Chapter 1 : Introduction
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Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
Taiwan's Top 50 Corporates
Title Page 1 TAIWAN RATINGS CORP. | TAIWAN'S TOP 50 CORPORATES We provide: A variety of Chinese and English rating credit Our address: https://rrs.taiwanratings.com.tw rating information. Real-time credit rating news. Credit rating results and credit reports on rated corporations and financial institutions. Commentaries and house views on various industrial sectors. Rating definitions and criteria. Rating performance and default information. S&P commentaries on the Greater China region. Multi-media broadcast services. Topics and content from Investor outreach meetings. RRS contains comprehensive research and analysis on both local and international corporations as well as the markets in which they operate. The site has significant reference value for market practitioners and academic institutions who wish to have an insight on the default probability of Taiwanese corporations. (as of June 30, 2015) Chinese English Rating News 3,440 3,406 Rating Reports 2,006 2,145 TRC Local Analysis 462 458 S&P Greater China Region Analysis 76 77 Contact Us Iris Chu; (886) 2 8722-5870; [email protected] TAIWAN RATINGS CORP. | TAIWAN'S TOP 50 CORPORATESJenny Wu (886) 2 872-5873; [email protected] We warmly welcome you to our latest study of Taiwan's top 50 corporates, covering the island's largest corporations by revenue in 2014. Our survey of Taiwan's top corporates includes an assessment of the 14 industry sectors in which these companies operate, to inform our views on which sectors are most vulnerable to the current global (especially for China) economic environment, as well as the rising strength of China's domestic supply chain. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Performance in an Alternate Reality Game
The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries -
An Assessment and Analysis of Taiwan's Private Equity Environment
This report was published in May 2020 by the US-Taiwan Business Council. The Council is a non-profit, member-based organization dedicated to developing the trade and business relationship between the United States and Taiwan. Members consist of public and private companies with business interests in Taiwan. This report serves as one way for the Council to offer analysis and information in support of our members’ business activities in the Taiwan market. The publication of this report is part of the overall activities and programs of the Council, as endorsed by its Board of Directors. However, the views expressed in this publication do not necessarily reflect the views of individual members of the Board of Directors or Executive Committee. © 2020 US-Taiwan Business Council The US-Taiwan Business Council has the sole and exclusive rights to the copyrighted material contained in this report. Use of any material contained in this report for any purpose that is not expressly authorized by the US-Taiwan Business Council, or duplicating any or part of the material for any purpose whatsoever, without the prior written consent of the US-Taiwan Business Council, is strictly prohibited and unlawful. 1700 North Moore Street, Suite 1703 Arlington, Virginia 22209 Phone: (703) 465-2930 [email protected] www.us-taiwan.org www.twitter.com/ustaiwan Edited by Lotta Danielsson Cover background by Freepik An Assessment and Analysis of Taiwan’s Private Equity Environment TABLE OF CONTENTS Foreword .................................................................................................................................... -
New Coverage Service Improvements
