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Project Westdrive: Unity City With Self-Driving Cars and Pedestrians for Virtual Reality Studies Project Westdrive:拥有自动驾驶汽车和行人的Unity City,用于虚拟现实研究
Q1 Computer Science Pub Date : 2020-01-31 DOI: 10.3389/fict.2020.00001
F. Nezami, M. A. Wächter, G. Pipa, P. König
Virtual environments will deeply alter the way we conduct scientific studies on human behavior. Possible applications range from spatial navigation over addressing moral dilemmas in a more natural manner to therapeutic applications for affective disorders. The decisive factor for this broad range of applications is that virtual reality (VR) is able to combine a well-controlled experimental environment together with the ecological validity of the immersion of test subjects. Until now, however, programming such an environment in Unity® requires profound knowledge of C# programming, 3D design, and computer graphics. In order to give interested research groups access to a realistic VR environment which can easily adapt to the varying needs of experiments, we developed a large, open source, scriptable, and modular VR city. It covers an area of 230 hectare, up to 150 self-driving vehicles and 655 active and passive pedestrians and thousands of nature assets to make it both highly dynamic and realistic. Furthermore, the repository presented here contains a stand-alone City AI toolkit for creating avatars and customizing cars. Finally, the package contains code to easily set up VR studies. All main functions are integrated into the graphical user interface of the Unity® Editor to ease the use of the embedded functionalities. In summary, the project named Westdrive is developed to enable research groups to access a state-of-the-art VR environment that is easily adapted to specific needs and allows focus on the respective research question.
虚拟环境将深刻改变我们对人类行为进行科学研究的方式。可能的应用范围从以更自然的方式解决道德困境的空间导航到情感障碍的治疗应用。这种广泛应用的决定性因素是虚拟现实(VR)能够将良好控制的实验环境与测试对象沉浸的生态有效性相结合。然而,到目前为止,在Unity®中编程这样的环境需要深刻的C#编程、3D设计和计算机图形学知识。为了让感兴趣的研究小组获得一个现实的VR环境,可以轻松适应不同的实验需求,我们开发了一个大型、开源、可脚本化和模块化的VR城市。它占地230公顷,拥有多达150辆自动驾驶汽车、655名主动和被动行人以及数千处自然资产,使其具有高度的动态性和现实性。此外,这里提供的存储库包含一个独立的城市AI工具包,用于创建化身和定制汽车。最后,该软件包包含易于设置VR研究的代码。所有主要功能都集成到Unity®编辑器的图形用户界面中,以便于使用嵌入式功能。总之,开发名为Westdrive的项目是为了使研究小组能够访问最先进的虚拟现实环境,该环境很容易适应特定需求,并能够专注于各自的研究问题。
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引用次数: 4
The Syncopated Energy Algorithm for Rendering Real-Time Tactile Interactions 实时触觉交互渲染的切分能量算法
Q1 Computer Science Pub Date : 2019-10-30 DOI: 10.3389/fict.2019.00019
Fei Tang, Ryan P. McMahan
In this paper, we present a novel vibrotactile rendering algorithm for producing real-time tactile interactions suitable for virtual reality applications. The algorithm uses an energy model to produce smooth tactile sensations by continuously recalculating the location of a phantom actuator that represents a virtual touch point. It also employs syncopations in its rendered amplitude to produce artificial perceptual anchors that make the rendered vibrotactile patterns more recognizable. We conducted two studies to compare this Syncopated Energy algorithm to a standard real-time Grid Region algorithm for rendering touch patterns at different vibration amplitudes and frequencies. We found that the Grid Region algorithm afforded better recognition, but that the Syncopated Energy algorithm was perceived to produce smoother patterns at higher amplitudes. Additionally, we found that higher amplitudes afforded better recognition while a moderate amplitude yielded more perceived continuity. We also found that a higher frequency resulted in better recognition for fine-grained tactile sensations and that frequency can affect perceived continuity.
