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This book therefore proposes a new philosophy of Grid usage: provide virtual computing environments for Grid users. The new methodology could solve the problems currently encountered by Grid computing. It supports desired computing environments for users, which provide customized hardware/software configuration, QoS assurance and manageable functionality. This philosophy also liberates resource providers from the various onerous tasks of resource management.
virtual machine --- virtual environment --- Grid computing --- cloud computing --- distributed computing
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The book is dealing with recent progress in human–computer interaction (HCI) related to geographic information science (GIS). The Editorial starts with an overview about the evolution of the Internet and first HCI concepts and stimulates recent HCI developments using 3D and 4D apps, running on all mobile devices with OS Android, iOS, Linus, and Windows. Eight research articles present the state-of-the-art in HCI–GIS-related issues, starting with gender and age differences in using indoor maps via the estimation of building heights from space to an efficient visualization method for polygonal data with dynamic simplification. The review article deals with progress and challenges on entity alignment of geographic knowledge bases.
cyberpsychology --- n/a --- trajectory datasets --- trapezoid --- movement data --- space use intensity --- hypsography --- geospatial data --- map tasks --- knowledge integration --- immersive virtual reality --- knowledge conflation --- OLS --- multiresolution segmentation --- 3D geovisualizations --- SpatialHadoop --- contour lines --- high definition video --- immersion --- PR-Tree --- similarity metrics --- PCA --- map users --- retrospective verbal protocol --- collaborative learning --- telepresence --- 4D time density --- eye-tracking --- level-of-detail rendering --- visual data exploration --- Head-mounted display --- hedonic price model --- sense of presence --- collaborative immersive virtual environment --- gender effects --- tessellation --- spatiotemporal movement patterns --- building tracking --- indoor wayfinding --- cartographic simplification --- height estimate --- map literacy --- random forest --- 3DmoveR --- level of interactivity --- entity alignment --- 3D data cube --- human–computer interaction --- International Space Station (ISS) --- vector polygon --- cloud computing --- OSIVQ --- spatial data processing --- user study --- age effects --- geographic knowledge bases --- Ljubljana --- 3D map --- user’s performance --- similarity combination --- human-computer interaction --- user's performance
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This book provides a concise overview of VR systems and their cybersickness effects, giving a description of possible reasons and existing solutions to reduce or avoid them. Moreover, the book explores the impact that understanding how efficiently our brains are producing a coherent and rich representation of the perceived outside world would have on helping VR technics to be more efficient and friendly to use. Getting Rid of Cybersickness will help readers to understand the underlying technics and social stakes involved, from engineering design to autonomous vehicle motion sickness to video games, with the hope of providing an insight of VR sickness induced by the emerging immersive technologies. This book will therefore be of interest to academics, researchers and designers within the field of VR, as well as industrial users of VR and driving simulators.
Computer graphics. --- Optical data processing. --- Neurology . --- Computer engineering. --- Internet of things. --- Embedded computer systems. --- Biomedical engineering. --- Computer Graphics. --- Computer Imaging, Vision, Pattern Recognition and Graphics. --- Neurology. --- Cyber-physical systems, IoT. --- Biomedical Engineering and Bioengineering. --- Automatic drafting --- Graphic data processing --- Graphics, Computer --- Computer art --- Graphic arts --- Electronic data processing --- Engineering graphics --- Image processing --- Clinical engineering --- Medical engineering --- Bioengineering --- Biophysics --- Engineering --- Medicine --- Embedded systems (Computer systems) --- Computer systems --- Architecture Analysis and Design Language --- IoT (Computer networks) --- Things, Internet of --- Computer networks --- Embedded Internet devices --- Machine-to-machine communications --- Computers --- Nervous system --- Neuropsychiatry --- Optical computing --- Visual data processing --- Bionics --- Integrated optics --- Photonics --- Digital techniques --- Design and construction --- Diseases --- Optical equipment --- Virtual reality. --- Simulator sickness. --- Motion sickness. --- Air sickness --- Airsickness --- Car sickness --- Carsickness --- Sea sickness --- Seasickness --- Train sickness --- Vestibular apparatus --- Cybersickness --- Environment sickness, Virtual --- Simulator motion sickness --- VE sickness --- Virtual environment sickness --- Motion sickness --- Synthetic training devices --- Virtual reality --- Environments, Virtual --- Virtual environments --- Virtual worlds --- Computer simulation --- Reality --- Health aspects
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In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
