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2022 ◽  
Author(s):  
Hessam Djavaherpour ◽  
Ali Mahdavi-Amiri ◽  
Faramarz Samavati

Geospatial datasets are too complex to easily visualize and understand on a computer screen. Combining digital fabrication with a discrete global grid system (DGGS) can produce physical models of the Earth for visualizing multiresolution geospatial datasets. This proposed approach includes a mechanism for attaching a set of 3D printed segments to produce a scalable model of the Earth. The authors have produced two models that support the attachment of different datasets both in 2D and 3D format.


2022 ◽  
Vol 132 ◽  
pp. 01019
Author(s):  
Hyejin Bang

Despite many studies on the effect of MM on advertising, previous studies on MM considered MM a homogenous phenomenon. Further, whether and how media-related factors predict different modes of MM and how this behavior affects ad processing has been unknown. To fill this gap, the purpose of this study was to examine (a) the effect of program-genre on the occurrence of different modes of media multitasking (MM; utilitarian MM vs. hedonic MM) and (b) how different modes of MM influence the way viewers process ads on the primary screen (i.e., computer screen). A lab-based experiment yielded data for testing the hypotheses. The findings suggest that findings suggest that MM can be classified into two distinct modes: utilitarian MM and hedonic MM. Further, the findings show that participants who watched the sitcom tended to engage in a higher amount of utilitarian MM than those who watched the suspenseful drama; however, both groups engaged in a comparable amount of hedonic MM. The findings also indicate that participants who watched the sitcom demonstrated a lower level of ad memory than those who watched the suspenseful drama. The current study provides meaningful theoretical implications. Further, this study provides useful implications for advertising practitioners and marketers.


2021 ◽  
Vol 4 (4) ◽  
pp. 118-122
Author(s):  
Tan Kooi Lim ◽  
Ahmad Zumali Mohammad ◽  
Mohd Noor Bin Ismail

This Basic Arduino Learning Kit in Robotics is developed to help someone who wants to learn the basic concepts of Arduino and its operation in the field of robotics which is becoming increasingly important in our daily lives. In this learning kit, it provides three practical works that allow students to deepen their knowledge of the Arduino Uno microcontroller in robotics step by step. In Practical Work 1, students are exposed to the experiment of lighting three LED lights with pattern of running lights and flashing lights. In Practical Work 2, students are exposed to measurement work using ultrasonic detector and displaying its reading on a computer screen and on the screen of a mobile phone with the Android operating system via a Bluetooth module. In Practical Work 3, students are shown how to build a three -wheeled prototype robot and how to control the robot using a mobile phone with the Android operating system. The effectiveness of this learning kit has been tested in a learning workshop on 21 Pre-Diploma students of the Session of June 2020 Polytechnic of Sultan Mizan Zainal Abidin and has shown very encouraging feedback.


2021 ◽  
Author(s):  
Mieke Sarah Slim ◽  
Robert Hartsuiker

The visual world paradigm is one of the most influential paradigms to study real-time language processing. The present study tested whether visual world studies can be moved online, using PCIbex software (Zehr & Schwarz, 2018) and the WebGazer.js algorithm (Papoutsaki et al., 2016) to collect eye-movement data. Experiment 1 was a fixation task in which the participants looked at a fixation cross in multiple positions on the computer screen. Experiment 2 was a web-based replication of a visual world experiment by Dijkgraaf, Hartsuiker and Duyck (2017). Firstly, both experiments revealed that the spatial accuracy of the data allowed us to distinguish looks across the four quadrants of the computer screen. This suggest that the spatial resolution of WebGazer.js is fine-grained enough for most visual world experiments (which typically involve a four-by-four quadrant-based set-up of the visual display). Secondly, both experiments revealed a delay of roughly 300 ms in the time course of the eye movements, most likely caused by the internal processing speed of the browser or WebGazer.js. This delay can be problematic in studying questions that require a fine-grained temporal resolution and requires further investigation.


2021 ◽  
Vol 12 (5) ◽  
pp. 29-35
Author(s):  
K. Grendova ◽  
M. Machajova ◽  
K. Bartkova

Objective: The aim was to analyze preferred free time activi- ties of adolescents / university students Design: Cross-sectional study Participants: The inclusion criteria for participants were full- time university students with amaximum age of 25 years. The study involved atotal of 173 students. Methodology:Data were collected by an online questionnaire and also by observing the behavior of university students. The obtained data were processed in the statistical program R-pro- ject. Statistically significant values are at the level of p ≤ 0.05. Statistical tests - chi square test and correlation - were used for the analysis. Results:The results show that university students prefer seden- tary activities in their free time, the prevalence of overweight and obesity is increasing. University students spend several hours aday in front of their computer screen. Conclusion: The results proved that smoking had no effect on BMI values. The results showed that there was no statistically significant difference in BMI values in terms of the amount of time university students spend in front of their computer screen in their free time.


2021 ◽  
Author(s):  
◽  
Michael T Burrows

<p>Conceptual metaphor theory posits that the physical domain (e.g. the vertical dimension) is used to understand abstract concepts (e.g. affect); creating expressions such as, “falling into a deep depression.” Previous research concerning vertical metaphors has found that people more rapidly process positive and negative words when the valence was metaphorically consistent with vertical position (Meier & Robinson, 2004) and that mood traits were metaphorically consistent with vertical attentional biases (Meier & Robinson, 2006). The purpose of the current study was to investigate the effects of vertical perceptual biases on mood; whether shifting perception could have an effect upon the emotional experience of an individual. In Experiment 1, vertical attention was manipulated by having university students move letters upwards or downwards on a computer screen, with measures of mood completed before and after the manipulation. In Experiment 2, participants completed the same task, but moved schematic faces that were either happy or sad. In both experiments vertical attention was biased; however a significant change in mood state was produced only when schematic faces were used as stimuli in the task. The results suggest that shifting an individual’s vertical perception can influence their mood, when the task is emotionally arousing.</p>