在本文中,我们提出了一种新的振动触觉渲染算法,用于产生适合虚拟现实应用的实时触觉交互。该算法使用能量模型,通过不断重新计算代表虚拟触点的虚拟驱动器的位置来产生平滑的触觉。它还在渲染振幅中使用切分音来产生人工感知锚点,使渲染的振动触觉模式更容易识别。我们进行了两项研究,将这种切分能量算法与标准的实时网格区域算法进行比较,以在不同的振动幅度和频率下呈现触摸模式。我们发现网格区域算法提供了更好的识别,但切分能量算法被认为在更高的振幅下产生更平滑的模式。此外,我们发现较高的振幅提供更好的识别,而适度的振幅产生更多的感知连续性。我们还发现,频率越高,对细粒度触觉的识别效果越好,而且频率会影响感知的连续性。
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引用次数: 2
Dyadic Interference Leads to Area of Uncertainty During Face-to-Face Cooperative Interception Task 面对面协同拦截任务中二元干扰导致不确定区域
Q1 Computer Science Pub Date : 2019-10-29 DOI: 10.3389/fict.2019.00020
Charles Faure, Annabelle Limballe, A. Sorel, Théo Perrin, B. Bideau, R. Kulpa
People generally coordinate their action to be more efficient. However, in some cases, interference between them occur, resulting in an inefficient collaboration. For example, if two volleyball players collide while performing a serve reception, they can both miss the ball. The main goal of this study is to explore the way two persons regulate their actions when performing a cooperative task of ball interception, and how interference between them may occur. Starting face to face, twenty-four participants (twelve teams of two) had to physically intercept balls moving down from the roof to the floor of a virtual room. To this end, they controlled a virtual paddle attached to their hand moving along the anterior-posterior axis. No communication was allowed between participants so they had to focus on visual cues to decide if they should perform the interception or leave the partner do it. Participants were immersed in a stereoscopic virtual reality setup that allows the control of the situation and the visual stimuli they perceived, such as ball trajectories and the information available on the partner's motion. Results globally showed participants were often able to intercept balls without collision by dividing the interception space in two equivalent parts. However, an area of uncertainty (where many trials were not intercepted) appeared in the center of the scene, highlighting the presence of interference between participants. The width of this area increased when the situation became more complex (facing a real partner and not a stationary one) and when less information was available (only the paddle and not the partner's avatar). Moreover, participants initiated their interception later when real partner was present and often interpreted balls starting above them as balls they should intercept, even when these balls were textit{in fine} intercepted by their partner. Overall, results showed that team coordination here emerges from between-participants interactions and that interference between them depends on task complexity (uncertainty on partner's action and visual information available)
人们通常会协调他们的行动以提高效率。然而,在某些情况下,它们之间会发生干扰,导致协作效率低下。例如,如果两个排球运动员在接发球时发生碰撞,他们都可能打偏球。本研究的主要目的是探讨两个人在执行合作拦截球任务时的行为调节方式,以及他们之间可能发生的干扰。从面对面开始,24名参与者(12支2人一组的队伍)必须在一个虚拟房间里拦截从屋顶到地板的球。为此,他们控制了一个虚拟桨,这个桨连接在他们的手上,沿着前后轴运动。参与者之间不允许交流,所以他们必须专注于视觉线索,以决定他们是应该执行拦截还是让同伴去做。参与者沉浸在一个立体的虚拟现实设置中,可以控制情况和他们感知到的视觉刺激,比如球的轨迹和伴侣的运动信息。全球范围内的结果显示,参与者通常能够通过将拦截空间分成两个相等的部分来拦截球而不会发生碰撞。然而,一个不确定区域(许多试验没有被拦截)出现在场景的中心,突出了参与者之间存在干扰。当情况变得更复杂时(面对的是一个真实的伙伴,而不是一个静止的伙伴),当可用的信息更少时(只有桨,而不是伙伴的化身),这个区域的宽度就会增加。此外,当真正的伴侣在场时,参与者开始拦截的时间较晚,并且经常将从他们上方开始的球解释为他们应该拦截的球,即使这些球被他们的伴侣拦截textit{得很好}。总体而言,结果表明,团队协作来自于参与者之间的互动,而参与者之间的干扰取决于任务的复杂性(不确定性取决于合作伙伴的行动和可用的视觉信息)。
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引用次数: 2
Eyelid and Pupil Landmark Detection and Blink Estimation Based on Deformable Shape Models for Near-Field Infrared Video 基于变形形状模型的近场红外视频眼睑和瞳孔标记检测及眨眼估计
Q1 Computer Science Pub Date : 2019-10-14 DOI: 10.3389/fict.2019.00018
Siyuan Chen, J. Epps
The eyelid contour, pupil contour and blink event are important features of eye activity, and their estimation is a crucial research area for emerging wearable camera-based eyewear in a wide range of applications e.g. mental state estimation. Current approaches often estimate a single eye activity, such as blink or pupil center, from far-field and non-infrared (IR) eye images, and often depend on the knowledge of other eye components. This paper presents a unified approach to simultaneously estimate the landmarks for the eyelids, the iris and the pupil, and detect blink from near-field IR eye images based on a statistically learned deformable shape model and local appearance. Unlike the facial landmark estimation problem, by comparison, different shape models are applied to all eye states – closed eye, open eye with iris visible, and open eye with iris and pupil visible – to deal with the self-occluding interactions among the eye components. The most likely eye state is determined based on the learned local appearance. Evaluation on three different realistic datasets demonstrates that the proposed three-state deformable shape model achieves state-of-the-art performance for the open eye with iris and pupil state, where the normalized error was lower than 0.04. Blink detection can be as high as 90% in recall performance, without direct use of pupil detection. Cross-corpus evaluation results show that the proposed method improves on the state-of-the-art eyelid detection algorithm. This unified approach greatly facilitates eye activity analysis for research and practice when different types of eye activity are required rather than employ different techniques for each type. Our work is the first study proposing a unified approach for eye activity estimation from near-field IR eye images and achieved the state-of-the-art eyelid estimation and blink detection performance.
