278 research outputs found

    Figure 9. The impossible figure (right) is not noticeable as such at first glance-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    In the lexical domain a similar effect of holistic word processing is described in (Anstis, 2005b). The viewers were presented with pairs of three-letter words in quick succession and asked to report if the upper halves of the successively presented words were identical. Surprisingly, even when the upper halves of the words were orthographically identical, the error rate was reliably higher than expected and in comparison with matching identical successive words. As the author of the study Stuart Anstis points out: “students were processing the words not as separable parts, but holistically as perceptual units that could not be perceptually split apart. These results show that in normal circumstances, the visual system cannot, or does not, divide words into upper and lower halves” (Anstis, 2005b, p. 239).The author relates the results of his study to studies of visual perception of faces as evidence that the mechanism of holistic processing in the visual and the lexical domains is essentially the same.https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Merging realities in space and time

    No full text
    The rapid developments in online technology have provided young people with instant communication with each other and highly interactive and engaging visual game playing environments. The traditional ways of presenting museum and heritage assets no longer, therefore, hold their attention and provide them with an exciting and dynamic visitor experience. There is considerable interest in the use of augmented reality to allow visitors to explore worlds that are not immediately accessible to them and relating them to the real worlds around them. These are very effective in providing much needed contextual information, but appear rather static when compared with multi-player games environments where players interact with each other and robotic characters (non-player characters) in real time. By fusing these technologies, the authors postulate a new type of conceptually-led environment (cyber museum) that fuses real (physical), virtual worlds and cyber-social spaces into a single dynamic environment that provides a unique experience of exploring both worlds simultaneously

    What a Difference Context Makes: Comparing Communication Strategies of Migration NGOs in Two Neighboring Countries

    Get PDF
    This research study compared non-governmental organizations (NGOs) working in the area of migration in two neighboring countries – Bulgaria and Turkey. Utilizing in-depth interviews with 39 NGO professionals in both countries, the analysis identified critical differences in public opinion dynamics, organizational structures and interdependencies, and government relationships. Further analysis unveiled how the local socio-economic and political context had impacted NGO communication strategies as well as the specific communication channels, public engagement activities, and social media campaigns in each country. Implications for communication scholarship during times of increasing migration flows and globalization are discussed.This article is published as Dimitrova, D., Ozdora-Aksak, E., What a Difference Context Makes: Comparing Communication Strategies of Migration NGOs in Two Neighboring Countries. Journal of Borderlands Studies. 31 Dec 2022. Latest Articles. https://doi.org/10.1080/08865655.2022.2161065. Posted with permission. © 2023 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives License (http://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is properly cited, and is not altered, transformed, or built upon in any way.<br

    Figure 4. Main elements of a face, according to the feature-based processing theories-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    In 1980 Peter Thompson proposed a new experimental paradigm for investigation of perception, called “face thatcherization” (also named “Thomson illusion”) (Thompson, 1980). Imagine that the following face, depicted in figure 4, is a photo of the then UK Prime Minister Margaret Thatcher.https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 5. The distortion is barely noticeable if the faces are viewed in the reversed position-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    According to the feature-based processing theories of human faces the main elements, noticed and remembered in a face, are the eyes, the nose and the mouth (Thompson, 1980; Anstis, 2005a). If, however, we distort some of the elements of a face, these should influence perception,regardless of the position of the image – upright or reversed – from the observer viewpoint. Figure 5 presents the reversed image of the face on the left and the reversed distorted face on the right. The distortion was achieved by rotating the eyes of the image in the vertical direction. Figurehttps://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 2. Taxonomy of the educational technologies for children with ASC-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    learner (Perlin, 1997). MOSOCO is an emergent technology implemented in a smartphone called “Mobile Social Compass” (Escobedo et al., 2012). Six basic social skills are being encouraged by prompting the user to initiate social contact. The menu displays symbols for the basic social skills – eye contact, space and proximity, start an interaction, asking questions, sharing interests and finish an interaction. The MOSOCO application has turned out to be an extremely useful tool as an online prompt in starting, maintaining and finishing social interaction for both typical and autistic students, as well as to anyone that feels need for improving their social competence.https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 10. Otsu segmentation of the real (left) and the impossible (inverted) figure (right)

    No full text
    This regularity of cognition is about the geometry of the internal representation of the external world, which somehow most often is approximating the Euclidean space according to L.M. Vekker (1976). In his theory of the Gestalt in perception and thinking, Vekker postulated that sensations, perceptions and imagination are in a constant process of unfolding to match and take the exact places of the physical objects in the external environment. The geometry of the internal representation of the world is abstract and experiential at the same time. The experiential aspect of the process of immediate cognition can be seen by viewing figure 9. Figure 9 right is, at first glance, a quite convincing example of stairs similar to the stairs on the left. Even the context (the cat on the ceiling) is noticed on a second scan. The inverted stairs are more likely to remind us of Escher’s works than, for example, the normally positioned ones. This effect supports the idea of the semantic depth of spatial learning, relating the experience of art to perceiving of Gestalts.https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 1. Necker cube depth illusion (Adapted from [http://en.wikipedia.org/wiki/Necker_cube])-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    Often the term Gestalt is used interchangeably with the term “emergent whole” (Johansson, 1998). The emergence of a cognitive Gestalt structure adds dynamical and psychophysical forces, which are different from the static notion of the “emergent whole”. An eminent example for the dynamic nature of the emergent process is the Necker cube, which cannot be perceived as static, but rotates in front of our eyes to the complete exhaustion of the eye gazing process (figure 1).https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 8. Machine faces, perceived as more figure-like(left) and less figure-like (right)-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    In an experimental study on visual perception, addressing directly Gestalt phenomena, a new Gestalt cue for figure-ground assignment was introduced (Vechera et al., 2002). The foreground versus the background organization is a strong determinant for decisions on objects seen among image elements. A well-known set of perceptual cues that are often called Gestalt cues are the size or area, the symmetry and the convexity vs. concavity judgments. It is generally assumed that figures are ‘small, symmetrical and convex’. The authors asked the question whether these cues are all that are necessary for a region of the image to be judged as a figure. The main result of this study is that regions in the lower portion of a stimulus array appear more figure-like than regions in the upper portion of the display.https://www.edusoft.ro/brain/index.php/brain/issue/view/3

    Figure 6. Noticeable subjective response to the distorted face to the right-Gestalt Processing in Human-Robot Interaction: A Novel Account for Autism Research

    No full text
    Quite surprisingly, if the distortion is viewed in the normal upward position, it evokes strong emotional response to the distorted face to the right in figure 6.https://www.edusoft.ro/brain/index.php/brain/issue/view/3
    corecore