The Effect of Perceptual Interaction on Social Realities, and Continued Viewing Intention in YouTube Using Golf Contents.

2020 ◽  
Vol 14 (4) ◽  
pp. 183-193
Author(s):  
A-Lam Jung ◽  
2021 ◽  
pp. 147807712110253
Author(s):  
Vernelle AA Noel ◽  
Yana Boeva ◽  
Hayri Dortdivanlioglu

Digital fabrication and its cultivated spaces promise to break disciplinary boundaries and enable access to its technologies and computation for the broader public. This paper examines the trope of “access” in digital fabrication, design, and craft, and illustrates how it unfolds in these spaces and practices. An equitable future is one that builds on and creates space for multiple bodies, knowledges, and skills; allows perceptual interaction and corporeal engagement with people, materials, and tools; and employs technologies accessible to broad groups of society. By conducting comparative and transnational ethnographic studies at digital fabrication and crafting sites, and performing craft-centered computational design studies, we offer a critical description of what access looks like in an equitable future that includes digital fabrication. The study highlights the need to examine universal conceptions and study how they are operationalized in broader narratives and design pedagogy traditions.


Author(s):  
Robert Patterson ◽  
Wayne L. Martin

This paper reviews much of the basic literature on stereopsis for the purpose of providing information about the ability of humans to utilize stereoscopic information under operational conditions. This review is organized around five functional topics that may be important for the design of many stereoscopic display systems: geometry of stereoscopic depth perception, visual persistence, perceptual interaction among stereoscopic stimuli, neurophysiology of stereopsis, and theoretical considerations. The paper concludes with the presentation of several basic ideas related to the design of stereoscopic displays.


i-Perception ◽  
2017 ◽  
Vol 8 (1) ◽  
pp. 204166951668226
Author(s):  
Tomomi Koizumi ◽  
Hiroyuki Ito ◽  
Shoji Sunaga ◽  
Masaki Ogawa

Previous studies have demonstrated that the perception of shading is based upon assumptions about lighting direction, for example, light from above. However, it is not clear whether these assumptions are used in the perception of cast shadows. Moreover, it is unclear whether a perceptual interaction exists between shading and cast shadows because until now they have been studied separately. In this study, we investigated through three experiments whether the light-from-above (or another direction) assumption is used in interpreting ambiguous cast shadows, and whether shading information influences the interpretation of cast shadows. Our results indicate the existence of the light-from-above assumption in interpreting cast shadows. Consistent shading information enhanced the interpretation, and judgments of lighting direction were also based on both cast shadow and shading information. However, the perceptual determination of shape from shading was relatively independent of the cast shadow interpretation or the lighting direction judgments of the scene.


2014 ◽  
Vol 62 (12) ◽  
pp. 2469-2478 ◽  
Author(s):  
Panagiotis Stamatopoulos ◽  
Eric Frérot ◽  
Sophie Tempère ◽  
Alexandre Pons ◽  
Philippe Darriet

2021 ◽  
Vol 10 (34) ◽  
Author(s):  
L.G DZHIOEVA ◽  

The article is devoted to identifying the role of gaming teaching technologies in the professional development of students - future lawyers. In the article, the author proves the thesis that gaming teaching technologies contribute to the implementation of such functions as: an activating function aimed at stimulating the cognitive interest of students both in theoretical knowledge and practical skills for the implementation of successful professional activities; developing, aimed at the formation of sustainable professional mobility on the basis of mastered professional and general professional competencies; psychological, which consists in the formation of the main mental cognitive processes, including: attention, imagination, thinking, speech, memory; communicative, aimed at developing the ability to business communication; educational, contributing to the regulation of interpersonal relations on the basis of social-perceptual interaction. Analysis and interpretation of the results of numerous studies made it possible to conclude in the article that in the course of the educational process, an integrated solution of the tasks of teaching, upbringing and the formation of the student's personality is carried out in the framework of training a highly qualified lawyer with the ability to fiercely compete in the modern labor market, expressing the most important guarantees of ensuring successful employment. The game technology of teaching in the article is presented as a reproduction of a genuine professional situation in which all students participate and have the opportunity to realize their individual status roles, in which simplified models of future professional activities are expressed. The main purpose of the article is to establish the role and place of gaming teaching technologies in the formation and development of a student's personality as a future qualified lawyer, ready for successful creative professional activity.


1975 ◽  
Author(s):  
Birgitta Berglund ◽  
Ulf Berglund ◽  
Thomas Lindvall

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