New coverage PLMNid Region Country Operator Type PZ SE STPST Africa Sao Tome andCST Principe 2G,3G 5 X Service improvements PLMNid Region Country Operator Type PZ SE EGYEM Africa Egypt Etisalat 4G 3 X EGYAR Africa Egypt Orange Egypt4G 3X HKGTC Asia Hong KongCWHKT4G 4 X INDHM Asia India Vodafone India4G Limited 4X TWNLD Asia Taiwan Chunghwa Telecom4G 3X TWNPC Asia Taiwan Taiwan Mobile4G 3X ISLNO EU Iceland Nova 4G 10 X AUTCA EU Austria Hutchison Drei4G Austria 10 X DNKDM EU Denmark Telenor A/S4G 10 X HUNH1 EU Hungary Telenor 4G 10 X LVABT EU Latvia Bite 4G 10 X LTUMT EU Lithuania Bite Gsm 4G 10 X MLTGO EU Malta Go Mobile 4G 10 X MKDNO Europe Macedonia VipRepublic Operator of3G 4X BLR02 Europe Belarus MTS 4G 4 X MNEPM Europe MontenegroTelenor 4G 4 X BHSNC Central AmericaBahamas NewCo 2G, 3G 5 X MMRPT Asia Myanmar Myanmar Posts2G, 3Gand Telecommunications 6 X DZAA1 Africa Algeria ATM Mobilis2G,3G 5 X MEXIU Central AmericaMexico Iusacell 2G 4 X MEXTL Central AmericaMexico Telcel 4G 4 X FROKA Europe Faroe IslandsKall Vodafone2G 3X CODOR Africa Congo DemocraticCCT Rep 2G of 5 X BWABC Africa Botswana beMobile 3G 4 X DMACW Central AmericaDominica Cable & Wireless3G 6X INDJH Asia India Airtel (Andhra3G Pradesh) 4X INDAT Asia India Airtel (Dehli)3G 4X INDJB Asia India Airtel (Karnataka)3G 4X INDH1 Asia India Airtel (Rajastan)3G 4X INDSC Asia India Airtel Chennai3G 4X INDBL Asia India Airtel Himachal3G Pradesh 4X INDA1 Asia India Airtel Mumbai3G 4X IND15 Asia India Airtel Assam2G,3G 4 X INDE1 Asia India Vodafone - 4GDehli 4X HKGPP Asia Hong KongPeoples -
Attachment 1. About Vodafone Vodafone Is One of the World's
Attachment 1. About Vodafone Vodafone is one of the world's largest mobile communications companies by revenue with approximately 382 million customers in its controlled and jointly controlled markets as at 30 June 2011. Vodafone currently has equity interests in over 30 countries across five continents and more than 40 partner networks worldwide. For more information, please visit www.vodafone.com. 2. About Conexus and member companies One of the largest alliances of mobile phone carriers in the Asia-Pacific region, formed in April 2006 to promote mutual cooperation in international roaming services and corporate sales to enhance convenience for customers. Member companies are as below. Bharat Sanchar Nigam limited (BSNL) Business area India Mobile subscribers 88.46 million (as of June 2011) Establishment 2000 Far EasTone Telecommunications Co., Ltd. (FET) Business area Taiwan Mobile subscribers 6.5 million people (as of June 2011) Date of foundation 1998 Hutchison Telecommunications (Hong Kong) Limited (Hutchison Telecom) Business area Hong Kong and Macau Mobile subscribers 2.97 million (Hong Kong; as of June 2011) Establishment 1983 KT Corporation (KT) Business area South Korea Mobile subscribers 16.3 million (as of June 2011) Establishment 1997 Mahanagar Telephone Nigam Limited (MTNL) Business area India Mobile subscribers 5.24 million (as of June 2011) Establishment 1986 PT Indosat, Tbk (Indosat) Business area Indonesia Mobile subscribers 47.25 million (as of June 2011) Establishment 1967 Smart Communications, Inc. (Smart) Business area Philippines Mobile subscribers 47.83 million (as of June 2011) Establishment 1967 StarHub Ltd. (StarHub) Business area Singapore Mobile subscribers 2.15 million (as of June 2011) Establishment 1998 True Move Company Limited (True Move) Business area Thailand Mobile subscribers 17.93 million (as of June 2011) Establishment 2002 Vietnam Telecom Services Company (VinaPhone) Business area Vietnam Mobile subscribers 27.57 million (as of June 2011) Establishment 1996 . -
Advanced Info Services (AIS), 155 Advanced Wireless Research Initiative (AWRI), 35 Africa, 161-162 AIR 6468, 23 Alaskan Telco GC
Index Advanced Info Services (AIS), 155 Belgium Competition Authority Advanced Wireless Research Initiative (BCA), 73 (AWRI), 35 Bharti Airtel, 144, 162 Africa, 161–162 Bite,´ 88 AIR 6468, 23 Bouygues, 79 Alaskan telco GCI, 134 Brazil, 125 Altice USA, 132 Broadband Radio Services (BRS), America´ Movil,´ 125, 129 137–138 Android, 184 BT Plus, 105 Antel, 139 BT/EE, 185 Apple, 186–190 Bulgaria, 74 Asia Pacific Telecom (APT), 154 Asia-Pacific Telecommunity (APT), 6, C-band, 26 25–26 Cableco/MVNO CJ Hello, 153 AT&T, 129, 131 Canada, 125–127 Auction Carrier aggregation (CA), 5, 22 coverage obligation, 10 CAT Telecom, 155 plans, 137–139 