眼睑轮廓、瞳孔轮廓和眨眼事件是眼活动的重要特征,它们的估计是新兴的基于摄像头的可穿戴眼镜在心理状态估计等广泛应用中的关键研究领域。目前的方法通常是从远场和非红外(IR)眼睛图像中估计单个眼睛的活动,如眨眼或瞳孔中心,并且通常依赖于对其他眼睛成分的了解。基于统计学习的可变形形状模型和局部外观,提出了一种统一的方法,同时估计眼睑、虹膜和瞳孔的标志,并从近场红外眼睛图像中检测眨眼。与面部地标估计问题不同的是,通过比较,不同的形状模型应用于所有眼睛状态——闭上眼睛,睁开眼睛,虹膜可见,睁开眼睛,虹膜和瞳孔可见——来处理眼睛成分之间的自闭塞相互作用。最可能的眼睛状态是根据学习到的局部外观来确定的。在三个不同的真实数据集上的评估表明,所提出的三状态可变形形状模型对于具有虹膜和瞳孔状态的睁眼具有最先进的性能,归一化误差小于0.04。在不直接使用瞳孔检测的情况下,眨眼检测的召回率可高达90%。跨语料库评估结果表明,该方法在目前最先进的眼睑检测算法的基础上得到了改进。当需要不同类型的眼活动时,这种统一的方法大大方便了眼活动分析的研究和实践,而不是针对每种类型采用不同的技术。我们的研究首次提出了一种统一的方法来估计近场红外眼睛图像的眼球活动,并实现了最先进的眼睑估计和眨眼检测性能。
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引用次数: 3
Toward Industry 4.0 With IoT: Optimizing Business Processes in an Evolving Manufacturing Factory 用物联网实现工业4.0:优化不断发展的制造工厂的业务流程
Q1 Computer Science Pub Date : 2019-08-28 DOI: 10.3389/fict.2019.00017
Laura Belli, Luca Davoli, Alice Medioli, Pier Luigi Marchini, G. Ferrari
Research advances in the last decades have allowed the introduction of Internet of Things (IoT) concepts in several industrial application scenarios, leading to the so-called Industry 4.0 or Industrial IoT (IIoT). The Industry 4.0 has the ambition to revolutionize industry management and business processes, enhancing the productivity of manufacturing technologies through field data collection and analysis, thus creating real-time digital twins of industrial scenarios. Moreover, it is vital for companies to be as "smart" as possible and to adapt to the varying nature of the digital supply chains. This is possible by leveraging IoT in Industry 4.0 scenarios. In this paper, we describe the renovation process, guided by things2i s.r.l., a cross-disciplinary engineering-economic spin-off company of the University of Parma, which a real manufacturing industry is undergoing over consecutive phases spanning a few years. The first phase concerns the digitalization of the control quality process, specifically related to the company's production lines. The use of paper sheets containing different quality checks has been made smarter through the introduction of a digital, smart, and Web-based application, which is currently supporting operators and quality inspectors working on the supply chain through the use of smart devices. The second phase of the IIoT evolution - currently on-going - concerns both digitalization and optimization of the production planning activity, through an innovative Web-based planning tool. The changes introduced have led to significant advantages and improvement for the manufacturing company, in terms of: (i) impressive cost reduction; (ii) better products quality control; (iii) real-time detection and reaction to supply chain issues; (iv) significant reduction of the time spent in planning activity; and (v) resources employment optimization, thanks to the minimization of unproductive setup times on production lines. These two renovation phases represent a basis for possible future developments, such us the integration of sensor-based data on the operational status of production machines and the currently available warehouse supplies. In conclusion, the Industry 4.0-based on-going digitization process guided by things2i allows to continuously collect heterogeneous Human-to-Things (H2T) data, which can be used to optimize the partner manufacturing company as a whole entity.
