Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
ExperimentAn experiment is a procedure carried out to support or refute a hypothesis, or determine the efficacy or likelihood of something previously untried. Experiments provide insight into cause-and-effect by demonstrating what outcome occurs when a particular factor is manipulated. Experiments vary greatly in goal and scale but always rely on repeatable procedure and logical analysis of the results. There also exist natural experimental studies.
Asch conformity experimentsIn psychology, the Asch conformity experiments or the Asch paradigm were a series of studies directed by Solomon Asch studying if and how individuals yielded to or defied a majority group and the effect of such influences on beliefs and opinions. Developed in the 1950s, the methodology remains in use by many researchers. Uses include the study of conformity effects of task importance, age, sex, and culture. Many early studies in social psychology were adaptations of earlier work on "suggestibility" whereby researchers such as Edward L.
Nao (robot)Nao (pronounced now) is an autonomous, programmable humanoid robot formerly developed by Aldebaran Robotics, a French robotics company headquartered in Paris, which was acquired by SoftBank Group in 2015 and rebranded as SoftBank Robotics. The robot's development began with the launch of Project Nao in 2004. On 15 August 2007, Nao replaced Sony's robot dog Aibo as the robot used in the RoboCup Standard Platform League (SPL), an international robot soccer competition.
RoboticsRobotics is an interdisciplinary branch of electronics and communication, computer science and engineering. Robotics involves the design, construction, operation, and use of robots. The goal of robotics is to design machines that can help and assist humans. Robotics integrates fields of mechanical engineering, electrical engineering, information engineering, mechatronics engineering, electronics, biomedical engineering, computer engineering, control systems engineering, software engineering, mathematics, etc.
Mixed realityMixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.
Human subject researchHuman subject research is systematic, scientific investigation that can be either interventional (a "trial") or observational (no "test article") and involves human beings as research subjects, commonly known as test subjects. Human subject research can be either medical (clinical) research or non-medical (e.g., social science) research. Systematic investigation incorporates both the collection and analysis of data in order to answer a specific question.
Wireless sensor networkWireless sensor networks (WSNs) refer to networks of spatially dispersed and dedicated sensors that monitor and record the physical conditions of the environment and forward the collected data to a central location. WSNs can measure environmental conditions such as temperature, sound, pollution levels, humidity and wind. These are similar to wireless ad hoc networks in the sense that they rely on wireless connectivity and spontaneous formation of networks so that sensor data can be transported wirelessly.
Milgram experimentThe Milgram experiment(s) on obedience to authority figures were a series of social psychology experiments conducted by Yale University psychologist Stanley Milgram. They measured the willingness of study participants, 40 men in the age range of 20 to 50 from a diverse range of occupations with varying levels of education, to obey an authority figure who instructed them to perform acts conflicting with their personal conscience. Participants were led to believe that they were assisting an unrelated experiment, in which they had to administer electric shocks to a "learner".
Computer-mediated realityComputer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Mediated reality is a proper superset of mixed reality, augmented reality, and virtual reality, as it also includes, for example, diminished reality. Typically, it is the user's visual perception of the environment that is mediated.
Extended realityExtended reality (XR) is a catch-all term to refer to augmented reality (AR), virtual reality (VR), and mixed reality (MR). The technology is intended to combine or mirror the physical world with a "digital twin world" able to interact with it. The fields of virtual reality and augmented reality are rapidly growing and being applied in a wide range of areas such as entertainment, marketing, real estate, training, maintenance and remote work.
Treatment and control groupsIn the design of experiments, hypotheses are applied to experimental units in a treatment group. In comparative experiments, members of a control group receive a standard treatment, a placebo, or no treatment at all. There may be more than one treatment group, more than one control group, or both. A placebo control group can be used to support a double-blind study, in which some subjects are given an ineffective treatment (in medical studies typically a sugar pill) to minimize differences in the experiences of subjects in the different groups; this is done in a way that ensures no participant in the experiment (subject or experimenter) knows to which group each subject belongs.
Swarm roboticsSwarm robotics is an approach to the coordination of multiple robots as a system which consist of large numbers of mostly simple physical robots. ′′In a robot swarm, the collective behavior of the robots results from local interactions between the robots and between the robots and the environment in which they act.′′ It is supposed that a desired collective behavior emerges from the interactions between the robots and interactions of robots with the environment.
LearningLearning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. The ability to learn is possessed by humans, animals, and some machines; there is also evidence for some kind of learning in certain plants. Some learning is immediate, induced by a single event (e.g. being burned by a hot stove), but much skill and knowledge accumulate from repeated experiences. The changes induced by learning often last a lifetime, and it is hard to distinguish learned material that seems to be "lost" from that which cannot be retrieved.
Stanford prison experimentThe Stanford prison experiment (SPE) was a psychological experiment conducted in the summer of 1971. It was a two-week simulation of a prison environment that examined the effects of situational variables on participants' reactions and behaviors. Stanford University psychology professor Philip Zimbardo led the research team who administered the study. Participants were recruited from the local community with an ad in the newspapers offering $15 per day to male students who wanted to participate in a "psychological study of prison life.
Sensor nodeA sensor node (also known as a mote in North America), consists of an individual node from a sensor network that is capable of performing a desired action such as gathering, processing or communicating information with other connected nodes in a network. Although wireless sensor networks have existed for decades and used for diverse applications such as earthquake measurements or warfare, the modern development of small sensor nodes dates back to the 1998 Smartdust project and the NASA.
Interactive mediaInteractive media normally refers to products and services on digital computer-based systems which respond to the user's actions by presenting content such as text, , animation, video and audio. Since its early conception, various forms of interactive media have emerged with impacts on educational and commercial markets. With the rise of decision-driven media, concerns surround the impacts of cybersecurity and societal distraction. Interactive media is a method of communication in which the output from the media comes from the input of the users.
Design of experimentsThe design of experiments (DOE or DOX), also known as experiment design or experimental design, is the design of any task that aims to describe and explain the variation of information under conditions that are hypothesized to reflect the variation. The term is generally associated with experiments in which the design introduces conditions that directly affect the variation, but may also refer to the design of quasi-experiments, in which natural conditions that influence the variation are selected for observation.
Visual temporal attentionVisual temporal attention is a special case of visual attention that involves directing attention to specific instant of time. Similar to its spatial counterpart visual spatial attention, these attention modules have been widely implemented in video analytics in computer vision to provide enhanced performance and human interpretable explanation of deep learning models.
Visual spatial attentionVisual spatial attention is a form of visual attention that involves directing attention to a location in space. Similar to its temporal counterpart visual temporal attention, these attention modules have been widely implemented in video analytics in computer vision to provide enhanced performance and human interpretable explanation of deep learning models. Spatial attention allows humans to selectively process visual information through prioritization of an area within the visual field.