

PSIC 6-RESEARCH
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English
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University
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Adal S.
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PSIC 6-RESEARCH
Part 2

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REMEMBER...
1. Title
2. Objectives
3. Research questions
4. Methodology
4.1. Framework
5. Findings
6. Conclusions
7. Appendix
8. Bibliography
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GESTALT
Let's talk a bit...
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ANALYZE AND COMMENT
We live in a transparent, interconnected, competing global market.
We believe in responsible design.
We design to solve problems.
We design to make things better.
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CONNECTION
The study of the perception of the reality.
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WHY???
In a previous era of robotics before Augmented Reality, there was only the reality of the factory & shop floor and the Desktop-PC-based (offline) simulation, typically used in office environments. Augmented Reality (AR) is a game changer fusing both worlds, bringing spatial visualization and simulation to the shop floor. This technology matured during the last years with the inception of novel display technologies, tracking algorithms and software frameworks for mobile devices.
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i.e.
We use gesture-based interaction for manipulation of real and virtual objects. Consequently, this is the most natural way of interaction for the users that are manipulating objects via gestures, which are carried out freely and bare-handed in space.
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LET'S SEE...
Law of Proximity: We perceive objects close to each other as belonging to a group. Law of Similarity : We seek similarities and differences in objects and link similar objects as belonging to a group. Law of Closure : Our minds tend to see complete figures or forms even if a picture is incomplete. Law of Enclosure : We perceive objects as belonging to a group when they are enclosed in a way that creates a boundary or border around them. Law of Connectedness : We perceive objects connected to each other as a single group as opposed to objects that are not linked in the same manner.
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MORE
Law of Continuity : Our tendency is to see shapes as continuous to the greatest degree possible. The human eye follows lines, curves or a sequence of shapes to create pathways. Law of Figure and Ground : We tend to segment our visual world into figure and ground. Figure is the object that is in the focus of our vision and ground is the background. Law of Prägnanz (Simplicity) : Our eyes tend to find simplicity in complex shapes, preventing us from being overwhelmed by information overload. Law of Common Fate : We perceive elements moving together in the same speed and/or direction as belonging to a group.
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ANY IDEA???
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TO START OFF...
Participate in the forum on the platform...
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TASK
In pairs... do the activities A-D on page 34... then, share the results.
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HOMEWORK
Do the reading on page 33 and design an infographic to summarize the information.
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TO START OFF...
1. Participate in the forum.
2. Explain your infographic.
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IN PAIRS...
Answer questions on activity C, exercise 4.4, p. 34 and share results.
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ONCE DONE...
Individually, do activities D & E pag. 34 exercise 4.4
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Share your homework evidences
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Look for the research process and how to carry out an investigation .
Share your results and exemplify.
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RESEARCH ...
In pairs: Do a quick research about Cognitive Models and explain it whether using a map or an infographic.
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ROLE PLAY
In teams of 3, perform a dialogue with the topic "The Challenge: Can you figure out what is wrong with a young woman with a headache that has lasted for months who becomes too dizzy to walk?"
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INDIVIDUALLY...
Design a map with th topics "Virtual Reality (benefits & malefits), Computers (uses) & Diagnosis of mental illness (detection & treatment)”.
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LET'S TALK ABOUT COGNITIVE MODELS & BEYOND...
The task of the cognitive models is to make a prediction regarding the behavior of the information technology interaction between man and machine.
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BECAUSE
The human brain is an astoundingly complex thing, probably the most complex thing in the Universe. And while we aren’t even close to fully understanding how it works, we’re making some small steps in the right direction. One of the ways we’re doing this is through the creation and application of psychological models.
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WHAT ABOUT VR
the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment. VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, or body suits.
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SPEAKING TIME!
Imagine treating soldiers with post-traumatic stress disorder (PTSD) in a combat situation rather than an office.
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ALRIGHT, NOW LET'S CONTINUE WITH YOUR RESEARCH STEPS...
Topic (delimitation)
Goals, RQ's, Hypothesis*...
Framework (theoretical part)
Methodology & instruments
Data collection, Analisis & Results
Conclusion
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SEEN SO FAR...
Topic (delimitation)
Goals, RQ's, Hypothesis*...
Framework (theoretical part)
Methodology & instruments
CONTINUE WITH THE REST...
PSIC 6-RESEARCH
Part 2

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