过去几十年的研究进展使得物联网(IoT)概念在几个工业应用场景中得以引入,从而导致了所谓的工业4.0或工业物联网(IIoT)。工业4.0的目标是彻底改变行业管理和业务流程,通过现场数据收集和分析提高制造技术的生产力,从而创建工业场景的实时数字孪生。此外,企业要尽可能“聪明”,适应数字供应链的不同性质,这一点至关重要。这可以通过在工业4.0场景中利用物联网来实现。在本文中,我们描述了在帕尔马大学的一个跨学科的工程经济衍生公司things2i s.r.l的指导下,一个真实的制造业正在经历几个连续阶段的改造过程。第一阶段涉及控制质量过程的数字化,特别是与公司的生产线有关。通过引入数字、智能和基于网络的应用程序,包含不同质量检查的纸张的使用变得更加智能,该应用程序目前通过使用智能设备支持供应链上的操作人员和质量检查员。工业物联网发展的第二阶段——目前正在进行中——通过一种创新的基于网络的计划工具,关注生产计划活动的数字化和优化。引入的变化为制造公司带来了显著的优势和改进,在以下方面:(1)显著降低了成本;(二)更好的产品质量控制;(iii)对供应链问题的实时检测和反应;大幅度减少用于规划活动的时间;(5)资源利用优化,这要归功于生产线上非生产性设置时间的最小化。这两个翻新阶段是今后可能发展的基础,例如将关于生产机器的操作状况和目前可用的仓库用品的传感器数据结合起来。综上所述,基于工业4.0的持续数字化过程以things2i为指导,允许持续收集异构的人对物(H2T)数据,这些数据可用于优化合作伙伴制造公司作为一个整体。
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引用次数: 43
Superimposing 3D Virtual Self + Expert Modeling for Motor Learning: Application to the Throw in American Football 叠加3D虚拟自我+专家建模在运动学习中的应用:在美式橄榄球投掷中的应用
Q1 Computer Science Pub Date : 2019-08-07 DOI: 10.3389/fict.2019.00016
Thibaut Le Naour, Ludovic Hamon, J. Bresciani
We learn and/or relearn motor skills at all ages. Feedback plays a crucial role in this learning process, and Virtual Reality (VR) constitutes a unique tool to provide feedback and improve motor learning. In particular, VR grants the possibility to edit 3D movements and display augmented feedback in real time. Here we combined VR and motion capture to provide learners with a 3D feedback superimposing in real time the reference movements of an expert (expert feedback) to the movements of the learner (self-feedback). We assessed the effectiveness of this feedback for the learning of a throwing movement in American football. This feedback was used during (concurrent feedback) and/or after movement execution (delayed feedback), and it was compared with a feedback displaying only the reference movements of the expert. In contrast with more traditional studies relying on video feedback, we used the Dynamic Time Warping algorithm coupled to motion capture to measure the spatial characteristics of the movements. We also assessed the regularity with which the learner reproduced the reference movement along its path. For that, we used a new metric computing the dispersion of distance around the mean distance over time. Our results show that when the movements of the expert were superimposed on the movements of the learner during learning (i.e., self + expert), the reproduction of the reference movement improved significantly. On the hand, providing feedback about the movements of the expert only did not give rise to any significant improvement regarding movement reproduction.
