1,720,988 research outputs found
3D-LIVE: D4.1 First Report on the experimentation & evaluations of the 3D-LIVE Tele-Immersive Environment
A novel risk-based approach for online community management
Online communities play a pivotal role in innovation, marketing, corporate expertise management, product support and advertising. Communities in the order of millions of users are becoming the norm. However, this proliferation of demand is not met with intelligent, scalable, easy to use community management approaches. Current methods are based on basic statistical tools that aggregate data for the community owner/moderator to interpret and take appropriate actions. The data reflects only the current state of the community, which does not constitute an effective warning system of future events. Moreover, the community health becomes highly dependent on the owner’s skill, interpretation, intimate knowledge of the community and its evolution path. This paper presents a proactive, extensible, risk-based management framework supporting advanced analytical services for managing online communities. The solution allows community owners to focus on the community objectives and proactively manage favourable/unfavourable events at the user and community level
Prosocial games for inclusion: interaction patterns and game outcomes for elementary-aged children
There is good evidence that children’s prosocial skills are positively associated with health, well-being, and academic outcomes. Games-based approaches have demonstrated strong potential for teaching prosocial skills in both digital and non-digital formats. However, much of this research focuses on middle-childhood and adolescence and is based on self-reports from teachers, children, and parents. This paper reports on the pilot evaluation of a digital co-operative game (The Chase), which is based on a ‘shared goal’ interaction pattern such that children have to co-operate in order to be successful in the game. 49 children from Italy and 22 children from the UK, aged 7-10 years participated, playing the game twice in small groups during the course of a day. Children’s moves during gameplay were assessed using logging data, and their interactions with each other represented using a graphical social network analysis. Usability feedback was also obtained from some children and pedagogical possibilities explored with teachers. Findings show that even within a very short period children shifted towards a more co-operative mode of play. The social network analysis revealed the dynamics of these interactions while playing the game. Children enjoyed the game and were highly motivated by it, and teachers were very enthusiastic about the possibilities for embedding the game in their curriculum. These findings provide an encouraging basis for extending the range of digital prosocial games available for elementary-aged children and evaluating these as pedagogical tools for facilitating prosocial behaviours
Exploratory findings in virtual induced agency for phantom limb pain
Purpose: Phantom limb pain is chronic and intractable. Recently, virtual reality (VR) and motion capture technology has replicated the mirror box device of Ramachandran (Ramachandran et al. Nature 1995, 377, 489-490; Ramachandran and Rogers-Ramachandran Proc R Soc Biol Sci 1996, 263, 377-386) and led to reductions in this pain. We present results from a novel variation on this method which captures motion data directly from a patient's stump (rather than using the opposite remaining limb) and then transforms it into goal directed, virtual action enacted by an avatar in a VR environment. Method: A sample of subjects with 'arm' (n = 7) and 'leg' (n = 7) amputations underwent trials of a virtual reality (VR) system, controlled by motion captured from their stump which was translated into movements of a virtual limb within the VR environment. Measures of pain in the phantom limb were elicited from patients before and during this exercise as they attempted to gain agency for the movement they saw, and feel embodied within the limb. After this each subject was interviewed about their experiences. Results: Five subjects in each group felt the virtual limb to be moved by them and felt sensations of movement within it. With this they also reported reductions in their phantom limb pain greater than expected from distraction alone. No carry over effect was seen. Conclusions: This technique, which has shown similar success rates to trials of a virtual mirror box, is relatively cheap and portable, and will allow further trials in a home environment
3D-LIVE: a design and evaluation framework for a tele-immersive mixed reality platform
Tele-immersive, mixed reality interactive systems bring remote users together to share a common experience in an environment that synthesizes aspects of the real and virtual worlds. The 3D-LIVE platform is an example of one such system that synthesizes 3D models, audio, motion capture and activity recognition from a number of geographically separated sources into a single gaming environment to support a variety of sports based activities. The design and evaluation of such systems is challenging since factors relating to the technical quality of service (QoS) and quality of experience (QoE) are difficult to identify and measure. In this paper we present a novel QoS/QoE model and evaluation methodology that is being used in the development and testing of the 3D-LIVE mixed reality platform. Our initial results provide some insights into the quality of user experience (UX) we observed from users interacting with 3D-LIVE and are evaluated in the light of QoS data captured. We conclude by discussing the impact of these findings on future platform developments
Business process risk management and simulation modelling for digital audio-visual media preservation
