kind of interaction became the standard, encroached with instant gratification and satisfaction. Eventually, everything is an approximation with human frailty, so is tool use and are tools, Figure 19.1.

2016 ◽  
Vol 9 (3) ◽  
Author(s):  
Stefano Gualeni

Problems and questions originally raised by Robert Nozick in his famous thought experiment ‘The Experience Machine’ are frequently invoked in the current discourse concerning virtual worlds. Having conceptualized his Gedankenexperiment in the early seventies, Nozick could not fully anticipate the numerous and profound ways in which the diffusion of computer simulations and video games came to affect the Western world.This article does not articulate whether or not the virtual worlds of video games, digital simulations, and virtual technologies currently actualize (or will actualize) Nozick’s thought experiment. Instead, it proposes a philosophical reflection that focuses on human experiences in the upcoming age of their ‘technical reproducibility’.In pursuing that objective, this article integrates and supplements some of the interrogatives proposed in Robert Nozick’s thought experiment. More specifically, through the lenses of existentialism and philosophy of technology, this article tackles the technical and cultural heritage of virtual reality, and unpacks its potential to function as a tool for self-discovery and self-construction. Ultimately, it provides an interpretation of virtual technologies as novel existential domains. Virtual worlds will not be understood as the contexts where human beings can find completion and satisfaction, but rather as instruments that enable us to embrace ourselves and negotiate with various aspects of our (individual as well as collective) existence in previously-unexperienced guises.


2009 ◽  
Vol 65 (1) ◽  
Author(s):  
Annelize Endres ◽  
Yolanda Dreyer

Acute trauma, and Rudolf Otto’s psychology of religion theory as means for healingEmpirical studies confirm that quantitative research is limited as far as the analysis, description and explanation of traumatic experiences are concerned. It is after all virtually impossible to quantify emotions. This article aims to overcome this obstacle by applying Rudolf Otto’s theory of psychology of religion, and more specifically his theory on the transformation of fear (tremens) into awe (fascinans), to pastoral care with traumatised persons. Trauma is the internal experience of an external event, and causes fear and alienation. In psychology of religion, fear pertains to alienation from God and fellow believers, whereas awe refers to the emotionally laden response to transcendence. Moving from fear to awe leads to wholeness within a person, and peace in human interactions. Wholeness overcomes alienation, and facilitates respect for God and fellow human beings. Both fear and awe belong to what Otto calls the ‘numinous’, which is conceptualised in terms of pastoral care in this article.


2012 ◽  
Vol 490-495 ◽  
pp. 1821-1825
Author(s):  
Shao Wei Zeng ◽  
Zhu Liang

Foreground extraction is a very important operation in the image processing of the computers. Its purpose is to extract the area that human beings are interested in from the complicated background, which is beneficial for the subsequent operations such as background exchange, changes of the perspective effect and image mosaicing and so on. However, it is actually an ill-posed problem to determine whether a pixel belongs to the foreground. It is usually hard to acquire an accurate solution from the initial image. Therefore, the foreground extraction algorithm generally needs the user interaction. This paper has put forward a kind of rapid foreground extraction algorithm with the user interaction form of Trimap. On the one hand, our Trimap is quite simple. The users are able to understand the influence of Trimap on the productive resultants visually. On the other hand, with the help of Trimap, we are able to lessen the area that needs to be calculated in a large degree, which can rapidly finish the work of foreground extraction.


Author(s):  
JUAN JOSE CUADRADO-GALLEGO ◽  
BORJA MARTIN HERRERA ◽  
OSCAR PASTOR ◽  
BEATRIZ MARÍN

Applying new learning methodologies in education, such as visual learning based on virtual reality and three-dimensional (3D) environments, is an important aspect in education, since it offers possibilities that can remarkably improve the current education system. Technological advances, along with the chance to create and represent the varying contents offered by information technologies, make the new learning methodologies the focus of attention in the future. Currently, 3D methodologies are only used in Computer Science to improve physical characteristics (virtual laboratories, virtual worlds, etc.), but they are not used to improve the internal mental processes by which human beings understand and retain abstract concepts. In these cases, the use of visual learning helps to clarify them. In Computer Science, particularly in Software measurement courses, the complexity of the concepts is possibly greater than in other courses because there is a lot of learning material that is based on abstract concepts that students find hard to recognize in the real world. In this paper, we present a visual environment that can be used to learn software measurement concepts like the IFPUG functional size measurement method. To validate the new learning model, an experiment was carried out.


2021 ◽  
Vol 10 (3) ◽  
pp. 202-208
Author(s):  
Azhin Tahir Sabir

Human gait identification is a behavioral biometric technology which can be used to monitor human beings without user interaction. Recent researches are more focused on investigating gait as one of the biometric traits.  Further, gait recognition aims to analyze and identify human behavioral activities and may be implemented in different scenarios including access control and criminal analysis. However, using various techniques in relation to image processing and obtaining better accuracy are remaining challenges. In last decade, Microsoft has introduced the Kinect sensor as an innovative sensor to provide image characteristics, precisely. Therefore, this article uses a Kinect sensor to extract gait characteristics to be used in individual recognition. A set of Triangulated shape are generated as new feature vector and called Triangulated Skeletal Model (TSM). Nearest Neighbor technique is utilized to do the recognition issue based on leave-one-out strategy. The experimental outcomes indicated that the recommended technique provides significant results and outperforms other comparative similar techniques with accuracy of 93.46%.  


