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The Physiological Response to Drawing and Its Relation to Attention and Relaxation
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作者 Gareth H. Loudon Gina M. Deininger 《Journal of Behavioral and Brain Science》 2017年第3期111-124,共14页
The main purpose of this study was to analyze the physiological response of participants during a creative activity and compare the results to their physiological response during states of high attention and relaxatio... The main purpose of this study was to analyze the physiological response of participants during a creative activity and compare the results to their physiological response during states of high attention and relaxation. Our interest was not only about the relationship between creativity and attention, but also about the role of valence and arousal. We used heart rate variability (HRV) as our physiological measure. We asked twenty-two participants to undertake three activities: a stroop test;a relaxation activity;and a drawing activity. After each activity, the participants were asked to reflect on their levels of attention, relaxation and enjoyment. The results showed significant physiological differences between the three activities: mean heart rate, F(2, 42) = 8.96, p = 0.001;log-transformed low frequency HRV power, F(1.43, 30.07) = 18.12, p < 0.001;and log-transformed high frequency HRV power, F(2, 42) = 6.25, p = 0.004. Overall, the results suggested that participants had high levels of attention during the drawing activity, with positive valence. The results also suggested that participants’ levels of arousal differed between the three activities. The implications of these results are described in the discussion. 展开更多
关键词 CREATIVITY Heart Rate Variability ATTENTION AROUSAL VALENCE
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3D modeling and motion parallax for improved videoconferencing 被引量:7
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作者 Zhe Zhu Ralph R.Martin +1 位作者 Robert Pepperell Alistair Burleigh 《Computational Visual Media》 2016年第2期131-142,共12页
We consider a face-to-face videoconferencing system that uses a Kinect camera at each end of the link for 3D modeling and an ordinary2 D display for output. The Kinect camera allows a 3D model of each participant to b... We consider a face-to-face videoconferencing system that uses a Kinect camera at each end of the link for 3D modeling and an ordinary2 D display for output. The Kinect camera allows a 3D model of each participant to be transmitted;the(assumed static) background is sent separately.Furthermore, the Kinect tracks the receiver's head,allowing our system to render a view of the sender depending on the receiver's viewpoint. The resulting motion parallax gives the receivers a strong impression of 3D viewing as they move, yet the system only needs an ordinary 2D display. This is cheaper than a full3 D system, and avoids disadvantages such as the need to wear shutter glasses, VR headsets, or to sit in a particular position required by an autostereo display.Perceptual studies show that users experience a greater sensation of depth with our system compared to a typical 2D videoconferencing system. 展开更多
关键词 naked-eye 3D MOTION PARALLAX VIDEOCONFERENCING REAL-TIME 3D MODELING
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