display type
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2022 ◽  
Vol 19 (1) ◽  
pp. 1-18
Author(s):  
Björn Blissing ◽  
Fredrik Bruzelius ◽  
Olle Eriksson

Driving simulators are established tools used during automotive development and research. Most simulators use either monitors or projectors as their primary display system. However, the emergence of a new generation of head-mounted displays has triggered interest in using these as the primary display type. The general benefits and drawbacks of head-mounted displays are well researched, but their effect on driving behavior in a simulator has not been sufficiently quantified. This article presents a study of driving behavior differences between projector-based graphics and head-mounted display in a large dynamic driving simulator. This study has selected five specific driving maneuvers suspected of affecting driving behavior differently depending on the choice of display technology. Some of these maneuvers were chosen to reveal changes in lateral and longitudinal driving behavior. Others were picked for their ability to highlight the benefits and drawbacks of head-mounted displays in a driving context. The results show minor changes in lateral and longitudinal driver behavior changes when comparing projectors and a head-mounted display. The most noticeable difference in favor of projectors was seen when the display resolution is critical to the driving task. The choice of display type did not affect simulator sickness nor the realism rated by the subjects.


Author(s):  
Angela Maria Nadya Sujanto ◽  
Fredella Agatha ◽  
Lorentius Calvin ◽  
Tio Alfandri ◽  
Brian Alvin Hananto
Keyword(s):  

<p>Proyek perancangan poster dan kalender ditujukan sebagai medium untuk menampilkan (<em>showcasing</em>) <em>display type </em>vernakular Toraja bernama Malangka. <em>Display Type </em>ini merupakan hasil perancangan pada mata kuliah Tipografi Eksperimental Program Studi Desain Komunikasi Visual Universitas Pelita Harapan. Proyek desain ini akan menggunakan metode ‘Lima Fase Proses Desain’ yang dirancang oleh Robin Landa sebagai metodologi penelitian. Tim penulis merancang tiga alternatif desain untuk masing-masing poster dan kalender. Alternatif yang terpilih kemudian direvisi dan difinalisasikan untuk kebutuhan <em>showcase</em>. Medium poster yang dipilih berukuran A2 (420mm x 600mm), dan kalender dengan ukuran A5 (150mm x 210mm).</p>


2021 ◽  
Vol 21 (9) ◽  
pp. 2157
Author(s):  
Krystina Diaz ◽  
Margaret Wise ◽  
Jeffrey Bolkhovsky ◽  
Sylvia Guillory ◽  
LT Chad Peltier

2021 ◽  
Vol 28 (5) ◽  
Author(s):  
Takayuki Muro ◽  
Tomohiro Matsushita ◽  
Kazumi Sawamura ◽  
Jun Mizuno

A wide-acceptance-angle spherical grid composed of numerous micro cylindrical holes was developed to be used for the retarding grid of a display-type retarding field analyzer (RFA) and to enhance the energy resolution (E/ΔE). Each cylindrical hole with a diameter of 50 µm and a depth of 80 µm is directed to the spherical center. The inner radius of the spherical grid is 40 mm. The holed area corresponds to an acceptance angle of ±52°. The E/ΔE of an RFA equipped with the developed holed grid was estimated to be 2000 from a measured Au 4f photoemission spectrum. A clear photoelectron hologram was observed in the Mo 4p core-level region of MoS2, indicating that the RFA with the holed grid is effective for photoelectron holography.


2021 ◽  
pp. 83-99
Author(s):  
Katherine Thomson-Jones

This chapter concerns the distinctive and distinctively prominent forms of interactivity realized in digital art. The focus is on the complex relation between interactivity in the visual arts and the inherent replicability of digital representation. First, I show that, despite appearances to the contrary, replicability and interactivity are compatible in the case of digital images. To do this, I argue that an artwork’s appreciative display—the structure by which the work is intended to convey its artistic content—comprises not just the materials of the work but also their uses. Then I can explain both the transmissibility of the digital image—in terms of a single display type—and the interactivity of the digital image in terms of the boundaries for modifying instances of the type in question. Once this explanation is in place, I look at ways in which the combination of transmissibility and interactivity—a combination that is unique to images that are digital—has significance for the interpretation and social function of art.


