1,720,986 research outputs found
Investigating the effect of pictorial depth cues on distance perception in a virtual environment
In the last years, many experiments about distance perception in virtual environments (VEs) have been undertaken. Aim of these researches was to study the effect of different depth cues in estimating the distances. Many theories have been proposed regarding the relation between different cues; but none of them seems to be conclusive. However, a common conclusion is that observers underestimate long distances in VEs. In this work, we present the results of experiments considering different pictorial cues (shadows, reflections, and texture gradients). The observers' task was to estimate the distance of a sphere floating inside a VE in the action space. After 15 s, the sphere was moved to another position, and the observer was asked to move it, by means of a gamepad, to the previous position. The apparatus used for the experiments is the Virtual Theater of the Milan University , an installation of virtual reality characterized by a large semicylindrical screen that covers 120° of field of view. The results seem to suggest that shadows and texture gradients could improve distance estimations inside the VE. The implications of the results will be discussed within the relevant literature
Il teatro virtuale dell’Università degli Studi di Milano: caratteristiche tecniche, fotometriche, cromatiche
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Hybrid board game: Possibilities and implications from an interaction design perspective
In a context of continuous miniaturization and technological advancement, the combination of digital and analog media is becoming an element of increasing importance. The so called “IoT revolution” represents one of the major technological breakthroughs of our times that re-framed the way we interact with our surroundings, now becoming data-rich and sensor-infused environments. The boardgames field, however, appears untouched by this revolution, even though an object- based system such as a tabletop offers an interesting scenario for smart interactions. The research in the field and the development of a prototype lead to a series of ground rules, best practices and problematics related to operations of hybridisation of digital means in an analog play experience
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
GHItaly 2017: Game-Computer Interaction in Research
The aim of the 1st Workshop on Games-Human Interaction (GHItaly ‘17) was twofold. Firstly, it brought together scholars and practitioners to establish a common ground on the topic. Secondly, it proposed a meeting venue for researchers in a filed still underestimated in Italy
Things from another world. vr, ui and ux through run of mydan
When it comes to games in Virtual Reality (VR), User Interfaces (UI) require peculiar attention, since they imply different interactions and uses than games experienced on two dimensional screens. Through the examination of the case study Run of Mydan, a first person single-player and multiplayer flying VR shooter, we discuss and ruminate on VR UI, and its influence on players in terms of UX (user experience). Drawing specific attention on affordances, usability, discoverability and feedback, we analyse how the developers of this game dealt with the UI as embedded into the environment or displayed on the avatar’s body. We focus on how a diegetic interface facilitates the player in effortlessly understanding the virtual world and reaching immersion. Based on the findings, we conclude that UX benefits from the intuitive diegetic solutions that the developers adopted, providing support for the “zero interface” approach in conveying information in virtual, three dimensional environments
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