2021 ◽  
Author(s):  
◽  
Sara C. Moshenrose

<p>Previous research has shown that there may be an association between affect (negative vs. positive) and vertical position (up vs. down) of stimuli. The following research aimed to investigate whether individuals show spatial biases, either up or down, when asked to respond to neutral targets after seeing valenced faces. The research also aimed to investigate what impact manipulating automatic facial mimicry responses would have on response times. The research was conducted over three experiments. In Experiment 1, participants responded to neutral targets in either high or low vertical positions on a computer screen that were preceded by happy and sad schematic faces. There were two facial manipulation conditions. One group held a straw between their lips to inhibit smiling and another group held a straw between their teeth to facilitate smiling. A third group performed the response task without a straw (control condition). The procedure of Experiment 2 was identical to Experiment 1 except the happy and sad schematic faces had additional internal facial features (noses, eyebrows) that varied across trials. For both Experiment 1 and 2, targets preceded by a happy face were responded to significantly faster. In Experiment 3, the procedure was identical to Experiments 1 and 2, except photographic images of happy, neutral, and sad expressions were used. Participants were significantly faster to respond to targets in the high vertical position. Participants were also faster to respond to targets in the control (no straw) condition than the other two straw conditions. In the inhibition smiling condition, participants were faster to respond to targets in the high vertical position than low vertical position after seeing a happy or neutral face. These findings indicate that there may be an association between valenced faces and vertical selective attention that is consistent with orientational metaphors (positive = up), but further research is needed to clarify this.</p>


2021 ◽  
Author(s):  
◽  
Gary C. H. Hewson

<p>Meier and Robinson (2004) had subjects identify pleasant and unpleasant words presented individually either at the top or bottom of a computer screen. Subjects identified pleasant words faster when they appeared at the top of the screen and unpleasant words faster whey they appeared at the bottom of the screen. The authors discussed this finding in terms of metaphors noting that in language good things are often allocated upwards (e.g. “things are looking up for me”) and bad things downwards e.g. (“I’m down in the dumps”). The aim of the present study was to investigate whether this relationship between affective stimuli and visual space occurs automatically (implicitly) or whether explicit processing of affective stimuli is required. A second aim was to investigate if memory for affective words is influenced by spatial location. In Experiments 1 and 2 subjects were shown pleasant and unpleasant words presented either at the top or bottom of a computer screen. Half the words were coloured green and half coloured purple. Subjects had to identify the colour as quickly as possible. No significant interaction between stimulus valence and spatial position was found, nor did recall interact with spatial position. In Experiment 3 subjects had to explicitly identify the valence of the words shown either at the top or bottom of the screen. It was predicted that positive stimuli would be explicitly evaluated faster and recalled more accurately when shown at the top of the screen, with the opposite holding true for negative stimuli. Participants were quicker to identify positive words at the top of the screen. Recall did not interact with spatial position. Overall the results of this study were broadly supportive of the hypothesis for explicit evaluation but not so for implicit evaluation or recall.</p>


2021 ◽  
Author(s):  
◽  
Sara C. Moshenrose

<p>Previous research has shown that there may be an association between affect (negative vs. positive) and vertical position (up vs. down) of stimuli. The following research aimed to investigate whether individuals show spatial biases, either up or down, when asked to respond to neutral targets after seeing valenced faces. The research also aimed to investigate what impact manipulating automatic facial mimicry responses would have on response times. The research was conducted over three experiments. In Experiment 1, participants responded to neutral targets in either high or low vertical positions on a computer screen that were preceded by happy and sad schematic faces. There were two facial manipulation conditions. One group held a straw between their lips to inhibit smiling and another group held a straw between their teeth to facilitate smiling. A third group performed the response task without a straw (control condition). The procedure of Experiment 2 was identical to Experiment 1 except the happy and sad schematic faces had additional internal facial features (noses, eyebrows) that varied across trials. For both Experiment 1 and 2, targets preceded by a happy face were responded to significantly faster. In Experiment 3, the procedure was identical to Experiments 1 and 2, except photographic images of happy, neutral, and sad expressions were used. Participants were significantly faster to respond to targets in the high vertical position. Participants were also faster to respond to targets in the control (no straw) condition than the other two straw conditions. In the inhibition smiling condition, participants were faster to respond to targets in the high vertical position than low vertical position after seeing a happy or neutral face. These findings indicate that there may be an association between valenced faces and vertical selective attention that is consistent with orientational metaphors (positive = up), but further research is needed to clarify this.</p>


2021 ◽  
Author(s):  
◽  
Michael T Burrows

<p>Conceptual metaphor theory posits that the physical domain (e.g. the vertical dimension) is used to understand abstract concepts (e.g. affect); creating expressions such as, “falling into a deep depression.” Previous research concerning vertical metaphors has found that people more rapidly process positive and negative words when the valence was metaphorically consistent with vertical position (Meier & Robinson, 2004) and that mood traits were metaphorically consistent with vertical attentional biases (Meier & Robinson, 2006). The purpose of the current study was to investigate the effects of vertical perceptual biases on mood; whether shifting perception could have an effect upon the emotional experience of an individual. In Experiment 1, vertical attention was manipulated by having university students move letters upwards or downwards on a computer screen, with measures of mood completed before and after the manipulation. In Experiment 2, participants completed the same task, but moved schematic faces that were either happy or sad. In both experiments vertical attention was biased; however a significant change in mood state was produced only when schematic faces were used as stimuli in the task. The results suggest that shifting an individual’s vertical perception can influence their mood, when the task is emotionally arousing.</p>


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