In this paper, we examine the effects of three video game variables: camera perspective (1 st person versus 3 rd person), session duration, and repeated play on training participants to mitigate three cognitive biases. We developed a 70 minute, 3D immersive video game for use as an experimentation test bed. One-hundred and sixty three participants either watched an instructional decision video or played one of the four versions of the game. Each participant's learning was assessed by comparing his or her post-test scores and pre-test scores for knowledge of the biases and ability to mitigate them. Results indicated that repeated game play across two sessions produced the largest improvement in learning, and was more effective than the instructional decision video and single session game for mitigating biases. Surprisingly, session duration did not improve learning, and results were mixed for the third person perspective improved learning. Overall, the video game did improve participant's ability to learn and to mitigate three cognitive biases. Implications for training using video game are discussed.
Good information that is based on data that has been processed properly so as to generate useful communication. The trial assessment system has 3 parts, but the system is not mutually integrated because 2 of them can already be accessed online while the examiner's assessment system still uses the local network. In the grading system, the examiner has a session news information system that is useful for conveying the final results of the session to the trial participants. This is because as technology advances are utilized as well as possible by educational institutions in this case namely universities to be used in a comprehensive session of thesis students or final assignments. Therefore, development is carried out on the examiner's assessment system so that it can be accessed online, where there is a trial news information system. The research was conducted using the method of observation, interviews and literature to maximize this research. The trial news information system is a very important system when a comprehensive trial process takes place. This is because the news information system of the hearing has information about the grades, grades and status obtained by the trial participants. This certainly becomes very vital in the trial assessment system. The display that will be developed in the examiner's rating system will be user friendly, making it easier for the board of examiners to use it. Even though the system was developed but did not change the original flow of the examiner's assessment system so that the board of examiners could adjust well to the new system, along with the news information system of the trial. With the existence of a hearing news information system, it makes the comprehensive trial process perfect and the trial assessment system becomes integrated again as before.
This chapter presents recent work concerning physically modelled virtual musical instruments and force feedback. Firstly, we discuss fundamental differences in the gesture-sound relationship between acoustic instruments and digital musical instruments, the former being linked by dynamic physical coupling, the latter by transmission and processing of information and control signals. We then present an approach that allows experiencing physical coupling with virtual instruments, using the CORDIS-ANIMA physical modelling formalism, synchronous computation and force-feedback devices. To this end, we introduce a framework for the creation and manipulation of multisensory virtual instruments, called the MSCI platform. In particular, we elaborate on the cohabitation, within a single physical model, of sections simulated at different rates. Finally, we discuss the relevance of creating virtual musical instruments in this manner, and we consider their use in live performance.
The nature of human/instrument interaction is a long-standing area of study, drawing interest from fields as diverse as philosophy, cognitive sciences, anthropology, human-computer-interaction, or artistic creation. In particular, the case of the interaction between performer and musical instrument provides an enticing framework for studying the instrumental dynamics that allow for embodiment, skill acquisition and virtuosity with (electro-)acoustical instruments, and questioning how such notions may be transferred into the realm of digital music technologies and virtual instruments.This paper offers a study of concepts and technologies allowing for instrumental dynamics with Digital Musical Instruments, through an analysis of haptic-audio creation centred on a) theoretical and conceptual frameworks, b) technological components -namely physical modelling techniques for the design of virtual mechanical systems and force-feedback technologies allowing mechanical coupling with them, and c) a corpus of artistic works based on this approach. Through this retrospective, we argue that artistic works created in this field over the last 20 years -and those yet to come -may be of significant importance to the haptics community as new objects that question physicality, tangibility, and creativity from a fresh and rather singular angle. Following which, we discuss the convergence of efforts in this field, challenges still ahead, and the possible emergence of a new transdisciplinary community focused on multisensory digital art forms.
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