1,721,016 research outputs found
Entertaining the Whole World
Entertainment media are entertainment products and services that rely on digital technology. Mostly the digital entertainment industry is focused on the developed world such as USA, Europe, and Japan. However, due to the decreasing cost of computer and programming technologies, developing countries can greatly benefit from entertainment media in two ways: as creators and producers of games and entertainment for the global market and as a way to increase creativity and learning among developing world youth. In 2012, the international conference ACE 2012 or Advances in Computer Entertainment was held in Nepal to spark new frontiers of entertainment media in the developing world. The discussions and projects benefit the emerging world through digital entertainment. For example, youth in emerging markets can become creators as well as consumers of digital entertainment. They can distribute their work through apps and internet, and through media creativity benefit their country and economy. This book is a summary of some of the research projects and discussions which took place in Nepal
A distributed multi-agent architecture in simulation based medical training
In the United States as many as 98,000 people die each year from medical errors that occur in hospitals, according to a book with the title To Err is Human. It was found that in America 75 percent of the failures in rescue were caused by either the diagnosis or the treatment being too late. Many of these deaths could have been avoided by improved the communication and coordination with in the medical teams.
Team training using medical simulators is one of the methods to increase the skills of a multidisciplinary group of employees in the delivery room and especially to prevent inadequate communication in critical obstetric situations. Hoever with most of the currently available simulators, the level of realism is not particularly high. Next to the toy like external appearance, it is also the not really flexible material applied which has the effect that the training experience is still quite remote from the reality. Especially, most of the commercial products today are designed as a stand alone system that does not really take the team training aspects into account. For a more realistic experience and an optimal training result, we are aiming at the next generation simulation based training facilities, involving as many different senses as possible: vision, sound, smell and also importantly a realistic touch experience (moistness, warmth, friction). It brings more software and hardware devices and components into the training room.
This paper addresses the issues of distributed interactions in such a simulation based medial training environment. A scripting language is proposed, using a metaphor of play, with which the timing and mapping issues in describing the distributed presentations are covered. A distributed multi-agent based architecture for the such systems is also presented, which covers the timing and mapping issues of conducting such a script in a medical training environment.
The concepts of the play metaphor, the scripting language and the architecture are found to be applicable in simulation based medical training, because of the similar requirements on timing and mapping in applications of both distributed multimedia entertainment and simulation based medial training. However there are also clear differences between these two application areas. Further research and development need to be done to deal with the issues such as multiple participants in team training and the verification of the actual performance of a training session
Lying Cheating Robots : Robots and Infidelity
Love has been described as unpredictable, immeasurable and non-purchasable and as such, poses challenges for anyone in a relationship to both stay in love, and to not fall in love with someone else. Scientists are still discovering whether or not love follows any specific recipe. Outlooks, personality, sense of humor and talent may not perfectly guarantee an individual falls in love with another, and more importantly is able to sustain that relationship. This article portrays a futuristic scenario in which truly intelligent and emotional robots already exist. Here, the bi-directional love discussed in Lovotics is not simulated through engineering, but rather is genuine from the perspectives of both machine and human. This is a theoretical piece that draws on psychological theories of love, sex, attraction, associated emotions and behavior. The method involves reviewing previous literature on human-robot bi-directional love, and combines it with current discussions and theories of the realistic future potential of love relationships between humans and robots with full artificial intelligence and emotional capabilities. The result of the investigation is a multifaceted projection of the complexity humans will experience in love relationships with robots. Due to the incalculable nature of love, affection and sexual attraction, the development of robots with genuine capacity for emotions may not have the best outcome for a future of love and sex with robots.peerReviewe
Being Riajuu [ ]
The aim of this paper is to study the possibility of sentimental relationships between human and digital beings. We are interested in what kind of “other” a digital being can be for a human subject because it is the first step in understanding how our intimate lives will be shaped by the introduction of new digital technologies. Today computer technologies are growing fast, and they are becoming pervasive. They are intertwining their digital content with every aspect of our everyday lives and they are placing themselves as our “companions”. This co-existence is so tight that it is possible to think of sentimental relationships growing between users and these devices. We will analyse these relationships from a phenomenological perspective by introducing the Japanese term riajuu [ ] which tackles the problem of having a sentimental and intimate relationship with a digital being. Moreover, thanks to Husserl’s phenomenology, we will show how it is important to discern the digital content of the “other” from how this entity relates to the subject. We will show if the subject can build with a digital other an intimate relationship even when users know it is not a human person they are dealing with.</p
Love and Sex with Robots: Second International Conference, LSR 2016, London, UK, December 19-20, 2016, Revised Selected Papers
This book constitutes the refereed proceedings of the Second International Conference on Love and Sex with Robots 2016 in December 2016, in London, UK.
The 12 revised papers presented together with 1 keynote were carefully reviewed and selected from a total of 38 submissions.
The papers of the Second International Conference have been accepted and reviewed in 2015 but could not be presented as there was no conference in 2015 but at the conference in 2016.
The topics of the conferences were as follows: robot emotions, humanoid robots, clone robots, entertainment robots, robot personalities, teledildonics, intelligent electronic sex hardware, gender approaches, affective approaches, psychological approaches, sociological approaches, roboethics, and philosophical approaches
eSport vs irlSport
This paper examines in-real-life (irl) sport and eSports in an attempt to clarify the definition of eSport. The notion of physicality and embodiment are central to the need for clarity in understanding of what eSports are and whether they are sport or some other activity. By examining existing definitions of eSport and irlSport we can identify the similarities and differences between these activities. Methodologically the paper uses the philosophical process of critical thinking and analysis to examine the various approaches taken to defining both eSport and irlSports. Our aim is to highlight the inherent problem of the definition of eSports and irlSports (and the privileging of the term sport as it currently applies only to irlSports). We find that eSports are sports and that the definition of sport should be expanded to include sub-categories of irlSports and eSports.</p
Usability Study of CAD for Clothing Thermal Computational Design Education
This paper describes a usability study of CAD for teaching and learning clothing thermal computational design (CTCD) for university students of fashion and textiles. The CAD helps students to learn the clothing thermal computational design through computational design simulations (CD-Sims). The pedagogical strategies of employing CAD, and learning process and pedagogical implementation of CD-Sims are discussed. In addition, a user study employing the CD-Sims with CAD indicated that they enhanced students’ learning outcomes on pre-test and post-test clothing thermal computational design scores
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