Cellular IoT (CIoT), 31 reserve prices, 9 Centimetre wave (cmWave), 34–35 Auction methods, 8–9 Centuria, 88 combinatorial clock, 8 Ceragon Networks, 93 simultaneous multi-round Channel Islands Competition and ascending, 8 Regulatory Authorities Augmented reality, 195 (CICRA), 83, 88 Australia, 139–140 Chief Technology Officer (CTO), 185 Austria, 71–73 Chile, 127–128 Autonomous transport, 195 Chile, private networks, 127–128 Average revenue per user (ARPU), China, 141–142 165–166, 197 China Broadcasting Network (CBN), Axtel, 129 141 China Mobile, 141 Backhaul, 24–25 China Telecom, 141 Bahrain, 156 China Unicom, 39, 141–142 Batelco, 156 Chipsets, 186–190 Beamforming, 24, 29 Chunghwa Telecom, 154 Beauty contest, 8 Citizens Broadband Radio Service Belgacom, 73 (CBRS), 130–131 Belgium, 73–74 CK Hutchison, 145 210 Index Cloud computing, 24 Eir Group, 85 Co-operative MIMO. See Coordinated Electromagnetic fields (EMFs), 38–39 -
Delivering Educational Multimedia Contents Through an Augmented Reality Application: a Case Study on Its Impact on Knowledge Acquisition and Retention
TOJET: The Turkish Online Journal of Educational Technology – October 2013, volume 12 issue 4 DELIVERING EDUCATIONAL MULTIMEDIA CONTENTS THROUGH AN AUGMENTED REALITY APPLICATION: A CASE STUDY ON ITS IMPACT ON KNOWLEDGE ACQUISITION AND RETENTION David Pérez-López, Manuel Contero Instituto de Investigación en Bioingeniería y Tecnología Orientada al Ser Humano (I3BH) Universitat Politècnica de València, Spain [email protected] ABSTRACT This paper presents a study to analyze the use of augmented reality (AR) for delivering multimedia content to support the teaching and learning process of the digestive and circulatory systems at the primary school level, and its impact on knowledge retention. Our AR application combines oral explanations and 3D models and animations of anatomical structures. A validation study was conducted with fourth grade students in order to evaluate the effect of our tool on knowledge retention. In this study, we attempt to verify whether students using the AR application retained more concepts that those learning the topic in a traditional setting. Results show an increased knowledge retention on students using AR multimedia contents as opposed to those following a traditional course, which validates AR technology as a promising tool to improve students’ motivation and interest, and to support the learning and teaching process in educational contexts. INTRODUCTION Nowadays, many educational institutions in developed countries are facing a lack of interest and motivation in students towards traditional academic practices. The growing distance between teaching procedures and the students’ technological way of life contributes to widen the gap. Up to the 19th century, formal education focused almost exclusively on lectures and recitations. -
Laval Virtual's Missions Are to Gather, Inspire and Valorize Involved in This Study
The VR/AR special edition #4 health Clinical VR Medicine Well Being #EDITORIAL How VR is changing the way women breast cancer is diagnosed, treated and managed LAURENT CHRÉTIEN DIRECTOR / LAVAL VIRTUAL ancer cells live in complex communities. They will then take all the information they Just like houses in a city, each cell in a collect about the cells in a tumour and use it tumour is different from its neighbour, to construct a 3D version that can be studied Cand relies on infrastructure to support using virtual reality. its existence. And we know that there are different neighbourhoods, some worse than Using virtual reality will allow scientists others. Where we have roads, tumours contain to immerse themselves in a tumour, blood vessels that deliver nutrients, and act meaning they can study patterns and other as highways for different cell types to move characteristics within it, in entirely new around. And when a tumour spreads, the can- ways that aren’t possible in 2D. It will also cer cells themselves use these blood ‘roads’ to allow multiple doctors and scientists to look migrate. at a tumour at the same time, meaning people at opposite ends of a country, and with different areas of expertise, can What the healthcare experts need is a Google Earth-like view work together to help diagnose and treat patients better. And of a tumour. If they could make a 3D map, they would find with the Covid19 crisis, the use of virtual reality to cooperate new targets for treatment and, eventually, could use this view remotely is even more obvious! to track what’s going on in real time, such as in response to treatment. -
