ATHOS: a dATabase of 48 3D Human virtual characters with non-emOtional facial expreSsion for virtual reality

Author(s):  
Alice Cartaud ◽  
Yann Coello

An increasing number of studies in the Human and Social Sciences and Information and Communication Technologies and Sciences are conducted in virtual reality. Many of them use 3D human-like computer-generated characters in order to study social interactions in healthy participants, or the effect mental illness or neurological disorder on social cognition. However, free access to virtual characters is still not straightforward with often a lack of psychological evaluation of available characters. We present here the ATHOS database composed of 48 Caucasian male and female virtual characters with non-emotional facial expression available in the FBX file format. For each of them, we provide an evaluation in terms of valence, reliability, sympathy and sociability. Concerning these evaluations, inter-rater reliability analysis revealed a good degree of agreement among raters (between 0.85 and 0.98) and a cluster analysis highlighted a division of the virtual characters into three groups (low, medium and high evaluation scores). The ATHOS database of virtual characters, available in open access, can be used for many different purposes including the development of social immersive virtual environments, cognitive assessments or even rehabilitation programs in the health domain.

The present work presents a research carried out with 6th and 7th grade students of Elementary School II at Escola Municipal Mon. Walfredo Gurgel Alto do Rodrigues/RN, aiming to encourage the use of materials such as Ruler and Square in Mathematics classes and to know your opinion about the use of Augmented Reality and Virtual Reality glasses. This aimed at a reflective analysis of how the inclusion of technologies in education can enhance learning when the use of multimedia resources that help in understanding mathematical concepts or that enable a dynamic visualization of the object of study are encouraged. She seeks to know what the contribution of this device to the teaching and learning process of Mathematics. Methodologically, the work is characterized as an exploratory research of qualitative and quantitative nature, with a bias towards a case study, with data collected through a semi-structured questionnaire with 102 students. We can count on an interdisciplinary planning to present the programmed contents with more meaning. The results were analyzed based on the research instruments and the testimonies of the students, in addition to a brief study on information and communication technologies applied to learning. Thus, the data are organized in graphs where the research findings are expressed.


Author(s):  
Ahmad Hoirul Basori ◽  
Hani Moaiteq Abdullah AlJahdali

<p>The virtual human play vital roles in virtual reality and game. The process of Enriching the virtual human through their expression is one of the aspect that most researcher studied and improved. This study aims to demonstrate the combination of facial action units (FACS) and facial muscle to produce a realistic facial expression. The result of experiment succeed on producing particular expression such as anger, happy, sad which are able to convey the emotional state of the virtual human. This achievement is believed to bring full mental immersion towards virtual human and audience. The future works will able to generate a complex virtual human expression that combine physical factos such as wrinkle, fluid dynamics for tears or sweating.</p>


First Monday ◽  
2014 ◽  
Author(s):  
Steven Corbett

This paper explores the hacker work ethic in a case study of Access Space, a free media lab in Sheffield, United Kingdom, which provides free access to information and communication technologies (ICTs). It is suggested that the hacker work ethic allows participants at Access Space to become socially and digitally included in an empowering way. This aspect of ICT culture is explored in the context of social and technological changes from a public sphere perspective (Habermas, 1989). Access Space is described as part of a hacker counter-public sphere that challenges the dominant trend towards the commodification of ICTs by engaging the principles of the hacker work ethic in social practice. With a move towards informationalism as the ideology of the techno-capitalist age (Castells, 1996; Kellner, 1989), adopting the hacker work ethic in wider social practice may promote empowerment, social and digital inclusion, and critical engagement with ICTs and wider society.


2015 ◽  
Vol 28 (4) ◽  
pp. 823-835 ◽  
Author(s):  
Tânia Brusque Crocetta ◽  
Sandra Rogéria de Oliveira ◽  
Carla Maria de Liz ◽  
Alexandro Andrade

Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.