Author(s):  
Mohammad Yasid ◽  
Ahmad Munir ◽  
Pratiwi Retnaningdiyah

The study investigates the grilling system teachers applied at school to know the learners’ answers and “the” teachers’ reasons for achieving students’ speaking competence in English classrooms. The qualitative method is chosen to see the researcher's question responses, the observation in the classroom, and some questions toward the educators. As the findings implied, the two teachers required prompting, changing cognitive demand levels, and providing additional information in display type more dominant than others questions strategies and effective communication. The teacher at the private school repeated the questions and translated them into Indonesia or mixed the questions to relieve the learners' understanding about inquiries and responses effectively. Nevertheless, the totality of English was engaged by the teacher at the state school.  The students were easier to understand simpler after the teacher explores many questions and applied much longer time toward the wait time method. The study presented the helpful results of the questions used when the teachers operated in the teaching and learning process and upgraded learners' responses in participating in the learning process. This study offered effective teachers’ questioning strategies in increasing learners' communicative skills, particularly in achieving speaking competence.


2021 ◽  
Author(s):  
Thomas Wyssenbach ◽  
Melina Zeballos ◽  
Stefan Loosli ◽  
Adrian Schwaninger

AbstractThis study examined whether an interviewer’s nonverbal behavior influences observers’ competence ratings in a recruitment interview using 360-degree videos experienced with immersive virtual reality (VR-cardboard) and 2D screen displays. Participants (n = 110) observed a recruitment interview and assessed three competences of the applicant (behavior in a team, customer care, and sales skill). We used a 2 × 2 design with the nonverbal behavior (positive vs. negative) of the interviewer and display type (VR-cardboard vs. 2D screen display) as between-subjects factors. After observing interview sequences and providing competence ratings, participants also rated different aspects of immersion using the augmented reality immersion questionnaire (ARI; Georgiou and Kyza in Int J Hum Comput Stud 98: 24–37, 2017) and their overall satisfaction with the experience. For two of the three competences (customer care and behavior in a team), we found that observers gave higher competence ratings when the interviewer’s nonverbal behavior was positive compared to when it was negative. This social influence effect was similar for 360-degree videos experienced with immersive VR and 2D screen displays. VR resulted in higher immersion than 2D screen displays regarding the dimensions of flow and presence. Our results suggest that the ARI questionnaire can be used to reliably assess 360-degree videos experienced with immersive VR and 2D screen displays.


Author(s):  
Daniel Hepperle ◽  
Christian Felix Purps ◽  
Jonas Deuchler ◽  
Matthias Wölfel

AbstractThe visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced.


Author(s):  
Chihab Nadri ◽  
Seul Chan Lee ◽  
Siddhant Kekal ◽  
Yinjia Li ◽  
Xuan Li ◽  
...  

Highway-rail grade crossings (HRGCs) present multiple collision risks for motorists, suggesting the need for additional countermeasures to increase driver compliance. The use of in-vehicle auditory alerts (IVAAs) at HRGCs has been increasing, but there are limited standards or guidelines on how such alerts should be implemented. In the current study, we sought to investigate the effect of different auditory display variables, such as display type and acoustics, on subjective user assessments. We recruited 24 participants and asked them to rate 36 different IVAAs belonging to one of three display types (earcons—short synthetic tones, speech alerts, and hybrid alerts consisting of an earcon and speech) along 11 subjective ratings. Results showed that a hybrid alert led to better overall ratings for acceptance, safety, and semantic understanding when compared with earcon or speech alerts. Additional analyses revealed that semantic variables, such as speech order and gender, should be accounted for when designing IVAAs in an HRGC context. Hybrid IVAAs with spatial audio showed lower Urgency and Hazard level ratings. Findings of the current study can help inform the design of IVAAs for HRGCs.


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