Generalized Anxiety Disorder (GAD) --- virtual reality --- exposure in virtual reality --- cognitive exposure --- standardized scenario --- personalized scenario --- spatial memory --- episodic memory --- enactment --- memory rehabilitation --- embodied cognition --- aging --- body image disturbances --- body anxiety --- fear of gaining weight --- full body illusion --- body representation --- obesity --- health --- navigation --- neurorehabilitation --- systematic review --- virtual environment --- cognitive and physical rehabilitation --- oldest old person --- Obsessive–compulsive disorders --- multiple errands test --- cognitive assessment --- executive functions --- computational models --- decision tree --- cross-validation --- real phobic images --- anxiety disorders --- specific phobia --- fMRI --- neuroimaging --- anorexia nervosa --- body image distortion --- body dissatisfaction --- embodiment --- interpersonal multisensory stimulation --- pain perception --- telescoped effect --- amputee patients --- emotion regulation --- treatment --- wellbeing intervention --- adults --- distraction systems --- dental anxiety --- pain --- autism spectrum disorder --- body movements --- repetitive behaviors --- machine learning --- dementia --- mild cognitive impairment --- electroencephalogram --- serious game --- Alzheimer disease --- digital biomarker --- hippocampus --- MRI --- cognitive rehabilitation --- computerized assessment --- sense of reality --- hallucinations --- psychosis --- derealization --- n/a --- sense of agency --- metacognition --- stress --- bodily-self --- mental health --- presence --- Obsessive-compulsive disorders
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This Special Issue includes contributions about occupants’ sustainable living in buildings and communities, highlighting issues surrounding the sustainable development of our environments and lives by emphasizing smart and green design perspectives. This Special Issue specifically focuses on research and case studies that develop promising methods for the sustainable development of our environment and identify factors critical to the application of a sustainable paradigm for quality of life from a user-oriented perspective. After a rigorous review of the submissions by experts, fourteen articles concerning sustainable living and development are published in this Special Issue, written by authors sharing their expertise and approaches to the concept and application of sustainability in their fields. The fourteen contributions to this special issue can be categorized into four groups, depending on the issues that they address. All the proposed methods, models, and applications in these studies contribute to the current understanding of the adoption of the sustainability paradigm and are likely to inspire further research addressing the challenges of constructing sustainable buildings and communities resulting in a sustainable life for all of society.
sustainability --- regionalism --- climate --- unit plan --- apartment --- Singapore --- Korea --- sustainable architecture --- space syntax --- partitioning theory --- total depth --- intelligibility --- movement economies --- architecture --- building performance simulation --- performance-based design --- agent-based model --- Gaussian process --- electroencephalography --- virtual reality --- monument architecture --- stress --- data visualization --- deep learning --- smart building --- interactive experience --- “five senses” interaction --- people-oriented --- embedding --- recommender system --- collaborative filtering --- housing preference --- housing decision --- human behavior simulation --- virtual users --- social sustainability --- performance analysis --- evaluation method --- architectural design education --- eye tracking --- virtual environment --- street robbery --- CPTED --- crime prevention --- fixation count --- people with physical disabilities --- job retention --- path analysis --- perceived workplace safety --- workplace disability facilities --- work satisfaction --- social housing --- social economy actors --- Seoul --- South Korea --- sustainable development --- sustainable design --- energy efficiency --- public rental housing --- building simulation --- elderly --- biophilia --- biophilic experience --- smart home --- smart-home service --- service framework --- water distribution --- water war --- conflict --- ownership --- divided Cyprus --- blue-collar workers --- intervention study --- health promotion --- cardiovascular disease --- n/a --- "five senses" interaction
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In the computer sciences, virtual reality (VR) is usually described as a set of fancy technologies. However, in medicine and neuroscience, VR is instead defined as an advanced form of human–computer interface that allows the user to interact with and become present in a computer-generated environment. The sense of presence offered by VR makes it a powerful tool for personal change because it offers a world where the individual can stay and live a specific experience. For this reason, the use of VR in mental health shows promise: different types of research support its clinical efficacy for conditions including anxiety disorders, stress-related disorders, obesity and eating disorders, pain management, addiction, and schizophrenia. However, more research is needed to transform VR according to a clinical standard for mental health. This Special Issue aims to present the most recent advances in the mental health applications of VR, as well as their implications for future patient care.
