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***WINNER OF A NAUTILUS 2017 SILVER MEDAL BOOK AWARD*** Adaptive Sensory Environments: An Introduction presents a cutting-edge methodology for adaptive sensory design by fostering an inter-disciplinary approach in which aspects of neuroscience, biophilia, captology, nanotechnology, kinetics, and sensemaking all play critical roles in helping adaptive architecture "tune" to occupants. Furthermore, the book illustrates how adaptive sensory environments transform and uplift quality of life in entirely new ways, by strategically unlocking the potential that technological innovations bring. By teaching scholars, researchers, practitioners, specialists, and consultants how to design architecture that guides what emerging interactive technology can do, it allows them to see deeper into an architectural design, to extend beyond interaction and, ultimately, to build environments that adapt by changing and growing with their occupants’ immediate needs and long-term goals.
With contributions from a collection of authors consisting of many recognizable experts in the field of virtual and adaptive environments, as well as many up and coming young researchers, this book illustrates the many ways in which psychological science contributes to and benefits from the increased development and application of these nascent systems. Discussing issues from both a user- and technology-based standpoint, the volume examins the use of human perception, cognition, and behavior. The book builds a foundation on the assumption that these systems are first and foremost human-centered technologies, in that their purpose is to complement and extend human capabilities across a wide variety of domains.
People have been finding inspiration in nature in solving their problems, from the very beginning of their existence. In the most general sense, biomimicry, defined as "inspire from the nature," has brought together the engineers and designers nowadays. This collaboration creates innovative and creative outcomes that encourage people with their interdisciplinary relationships. Accordingly, the aim of this book is to bring together different works or developments on biomimetics in interdisciplinary relationship between different areas, especially biomimicry, engineering, and design. The twenty-first century has conceived many new and amazing designs. The book in your hands will surely be an important guide to take a quick look at the future possibilities.
This Handbook, with contributions from leading experts in the field, provides a comprehensive, state-of-the-art account of virtual environments (VE). It serves as an invaluable source of reference for practitioners, researchers, and students in this rapidly evolving discipline. It also provides practitioners with a reference source to guide their development efforts and addresses technology concerns, as well as the social and business implications with which those associated with the technology are likely to grapple. While each chapter has a strong theoretical foundation, practical implications are derived and illustrated via the many tables and figures presented throughout the book. The Handbook presents a systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given area of expertise to provide extensive scope and detail on VE technology. After providing an introduction to VE technology, the Handbook organizes the body of knowledge into five main parts: *System Requirements--specifies multimodal system requirements, including physiological characteristics that affect VE system design. *Design Approaches and Implementation Strategies--addresses cognitive design strategies; identifies perceptual illusions that can be leveraged in VE design; discusses navigational issues, such as becoming lost within a virtual world; and provides insights into structured approaches to content design. *Health and Safety Issues--covers direct physiological effects, signs, symptoms, neurophysiology and physiological correlates of motion sickness, perceptual and perceptual-motor adaptation, and social concerns. *Evaluation--addresses VE usability engineering and ergonomics, human performance measurement in VEs, usage protocols; and provides means of measuring and managing visual, proprioceptive, and vestibular aftereffects, as well as measuring and engendering sense of presence. *Selected Applications of Virtual Environments--provides a compendium of VE applications. The Handbook closes with a brief review of the history of VE technology. The final chapter provides information on the VE profession, providing those interested with a number of sources to further their quest for the keys to developing the ultimate virtual world.
First published in 1999. This book is written in four parts. Part I 'Foundations', starts with Chapter 1 'What is a multisensory environment?' and provides a general introduction to the field. The MSE can be different things to different people. It can describe an actual space, or the impact that space has on an individual. Furthermore, it can be for adults or children, for recreation, leisure, therapy or education. Part II 'Design and construction' explores the what, who, why and how of the open-minded, Part III 'Curriculum development' begins with Chapter 8 'Curriculum development in the MSE. The final section, Part IV 'Future developments', consists of two chapters. The goal of Chapter 11 'Conducting research in the MSE' is to demystify research and thereby encourage all members of the transdisciplinary team to become actively involved in MSE related research; Chapter 12 'Where are we going?', the MSE is re-examined to identify possible ways this development could contribute to the increased pluralities that will constitute education in the twenty-first century.