Digitised and born-digital Audio-Visual (AV) content presents new challenges for preservation and Quality Assurance (QA) to ensure that cultural heritage is accessible for the long term. Digital archives have developed strategies for avoiding, mitigating and recovering from digital AV loss using IT-basedsystems, involving QA tools before ingesting files into the archive and utilising file-based replication to repair files that may be damaged while in the archive. However, while existing strategies are effective for addressing issues related to media degradation, issues such as format obsolescence and failures in processes and people pose significant risk to the long-term value of digital AV content. We present a Business Process Risk management framework (BPRisk) designed to support preservation experts in managing risks to long-term digital media preservation. This framework combines workflow and risk specification within a single risk management process designed to support continual improvement of workflows. A semantic model has been developed that allows the framework to incorporate expert knowledge from both preservation and security experts in order to intelligently aid workflow designers in creating and optimising workflows. The framework also provides workflow simulation functionality, allowing users to a) understand the key vulnerabilities in the workflows, b) target investments to address those vulnerabilities, and c) minimise the economic consequences of risks. The application of the BPRisk framework is demonstrated on a use case with the Austrian Broadcasting Corporation (ORF), discussing simulation results and an evaluation against the outcomes of executing the planned workflow
Creating opportunities to learn social skills at school using digital games
Acquiring skills for social and emotional well-being is important for inclusive societies and academic achievement. Studies have demonstrated the beneficial link between prosocial behaviours and improved results in curriculum topics. This paper describes a Prosocial Learning (PSL) process for creation and delivery of digital games for children (7-10 yrs) within educational systems that support learning of prosocial skills. The approach combines prosocial pedagogies with advanced ICT technologies and cloud delivery models to create attractive and exciting learning opportunities for children; produce novel digital game-based pedagogies and simplify deployment.Prosociality is a concept that refers to an individual’s propensity towards positive social behaviours. Individuals with prosocial skills are, for example, able to join in conversations, talk nicely, identifying feelings and emotions in themselves and others, identify someone needs help and ask for help. PSL classifies these skills in terms of Friendship, Feelings and Cooperation. By using interactive digital games supported by additional instructive and reflective activities, PSL allows children to learn social skills that can be generalised to real life situations in the classroom, playground and at home.PSL is implemented through a technology platform offering systematic pedagogical support for prosocial games developed by an ecosystem of teachers and games companies. Capabilities include multi-modal sensors to observe emotional affect, game interaction and decision-making. Information is acquired through standard protocols (e.g. xAPI) and evaluated by learning analytics algorithms to provide real-time feedback on player behaviours that are be used for in-game feedback and adaptation, and by teachers to shape follow-up activities. PSL is validated through short and longitudinal studies at European schools to gather evidence for effectiveness. This paper provides early evidence from short studies that will steer larger pan-European trials to test hypotheses, promote to policy makers and to increase adoption of game-based learning in school
Experimentation-as-a-Service methodology for building urban-scale media ecosystems
The H2020 FLAME project is developing an Experimentation-as-a-Service (EaaS) methodology for building urban scale media ecosystems. Using a flexible media service platform deployed within real-life smart city infrastructures, the approach allows exploration of key benefits of adaptive software-defined and cloudified network infrastructures including mobile edge computing. FLAME’s initial experiments include multiple stakeholder roles (platform provider, media service provider, and consumers), each exploring acceptance and viability from different perspectives of envisaged value networks. FLAME experiments will provide the core knowledge on optimal redistribution of information and control, thus inspiring how commitments and obligations can be codified in Service Level Agreements for potential future B2B and B2C relationship
Enhancing marine industry risk management through semantic reconciliation of underwater IoT data streams
The “Rio+20” United Nations Conference on Sustainable Development (UNCSD) focused on the "Green economy" as the main concept to fight poverty and achieve a sustainable way to feed the planet. For coastal countries, this concept translates into "Blue economy", the sustainable exploitation of marine environments to fulfill humanity needs for resources, energy, and food. This puts a stress on marine industries to better articulate their processes to gain and share knowledge of different marine habitats, and to reevaluate the data value chains established in the past and to support a data fueled market that is going only to in the near future.The EXPOSURES project is working in conjunction with the SUNRISE project to establish a new marine information ecosystem and demonstrate how the ‘Internet of Things’ (IoT) can be exploited for marine applications. In particular EXPOSURES engaged with the community of stakeholders in order to identify a new data value chain which includes IoT data providers, data analysts, and harbor authorities. Moreover we integrated the key technological assets that couple OGC standards for raster data management and manipulation and semantic technologies to better manage data assets.This paper presents the identified data value chain along with the use cases for validating it, and the system developed to semantically reconcile and manage such data collections
3D-LIVE: D1.2 Report on the Study and Creation of the Holistic User Experience Model
The deliverable D1.2 is produced by the task T1.2 that is intended to study the most appropriate 3D LIVE User Experience Model for looking at the technological, social, and economical aspects of the 3D-LIVE Tele-Immersive Environment that form the dimensions of the User Experience Model. This report presents the resulting model that will be used at the experimentation stage in order to evaluate/measure the UX of the 3D-LIVE Tele-Immersive Environment
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