Academic literature on the topic 'Physical- and Virtual presence'

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Journal articles on the topic "Physical- and Virtual presence"

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Bojanova, Irena. "Physical Presence through Virtual Worlds." IT Professional 13, no. 4 (July 2011): 4–5. http://dx.doi.org/10.1109/mitp.2011.66.

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Stanca, Liana, Cristina Felea, Ramona Lacurezeanu, and Christian Schuster. "The digitisation - measuring physical and virtual presence." Studia Universitatis Babeș-Bolyai Digitalia 62, no. 1 (June 30, 2017): 112–32. http://dx.doi.org/10.24193/subbdigitalia.2017.1.09.

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Venable, Hannah Lyn. "The Weight of Bodily Presence in Art and Liturgy." Religions 12, no. 3 (March 3, 2021): 164. http://dx.doi.org/10.3390/rel12030164.

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This essay addresses the question of virtual church, particularly on whether or not liturgy can be done virtually. We will approach our subject from a somewhat unusual perspective by looking to types of aesthetic experiences which we have been doing “virtually” for a long time. By exploring how we experience art in virtual and physical contexts, we gain insight into the corresponding experiences in liturgical practices. Drawing on Mikel Dufrenne, Maurice Merleau-Ponty and Gabriel Marcel, I first examine the importance of the body when we experience “presence” in aesthetic environments. Next, I consider the weight of the body in experiences of presence in liturgical practices, both in person and virtual, guided again by Gabriel Marcel as well as Bruce Ellis Benson, Emmanuel Falque, Christina Gschwandtner and Éric Palazzo. Through these reflections, I argue that what art teaches us about the significance of the physical closeness of the human applies to the practice of liturgy and that, while unexpected benefits will surface in virtual settings, nothing replaces the powerful experiences that arise when the body is physically present.
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Terbeck, Sylvia, Jaysan Charlesford, Heather Clemans, Emily Pope, Aimee Lee, Joshua Turner, Michaela Gummerum, and Bettina Bussmann. "Physical Presence during Moral Action in Immersive Virtual Reality." International Journal of Environmental Research and Public Health 18, no. 15 (July 29, 2021): 8039. http://dx.doi.org/10.3390/ijerph18158039.

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Research on morality has focused on differences in moral judgment and action. In this study, we investigated self-reported moral reasoning after a hypothetical moral dilemma was presented on paper, and moral reasoning after that very same dilemma was experienced in immersive virtual reality (IVR). We asked open-ended questions and used content analysis to determine moral reasoning in a sample of 107 participants. We found that participants referred significantly more often to abstract principles and consequences for themselves (i.e., it is against the law) after the paper-based moral dilemma compared to the IVR dilemma. In IVR participants significantly more often referred to the consequences for the people involved in the dilemma (i.e., not wanting to hurt that particular person). This supports the separate process theory, suggesting that decision and action might be different moral concepts with different foci regarding moral reasoning. Using simulated moral scenarios thus seems essential as it illustrates possible mechanisms of empathy and altruism being more relevant for moral actions especially given the physical presence of virtual humans in IVR.
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Mantovani, Giuseppe, and Giuseppe Riva. "“Real” Presence: How Different Ontologies Generate Different Criteria for Presence, Telepresence, and Virtual Presence." Presence: Teleoperators and Virtual Environments 8, no. 5 (October 1999): 540–50. http://dx.doi.org/10.1162/105474699566459.