我们在各个年龄段都在学习和/或重新学习运动技能。反馈在这个学习过程中起着至关重要的作用,而虚拟现实(VR)是提供反馈和改善运动学习的独特工具。特别是,VR提供了编辑3D运动和实时显示增强反馈的可能性。在这里,我们将VR和动作捕捉结合起来,为学习者提供3D反馈,实时叠加专家的参考动作(专家反馈)到学习者的动作(自我反馈)。我们评估了这种反馈对美式橄榄球投掷动作学习的有效性。此反馈在运动执行期间(并发反馈)和/或之后(延迟反馈)使用,并将其与仅显示专家参考动作的反馈进行比较。与传统的依赖视频反馈的研究不同,我们使用了动态时间扭曲算法与运动捕捉相结合来测量运动的空间特征。我们还评估了学习者沿着其路径复制参考运动的规律性。为此,我们使用了一种新的度量来计算距离随时间的平均距离的离散度。我们的研究结果表明,在学习过程中,当专家的动作叠加在学习者的动作上(即自我+专家),参考动作的再现性显著提高。另一方面,仅仅提供关于专家动作的反馈并没有给动作再现带来任何显著的改善。
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引用次数: 6
A Composite Structure for Fast Name Prefix Lookup 用于快速名称前缀查找的复合结构
Q1 Computer Science Pub Date : 2019-08-02 DOI: 10.3389/fict.2019.00015
Jiawei Hu, Hui Li
Name-based forwarding plane is a critical but challenging component for Named Data Networking (NDN), where the hash table is an appealing candidate for data structure utilized in FIB on the benefit of its fast lookup speed. However, the hash table is flawed that it does not naturally support the longest-prefix-matching (LPM) algorithm for name-based forwarding. To support LPM in the hash table, besides the linear lookup, the random search (such as binary search) aims at increasing the lookup speed by reconstructing the FIB and optimizing the search path. We propose a composite data structure for random search based on the combination of hash table and trie; the latter is introduced preserve the logical associations among names, so as to recycle memory and prevent the so-called backtracking problem, thus enhancing the lookup efficiency. The experiment indicates the superiority of our scheme in lookup speed, the impact on memory consumption has also been evaluated.
基于名称的转发平面是命名数据网络(NDN)的一个关键但具有挑战性的组件,其中哈希表是FIB中使用的数据结构的一个有吸引力的候选,因为它具有快速查找速度的优点。但是,哈希表存在缺陷,它不支持基于名称的转发的最长前缀匹配(LPM)算法。为了支持哈希表中的LPM,除了线性查找之外,随机搜索(如二进制搜索)的目的是通过重构FIB和优化搜索路径来提高查找速度。提出了一种基于哈希表和trie组合的随机搜索复合数据结构;后者保留了名称之间的逻辑关联,从而回收了内存,防止了所谓的回溯问题,从而提高了查找效率。实验表明了该方案在查找速度上的优越性,并对其对内存消耗的影响进行了评估。
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引用次数: 2
An Interactive and Multimodal Virtual Mind Map for Future Workplace 面向未来工作场所的交互式多模态虚拟思维导图
Q1 Computer Science Pub Date : 2019-07-31 DOI: 10.3389/fict.2019.00014
David Kuťák, M. Dolezal, Bojan Kerous, Zdenek Eichler, J. Vasek, F. Liarokapis
Traditional types of mind maps involve means of visually organizing information. They can be created either using physical tools like paper or post-it notes or through the computer-mediated process. Although their utility is established, mind maps and associated methods usually have several shortcomings with regards to effective and intuitive interaction as well as effective collaboration. Latest developments in virtual reality demonstrate new capabilities of visual and interactive augmentation, and in this paper, we propose a multimodal virtual reality mind map that has the potential to transform the ways in which people interact, communicate, and share information. The shared virtual space allows users to be located virtually in the same meeting room and participate in an immersive experience. Users of the system can create, modify, and group notes in categories and intuitively interact with them. They can create or modify inputs using voice recognition, interact using virtual reality controllers, and then make posts on the virtual mind map. When a brainstorming session is finished, users are able to vote about the content and export it for later usage. A user evaluation with 32 participants assessed the effectiveness of the virtual mind map and its functionality. Results indicate that this technology has the potential to be adopted in practice in the future, but a comparative study needs to be performed to have a more general conclusion.