Cellular Internet of Things (C-Iot)
Release-13 Cellular IoT Deployments – November 2019 REGION COUNTRY OPERATOR NB-IoT LTE-M Africa 1 0 South Africa Vodacom 1 Asia & Pacific 19 10 Australia Telstra 1 1 Australia Vodafone Australia 1 China China Telecom 1 China China Unicom 1 China China Mobile 1 Hong Kong China Mobile (HK) 1 India Reliance Joi Infocomm 1 Indonesia Telkomsel 1 Indonesia XL Axiata 1 Japan KDDI (au) 1 Japan DOCOMO 1 Malaysia Maxis 1 New Zealand Spark 1 New Zealand Vodafone New Zealand 1 1 Singapore M1 1 Singapore Singtel 1 1 South Korea KT Corp 1 1 South Korea LG Plus 1 South Korea SK Telecom 1 Sri Lanka Dialog Axiata 1 1 Taiwan Asia Pacific Telecom (APT) 1 1 Taiwan Far EasTone 1 Vietnam Viettel 1 Eastern Europe 15 0 Croatia A1 Croatia 1 Croatia Hrvatski Telecom 1 Czech Republic Vodafone Czech Republic 1 Estonia Elisa 1 Estonia Telia Estonia 1 Hungary Magyar Telekom 1 Kazakhstan KaR-Tel (Beeline) 1 Poland Polkomtel 1 Poland T-Mobile Poland 1 Russia Beeline (Russia) 1 Russia MegaFon 1 Movile TeleSystems Russia (MTS) 1 Slovakia Slovak Telecom 1 Slovenia A1 Slovenia 1 Ukraine Lifecell 1 Latin America & Caribbean 2 3 Argentina Movistar (Argentina) 1 1 Brazil Vivo 1 1 Mexico AT&T Mexico 1 Middle East 5 1 Qatar Vodafone Qatar 1 United Arab Emirates Du 1 United Arab Emirates Etisalat 1 1 Turkey Turkcell 1 Turkey Vodafone Turkey 1 U.S. & Canada 3 4 Canada Bell Canada 1 Canada Telus 1 United States AT&T 1 1 United States T-Mobile US 1 United States Verizon 1 1 Western Europe 17 6 Austria T-Mobile 1 Belgium Orange 1 1 Belgium Proximus 1 Belgium Telenet 1 Denmark TDC -
How Greater China Is Set to Lead the Global Industrial Iot Market
HOW GREATER CHINA IS SET TO LEAD THE GLOBAL INDUSTRIAL IOT MARKET A GSMA INTERNET OF THINGS REPORT. JULY 2018 FOREWORD The Fourth Industrial Revolution describes a dramatic step change in all of our lives. The confluence of high internet speeds, big data, the Internet of Things (IoT), analytics and artificial intelligence (AI) will fundamentally alter the way we live and work, intelligently connecting virtually every device, making our cities smarter and our lives easier and more productive. Central to this will be the Industrial Internet of Things (IIoT), which will help to increase productivity by streamlining and automating manufacturing processes via internet connectivity. Overlaid with AI, cloud computing and advanced analytics, factories can monitor and interpret data from production lines and complex machinery in real time to anticipate faults, manage infrastructure and mitigate risk. The captured data will, in turn, drive efficiencies, optimise productivity and decrease costs in many important economic sectors beyond manufacturing such as resources, energy and telecoms. Backed by positive and proactive government support, China is betting big on the IIoT and, as one of the world’s largest economies, is poised to not only become the world’s leader in deploying solutions but benefit from enormous economies of scale. As the producer, supplier and end user of many of the world’s IoT-related sensors and devices, China is in the early stages of this latest industrial transformation. Intelligent production processes, collaborative manufacturing and cloud manufacturing platforms will enable interconnectivity and collaboration across the entire value chain. Location tracking will allow suppliers and manufacturers to monitor the location of critical materials throughout the manufacturing cycle, pinpointing and resolving issues before they occur.