Information technology industries --- Generalized Anxiety Disorder (GAD) --- virtual reality --- exposure in virtual reality --- cognitive exposure --- standardized scenario --- personalized scenario --- spatial memory --- episodic memory --- enactment --- memory rehabilitation --- embodied cognition --- aging --- body image disturbances --- body anxiety --- fear of gaining weight --- full body illusion --- body representation --- obesity --- health --- navigation --- neurorehabilitation --- systematic review --- virtual environment --- cognitive and physical rehabilitation --- oldest old person --- Obsessive-compulsive disorders --- multiple errands test --- cognitive assessment --- executive functions --- computational models --- decision tree --- cross-validation --- real phobic images --- anxiety disorders --- specific phobia --- fMRI --- neuroimaging --- anorexia nervosa --- body image distortion --- body dissatisfaction --- embodiment --- interpersonal multisensory stimulation --- pain perception --- telescoped effect --- amputee patients --- emotion regulation --- treatment --- wellbeing intervention --- adults --- distraction systems --- dental anxiety --- pain --- autism spectrum disorder --- body movements --- repetitive behaviors --- machine learning --- dementia --- mild cognitive impairment --- electroencephalogram --- serious game --- Alzheimer disease --- digital biomarker --- hippocampus --- MRI --- cognitive rehabilitation --- computerized assessment --- sense of reality --- hallucinations --- psychosis --- derealization --- sense of agency --- metacognition --- stress --- bodily-self --- mental health --- presence
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This Special Issue includes contributions about occupants’ sustainable living in buildings and communities, highlighting issues surrounding the sustainable development of our environments and lives by emphasizing smart and green design perspectives. This Special Issue specifically focuses on research and case studies that develop promising methods for the sustainable development of our environment and identify factors critical to the application of a sustainable paradigm for quality of life from a user-oriented perspective. After a rigorous review of the submissions by experts, fourteen articles concerning sustainable living and development are published in this Special Issue, written by authors sharing their expertise and approaches to the concept and application of sustainability in their fields. The fourteen contributions to this special issue can be categorized into four groups, depending on the issues that they address. All the proposed methods, models, and applications in these studies contribute to the current understanding of the adoption of the sustainability paradigm and are likely to inspire further research addressing the challenges of constructing sustainable buildings and communities resulting in a sustainable life for all of society.
The arts --- Architecture --- sustainability --- regionalism --- climate --- unit plan --- apartment --- Singapore --- Korea --- sustainable architecture --- space syntax --- partitioning theory --- total depth --- intelligibility --- movement economies --- architecture --- building performance simulation --- performance-based design --- agent-based model --- Gaussian process --- electroencephalography --- virtual reality --- monument architecture --- stress --- data visualization --- deep learning --- smart building --- interactive experience --- "five senses" interaction --- people-oriented --- embedding --- recommender system --- collaborative filtering --- housing preference --- housing decision --- human behavior simulation --- virtual users --- social sustainability --- performance analysis --- evaluation method --- architectural design education --- eye tracking --- virtual environment --- street robbery --- CPTED --- crime prevention --- fixation count --- people with physical disabilities --- job retention --- path analysis --- perceived workplace safety --- workplace disability facilities --- work satisfaction --- social housing --- social economy actors --- Seoul --- South Korea --- sustainable development --- sustainable design --- energy efficiency --- public rental housing --- building simulation --- elderly --- biophilia --- biophilic experience --- smart home --- smart-home service --- service framework --- water distribution --- water war --- conflict --- ownership --- divided Cyprus --- blue-collar workers --- intervention study --- health promotion --- cardiovascular disease
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Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline.
Information technology industries --- computer adaptive testing --- code tracing --- basic programming skills --- internet of thing (IoT) --- eye tracking --- heart rate (HR) --- measurements --- data analysis --- Internet addiction --- dysfunctional emotions --- coping strategies --- emotional problems --- human-AI interaction --- interaction design --- Kansei engineering --- user satisfaction --- voice-based intelligent system --- dynamic gesture recognition --- gesture spotting --- self-organizing map --- computational psychology --- computational cognitive modeling --- machine learning --- concept blending --- conceptual combinations --- recall --- computational creativity --- cognition --- instance selection --- clustering --- information processing --- cognitive aspects --- remote --- virtual simulation --- incident commander --- user experiences --- problem solving --- decision making --- assessment --- learning --- privacy-preserving computations --- homomorphic encryption --- EEG signals --- school children --- functional vision --- vision screening --- vision training --- eye-tracking --- stakeholders --- human-robot interaction --- social gaze --- eye-to-eye contact --- emotional interfaces --- eye-brain-computer interfaces --- attention --- reflection --- usability --- brain hemispheric lateralization --- online educational material --- instructional design --- methodology --- model --- virtual reality --- virtual environment --- stress --- spaceflight --- training --- EEG --- emotion --- neural networks --- M3GP --- BED --- Emotiv --- multiclass --- deep learning --- traffic accident --- spatially prolonged risk --- Gestalt --- proximity --- open data
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Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline.