传统类型的思维导图涉及视觉组织信息的方法。它们既可以使用纸或便利贴等物理工具来创建,也可以通过计算机中介的过程来创建。尽管思维导图和相关方法的实用性已经确立,但在有效和直观的交互以及有效的协作方面,它们通常存在一些缺点。虚拟现实的最新发展展示了视觉和交互式增强的新能力,在本文中,我们提出了一种多模态虚拟现实思维导图,它有可能改变人们互动,沟通和共享信息的方式。共享的虚拟空间允许用户虚拟地位于同一会议室,并参与沉浸式体验。系统用户可以对笔记进行创建、修改和分组,并与之进行直观的交互。他们可以使用语音识别创建或修改输入,使用虚拟现实控制器进行交互,然后在虚拟思维导图上发布帖子。当头脑风暴会议结束时,用户可以对内容进行投票,并将其导出以供以后使用。由32名参与者参与的用户评估评估了虚拟思维导图的有效性及其功能。结果表明,该技术在未来的实践中具有采用的潜力,但需要进行比较研究才能得出更普遍的结论。
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引用次数: 8
Technology Use and Attitudes in Music Learning 音乐学习中的技术使用与态度
Q1 Computer Science Pub Date : 2019-05-31 DOI: 10.3389/fict.2019.00011
G. Waddell, A. Williamon
While the expansion of technologies into the music education classroom has been studied in great depth, there is a lack of published literature regarding the use of digital technologies by students learning via one-to-one instrumental music instruction frameworks. Do musicians take their technology use into the practice room and teacher’s studio, or does the traditional nature of the master-apprentice teaching model promote differing attitudes of musicians toward their use of technology in learning their instrument? The present study examined (1) musicians’ skills with and attitudes toward technologies in their day-to-day lives, (2) how they engage with technology in the learning of musical instruments, (3) how their attitudes as music learners differ from their role as music teachers, and (4) musicians’ attitudes toward potential new technologies and what factors predict adoption of new tools. To investigate these issues, we developed the Technology Use and Attitudes in Music Learning Survey, which included adaptations of Davis’ 1989 scales for Perceived Usefulness and Perceived Ease of Use of Technology. Data were collected from an international cohort of 338 amateur, student, and professional musicians ranging widely in age, instrument, and musical experience. Results showed a generally positive attitude towards current and future technology use among musicians and supported the Technology Acceptance Model (TAM), wherein technology use in music learning was predicted by perceived ease of use via perceived usefulness, although technology use itself, age, and musical experience did not predict hypothetical future use. Musicians’ self-perceived skills with smartphones, laptops, and desktop computers was found to surpass traditional audio and video recording devices regardless of demographics, and the majority of musicians reported using the classic musical technologies of metronomes and tuners on smartphones and tablets rather than bespoke devices. Despite this comfort with and access to new technology, its reported availability within lesson spaces was half of that within practice spaces, and while a large percentage of musicians actively record their playing, these recordings are reviewed with significantly less frequency. These results highlight opportunities for technology to take a greater role in improving music learning through enhanced student-teacher interaction and self-regulated learning.
虽然技术在音乐教育课堂中的扩展已经得到了深入的研究,但缺乏关于学生通过一对一器乐教学框架学习使用数字技术的已发表文献。音乐家是否会将他们的技术使用带入练习室和教师工作室,或者师徒教学模式的传统性质是否会导致音乐家对他们在学习乐器时使用技术的不同态度?本研究考察了(1)音乐家在日常生活中对技术的技能和态度,(2)他们在乐器学习中如何使用技术,(3)他们作为音乐学习者的态度与他们作为音乐教师的角色有何不同,以及(4)音乐家对潜在新技术的态度以及哪些因素可以预测新工具的采用。为了研究这些问题,我们开发了音乐学习中的技术使用和态度调查,其中包括对Davis 1989年的感知有用性和感知技术易用性量表的改编。数据收集自一个由338名业余、学生和专业音乐家组成的国际队列,他们的年龄、乐器和音乐经验都很广泛。结果显示音乐家对当前和未来的技术使用普遍持积极态度,并支持技术接受模型(TAM),其中通过感知有用性来预测音乐学习中的技术使用,尽管技术使用本身,年龄和音乐经验并不能预测假设的未来使用。研究发现,音乐家在智能手机、笔记本电脑和台式电脑上的自我感知技能超过了传统的音频和视频录制设备,而不考虑人口统计数据,大多数音乐家报告说,他们在智能手机和平板电脑上使用节拍器和调谐器等经典音乐技术,而不是定制设备。尽管人们对新技术的使用感到舒适,但据报道,它在课堂空间的可用性是在练习空间的一半,尽管很大一部分音乐家积极录制他们的演奏,但这些录音的审查频率要低得多。这些结果突出了技术通过加强师生互动和自我调节学习在改善音乐学习方面发挥更大作用的机会。
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引用次数: 44
Understanding Health Information Technologies as Complex Interventions With the Need for Thorough Implementation and Monitoring to Sustain Patient Safety 理解卫生信息技术作为复杂的干预措施,需要彻底的实施和监测,以维持患者的安全
Q1 Computer Science Pub Date : 2019-05-17 DOI: 10.3389/fict.2019.00009
J. Wienert
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引用次数: 14
期刊
Frontiers in ICT
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