Publisher's Note: Products purchased from 3rd Party sellers are not guaranteed by the Publisher for quality, authenticity, or access to any online entitlements included with the product. Frames of Reference for Pediatric Occupational Therapy, Fourth Edition, uses frames of reference for diagnostic categories (neuro-development, social participation, etc.) as effective blueprints for applying theory to pediatric OT practice. Updated with new chapters, case examples, and a new focus on evidence-based practice. This proven approach helps students understand the “why” of each frame of reference before moving on to the “how” of creating effective treatment programs to help pediatric clients lead richer, fuller lives. The book first covers the foundations of frames reference for pediatric OT (Section I), and then covers commonly used frames of reference such as motor skill acquisition, biomechanical, and sensory integration (Section II). A final section discusses newer focused/specific frames of reference like handwriting skills and social participation. A standardized format within each frame of reference chapter covers the same elements (Theoretical Base, Supporting Evidence, the Function/Dysfunction Continuum, Guide to Evaluation, and Application to Practice) to help students build the knowledge and skills needed for effective practice.
This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology.
For most people, prism adaptation is an amusing demonstration, first experienced perhaps in an introductory psychology course. This monograph relates this peculiar phenomenon to the larger context of cognitive science, especially motor control and learning. The first part sketches the background concepts necessary to understand the contribution of prism adaptation to the larger issue of adaptive perceptual-motor performance including: * a review of the basic concepts of motor control and learning that enable strategic response in the prism adaptation situation; * the development of a hypothesis about spatial representation and spatial mapping and an introduction to the basic idea of adaptive spatial alignment; and * a contrasting view of perceptual and motor learning and a review of evidence for the involvement of nonassociative and associative learning in prism adaptation. Directly concerned with data and theory in prism adaptation, the second part presents: * an outline of prism adaptation methodology and a list of several empirical conclusions from previous research that constrained development of theoretical framework; * a theory of strategic perceptual-motor control and learning which enables adaptive performance during prism exposure, but does not directly involve adaptive spatial alignment; * an extention of the theory to include realignment processes which correct for the spatial misalignment among sensorimotor systems produced by prisms; and * a demonstration of how traditional issues in prism adaptation may be rephrased in terms of the present theoretical framework. The last part of this volume reviews the research conducted in developing and testing the present theory of prism adaptation. It summarizes the initial investigations (employing a naturalistic exposure setting), reports some more rigorous tests with an experimentally constrained research paradigm, points out the more general theoretical issues raised by the authors' analysis of prism adaptation, and makes specific suggestions for further research within the prism adaptation paradigm.
"This book explores the foundation, history, and theory of intelligent adaptive systems, providing a fundamental resource on topics such as the emergence of intelligent adaptive systems in social sciences, biologically inspired artificial social systems, sensory information processing, as well as the conceptual and methodological issues and approaches to intelligent adaptive systems"--Provided by publisher.
Do your architectural designs foster well-being or discomfort in occupants? Do your designs innovate architecture technology in new ways? And do you make design decisions that pull from the latest scientific findings, including biomimicry design or where design meets neuroscience? As an architect, your design process is vital to the quality and outcome of your built environments. Yet how do you know if you are creating optimal designs for well-being? Or strategic designs that uplift the future of architecture into new, more innovative realms? In Bringing Architecture to the Next Level, you will discover how to solve the six greatest design challenges that hinder all architects. And when you unlock these six keys, you position your architectural design process to achieve its highest potential.Within this one-hour guidebook, you will shift your mindset to reach breakthrough ideas, meet and predict occupant need using sensory design, leverage your design process to get more with less, and rethink technology to unleash your innovative edge. For both architecture and interior design professionals alike, Bringing Architecture to the Next Level will help you integrate innovation in architecture to create environments where people thrive.