Information technology industries --- computer adaptive testing --- code tracing --- basic programming skills --- internet of thing (IoT) --- eye tracking --- heart rate (HR) --- measurements --- data analysis --- Internet addiction --- dysfunctional emotions --- coping strategies --- emotional problems --- human–AI interaction --- interaction design --- Kansei engineering --- user satisfaction --- voice-based intelligent system --- dynamic gesture recognition --- gesture spotting --- self-organizing map --- computational psychology --- computational cognitive modeling --- machine learning --- concept blending --- conceptual combinations --- recall --- computational creativity --- cognition --- instance selection --- clustering --- information processing --- cognitive aspects --- remote --- virtual simulation --- incident commander --- user experiences --- problem solving --- decision making --- assessment --- learning --- privacy-preserving computations --- homomorphic encryption --- EEG signals --- school children --- functional vision --- vision screening --- vision training --- eye-tracking --- stakeholders --- human–robot interaction --- social gaze --- eye-to-eye contact --- emotional interfaces --- eye–brain–computer interfaces --- attention --- reflection --- usability --- brain hemispheric lateralization --- online educational material --- instructional design --- methodology --- model --- virtual reality --- virtual environment --- stress --- spaceflight --- training --- EEG --- emotion --- neural networks --- M3GP --- BED --- Emotiv --- multiclass --- deep learning --- traffic accident --- spatially prolonged risk --- Gestalt --- proximity --- open data --- n/a --- human-AI interaction --- human-robot interaction --- eye-brain-computer interfaces
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This book aims to discuss new research and trends on all dimensions of Higher Education, as there is a growing interest in the field of Higher Education, regarding new methodologies, contexts, and technologies. It includes investigations of diverse issues that affect the learning processes in Higher Education: innovations in learning, new pedagogical methods, and new learning contexts.In this sense, original research contributions of research papers, case studies and demonstrations that present original scientific results, methodological aspects, concepts and educational technologies, on the following topics:a) Technological Developments in Higher Education: mobile technology, virtual environments, augmented reality, automation and robotics, and other tools for universal learning, focusing on issues that are not addressed by existing research;b) Digital Higher Education: mobile learning, eLearning, Game-based Learning, social media in education, new learning models and technologies and wearable technologies for education;c) Case Studies in Higher Education: empirical studies in higher education regarding digital technologies, new methodologies, new evaluation techniques and tools, perceptions of learning processes efficiency and digital learning best practice.
Humanities --- Education --- higher education students --- social responsibility --- private and state institutions --- Romania --- Patagonia --- trekking --- nature --- goodness of humankind --- culture --- individuality --- reflexivity --- qualitative research --- validation --- mastery --- task --- performance --- ego --- spiritual intelligence --- emotional intelligence --- leadership --- education --- satisfaction --- educational management --- average satisfaction index --- IFPI --- Brazil --- transversal competences --- engineering students --- higher education --- virtual reality --- learning analytics --- STEM education --- instructional design --- accountant --- professions --- digital --- professional bodies --- higher education institutions --- learning models --- use of ICTs --- veterinarian education --- COVID-19 --- learning contexts --- operational assistants --- training --- evaluation --- educational public policies --- academic fraud --- academic integrity --- perceptions --- students --- distance learning --- online learning --- digital pedagogies --- financial education --- personality traits --- financial behavior --- university students --- academic burnout --- stress --- quantitative research --- coping strategies --- medication --- mechatronics --- experiential learning --- creative thinking --- critical thinking --- robotics --- thinking skills --- subsumption architecture --- mobile robot --- educational system --- project-based learning --- employers’ engagement --- employability --- multi-stakeholder partnership --- emergency online learning --- emergency online teaching --- lecturers --- Portugal --- sentiment analysis --- resilience --- validity --- resilience scale-10 --- peer assessment --- peer review --- collaborative evaluation --- rubric --- educational --- virtual environment --- gamification --- 3D modeling --- cultural heritage --- cyber-archaeology --- microscope --- postsecondary education --- community service --- civic engagement --- educational attainment --- OECD country --- hierarchical linear model (HLM) --- PIAAC --- soft skills --- inclusion --- teachers of special education --- teacher profile --- effective communication --- self-directed learning --- learning tasks --- student surveys --- university didactics --- STEM --- undergraduates --- instructional data --- teaching practices --- instructional technology --- assessment --- student reflection on learning --- policy --- architectural education --- architectural studies --- admission exam in drawing --- drawing --- concept --- knowledge integration --- macro-concept --- language of science --- network analysis --- photosynthesis --- biology education --- science education --- n/a --- employers' engagement
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