2021 ◽  
Author(s):  
◽  
Nicholas Wellwood

<p>Upper limb rehabilitation after stroke is vital to the recovery of a patient’s range of motion, dexterity and strength (Jauch et al, 2010, p. 824). Rehabilitative practises are diverse and met with varying levels of success (Brewer et al, 2012, p. 11). This research is concerned with action observation therapy and its potential for neural reorganization through consistent repetition of prescribed physiotherapy exercises.  Action observation utilizes mirror neurons to stimulate neural strengthening and recovery (Ertelt et al, 2007, p. 172). The observation of an expert completion of an action by either the patient, a representation of the patient or someone else fires the corresponding mirror neuron (Fogassi et al, 2005, p. 662). Mirror neurons’ ability to be fired under multiple conditions allow a patient who is unable to complete an action, in this case a physiotherapy exercise, to still receive the neural benefit just by observing the action (Ertelt et al, 2007, p. 165).  In collaboration with sensory devices in a virtual medium, action observation will be used to create a dynamic and engaging simulation with the intent of providing a physiotherapy experience that progresses in difficulty. Incremental difficulty will ensure patients are being pushed to their limits in a controlled and monitored environment (IJsselsteijn, 2007, p. 27).  Neural reorganization requires a large number of repetitions of exercises over extended periods of time creating rehabilitative experiences that have traditionally been tedious and mundane (Merians et al, 2002, p. 898; O’Dell, Lin & Harrison, 2009, p. 55). Gamification of traditional methods can engage the patient over an extended period of time By masking the repetitive nature of the exercises with a fun experience, patients can receive the full benefit of the treatment while performing enjoyable tasks (Muzzaffa et al, 2013, p. 69).</p>


2021 ◽  
Author(s):  
◽  
Nicholas Wellwood

<p>Upper limb rehabilitation after stroke is vital to the recovery of a patient’s range of motion, dexterity and strength (Jauch et al, 2010, p. 824). Rehabilitative practises are diverse and met with varying levels of success (Brewer et al, 2012, p. 11). This research is concerned with action observation therapy and its potential for neural reorganization through consistent repetition of prescribed physiotherapy exercises.  Action observation utilizes mirror neurons to stimulate neural strengthening and recovery (Ertelt et al, 2007, p. 172). The observation of an expert completion of an action by either the patient, a representation of the patient or someone else fires the corresponding mirror neuron (Fogassi et al, 2005, p. 662). Mirror neurons’ ability to be fired under multiple conditions allow a patient who is unable to complete an action, in this case a physiotherapy exercise, to still receive the neural benefit just by observing the action (Ertelt et al, 2007, p. 165).  In collaboration with sensory devices in a virtual medium, action observation will be used to create a dynamic and engaging simulation with the intent of providing a physiotherapy experience that progresses in difficulty. Incremental difficulty will ensure patients are being pushed to their limits in a controlled and monitored environment (IJsselsteijn, 2007, p. 27).  Neural reorganization requires a large number of repetitions of exercises over extended periods of time creating rehabilitative experiences that have traditionally been tedious and mundane (Merians et al, 2002, p. 898; O’Dell, Lin & Harrison, 2009, p. 55). Gamification of traditional methods can engage the patient over an extended period of time By masking the repetitive nature of the exercises with a fun experience, patients can receive the full benefit of the treatment while performing enjoyable tasks (Muzzaffa et al, 2013, p. 69).</p>


Author(s):  
K. Saraswathi ◽  
K. Selvam

Ecosystem services offered by two native tree species viz. Azadirachta indica, Morinda tinctoria, and four exotic species viz. Tamarindus indica, Prosopis juliflora, Leucaena leucocephala, and Ipomoea carnea in the Mathippanur village of Madurai district, Tamil Nadu, India were assessed to augment their valuable ecosystem services and to get the management strategy for sustainable use. The selected plant species provide economic benefit through their products, regulating soil health, sequestering carbon, and supporting nests of animals. However, they cause discomfort to the associated vegetation and human beings. Both native and exotic species play a crucial role in the ecosystem and the removal of exotic species will lead to disturbance in the ecosystem resilience. For sustainable management, mixed plantations of tree species can be raised in barren and fallow lands. The plantations will aid in monetary support to the local inhabitants, people’s participation in resource management and conservation, and effective use of land and tree services.


Author(s):  
Alberto Bucciero ◽  
Nicoletta Di Blas ◽  
Luca Mainetti ◽  
Paolo Paolini ◽  
Caterina Poggi

This chapter is about how to make an effective use of MUVEs (Multi-Users Virtual Environments) in formal education. It draws on the authors’ experience with four different programs deployed since 2002 involving, so far, more than 9,000 students from 18 European countries including Israel and the USA. The chapter is intended as a set of “lessons learned” on all of the relevant aspects of this kind of enterprise, from design to implementation and actual deployment. It is therefore meant as a short “users” guide for building effective and engaging edutainment experiences in virtual worlds.


Author(s):  
Robert B. Kerstein, DMD ◽  
Robert Anselmi

The newly designed T-Scan 8 Computerized Occlusal Analysis system represents the state-of-the-art in occlusal diagnosis. The reliability of the system's high definition recording sensors, the many occlusal analysis timing and force software features, and the modern-day computer hardware electronics that record occlusal function in 0.003 second real-time increments affords a clinician unparalleled occlusal contact timing and force information with which to predictably diagnose and treat many occlusal abnormalities. T-Scan 8 represents the culmination of 30 years of T-Scan technology innovation and development with revised desktop graphics and less toolbar buttons for simpler graphical display designed to shorten the T-Scan learning curve. The chapter also discusses five useful diagnostic occlusal recordings employed when treating commonly observed occlusal problems. Lastly, the chapter outlines the three Learning Levels of T-Scan mastery that must be accomplished for a clinician to become an effective and competent T-Scan user.


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