10.14201/3156 ◽  
2009 ◽  
Vol 21 (1) ◽  
Author(s):  
Antonio Bernal Guerrero

RESUMEN: La expansión de las tecnologías de la información y de la comunicación está favoreciendo el origen de una sociedad globalizada, caracterizada por las redes. Eeste avance tecnológico y sus formas de intercambios, que afectan a la vida privada y a la cotidianeidad, van provocando una profunda transformación social ajustada a nuestro tiempo. La cultura del ciberespacio forma parte de nuestra cultura y, a su vez, la remodela. Eel mundo en que vivimos se caracteriza por un complejo entramado de sistemas sociales y técnicos que reclaman una nueva concepción del aprendizaje. Precisamos desarrollar criterios de pensamiento y de organización críticos, emanados prospectivamente de la existencia actual y vinculados a las nuevas realidades culturales. La ciencia y la técnica que constituyen el ciberespacio han de aceptarse como mecanismos de organización social en un mundo crecientemente tecnificado.ABSTRACT: The growth of information and communication technologies is favouring the origin of a global society, characterised by social nets. This technological step forward and its different ways of interchange, which affect private life and daily life as well, are producing a deep social change adjusted to our time. The culture of cyberspace is part of our general culture, and it is reshaping it at the same time. The world in which we live is characterised by a complex net of social and technical systems requiring new ways of learning. Wwe need to develop critical criteria for the way we think and organise society, which emanate in a prospective way from the current life and linked to new cultural realities. Science and technique, which together form the cyberspace, have to be accepted as mechanisms of social organisation in a world with more and more technology. Key words: cyberspace, virtual reality, complex systems, identity, learning, postmodernism, theory of education.SOMMAIRE: L’expansion des technologies de l’information et de la communication est en train de favoriser l’apparition d’une société mondialisée, caractérisée par les réseaux. Ce progrès technologique et ses formes d’échange, qui affectent la vie privée et le quotidien, provoquent un processus de profonde transformation sociale adaptée à notre temps. La culture du cyberespace fait partie de notre culture, tout en la remodelant. Le monde où nous vivons se caractérise par un tissu complexe de systèmes sociaux et techniques qui réclament une nouvelle conception de l’apprentissage. Il nous faut développer des critères de pensée et d’organisation critiques, émanant prospectivement de ce qui existe actuellement, et liés aux nouvelles réalités culturelles. La science et la technique qui constituent le cyberespace doivent être acceptées comme des mécanismes d’organisation sociale dans un monde de plus en plus technifié.


2019 ◽  
Vol 24 (1) ◽  
pp. 64-70
Author(s):  
Cristian Adarve Gómez ◽  
Dily Alexandra Castillo Carvajal ◽  
Erika Juliett Restrepo Zapata ◽  
Hernán Villar-Vega

Information and Communication Technologies (ICT) are considered as crucial elements in educational processes, as they constitute relevant and necessary tools in the search for higher levels of socioeconomic development. In this context, ICTs have raised the challenge of finding pedagogical models that maximize their impact on teachers and students. The Business Services and Management Center of the SENA Regional Antioquia has a wide range of technical training programs, for a rapid immersion into the labor market, which implies the use of training technologies to ease the understanding of theoretical concepts and the practice of technical procedures. In addition, these programs require the development of skills allowing their students to perform correctly in the workplace. Considering the above, videogames arise as an alternative tool for training operations. This article presents a review of training tools based on virtual reality, focusing mainly on the design of the game elements and their dynamics, which can contribute to magnify user experiences. Moreover, we present some projects showing success stories in the learning process and discussing the impact of the elements and game mechanics.


2021 ◽  
Vol 11 (22) ◽  
pp. 10586
Author(s):  
Yongkang Xing ◽  
Zhanti Liang ◽  
Conor Fahy ◽  
Jethro Shell ◽  
Kexin Guan ◽  
...  

Advances in information and communication technologies have created a range of new products and services for the well-being of society. Virtual Reality (VR) technology has shown enormous potential in educational, commercial, and medical fields. The recent COVID-19 outbreak highlights a poor global performance in communicating epidemic knowledge to the public. Considering the potential of VR, the research starts from analyzing how to use VR technology to improve public education in COVID-19. The research uses Virtual Storytelling Technology (VST) to promote enthusiasm in user participation. A Plot-based VR education system is proposed in order to provide an immersive, explorative, educational experiences. The system includes three primary modules: the Tutorial Module, the Preparation Module, and the Investigation Module. To remove any potential confusion in the user, the research aims to avoid extremely complicated medical professional content and uses interactive, entertainment methods to improve user participation. In order to evaluate the performance efficiency of the system, we conducted performance evaluations and a user study with 80 participants. Compared with traditional education, the experimental results show that the VR education system can used as an effective educational tool for epidemic (COVID-19) fundamental knowledge. The VR technology can assist government agencies and public organizations to increase public understanding of the spread the epidemic (COVID-19).


Author(s):  
Mychailo V. Kostytsky ◽  
Nataliia V. Kushakova-Kostytska ◽  
Ivan V. Serdiuk ◽  
Oleg I. Gvozdik ◽  
Oleg V. Pavlyshyn

This article analyzes the main conceptual approaches to understand a new type of information society. The methodology used in terms of intellectual operations to process information combined the dialectical method, historical method, comparative method, systemic and functional method, formal and logical method. The formation of the information society is the result of the new global social revolution that is based on the explosive nature of development and the convergence of information and communication technologies. It is a knowledge society, where the main condition for the well-being of each person and each state is the knowledge acquired due to free access and the ability to work with information. By way of conclusion, everything indicates that the main value of the information society is the formation of open access information spaces that improve the quality of life and human capacities, and promote the development of open societies.


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