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This article claims that the meaning of presence is closely linked to the concept we have of reality, i.e., to the ontology that we more or less explicitly adopt. Different ontological stances support different criteria for presence, telepresence, and virtual presence. We propose a cultural conception of presence that challenges the current idea that experiencing a real or simulated environment deals essentially with perceiving its “objective” physical features. We reject commonsense ingenuous realism and its dualism opposing external reality and internal ideas. In our perspective, presence in an environment, real or simulated, means that individuals can perceive themselves, objects, and other people not only as situated in an external space but also as immersed in a sociocultural web connecting objects, people, and their interactions. This cultural web—structured by artifacts both physical (e.g., the physical components of the computer networks) and ideal (e.g., the social norms that shape the organizational use of the computer networks)—makes possible communication and cooperation among different social actors by granting them a common reference grid. Environments, real and virtual, are not private recesses but public places for meaningful social interaction mediated by artifacts. Experiencing presence in a social environment such as a shared virtual office requires more than the reproduction of the physical features of external reality; it requires awareness of the cultural web that makes meaningful—and therefore visible—both people and objects populating the environment.
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Blair, Charlotte. "IMS2011 Virtual Presence." IEEE Microwave Magazine 12, no. 3 (May 2011): 70. http://dx.doi.org/10.1109/mmm.2011.940315.

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Stanca, Romeo, and Rodica Sobolu. "Measuring Physical and Virtual Presence in the digital economy era." Studia Universitatis Babeș-Bolyai Digitalia 63, no. 1 (June 27, 2018): 69–80. http://dx.doi.org/10.24193/subbdigitalia.2018.1.05.

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Fox, Jesse, Jeremy Bailenson, and Joseph Binney. "Virtual Experiences, Physical Behaviors: The Effect of Presence on Imitation of an Eating Avatar." Presence: Teleoperators and Virtual Environments 18, no. 4 (August 1, 2009): 294–303. http://dx.doi.org/10.1162/pres.18.4.294.

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In this study, the role of presence in the imitation of a virtual model was examined. Immersive virtual environment technology (IVET) was used to create photorealistic virtual representations of the self that were depicted eating food in a virtual world. Changes in the virtual environment (via a changing or unchanging body) were incorporated to create variance in perceived subjective presence. Based on previous research, presence was hypothesized to affect the relationship between the environmental manipulations and the behavioral outcome of imitating the avatar's eating behavior. Here we show that presence did indeed affect imitation, but that the effects varied for men and women in accordance with previous research on sex differences in eating behavior. Men who experienced high presence were more likely than low presence men to imitate the virtual model and eat candy, whereas women who experienced high presence were more likely than low presence women to suppress the behavior and not eat candy.
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Witmer, Bob G., and Michael J. Singer. "Measuring Presence in Virtual Environments: A Presence Questionnaire." Presence: Teleoperators and Virtual Environments 7, no. 3 (June 1998): 225–40. http://dx.doi.org/10.1162/105474698565686.

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The effectiveness of virtual environments (VEs) has often been linked to the sense of presence reported by users of those VEs. (Presence is defined as the subjective experience of being in one place or environment, even when one is physically situated in another.) We believe that presence is a normal awareness phenomenon that requires directed attention and is based in the interaction between sensory stimulation, environmental factors that encourage involvement and enable immersion, and internal tendencies to become involved. Factors believed to underlie presence were described in the premier issue of Presence: Teleoperators and Virtual Environments. We used these factors and others as the basis for a presence questionnaire (PQ) to measure presence in VEs. In addition we developed an immersive tendencies questionnaire (ITQ) to measure differences in the tendencies of individuals to experience presence. These questionnaires are being used to evaluate relationships among reported presence and other research variables. Combined results from four experiments lead to the following conclusions: the PQ and ITQ are internally consistent measures with high reliability; there is a weak but consistent positive relation between presence and task performance in VEs; individual tendencies as measured by the ITQ predict presence as measured by the PQ; and individuals who report more simulator sickness symptoms in VE report less presence than those who report fewer symptoms.
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McGlynn, Sean A., Ranjani M. Sundaresan, and Wendy A. Rogers. "Investigating Age-Related Differences in Spatial Presence in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 62, no. 1 (September 2018): 1782–86. http://dx.doi.org/10.1177/1541931218621404.

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Virtual reality (VR) has potential applications for promoting physical, cognitive, and socio-emotional well-being for users of all ages. The ability for individuals to develop a sense of being physically located in the virtual environment, referred to as spatial presence, is often an essential component of successful VR applications. Thus, it is necessary to understand the psychological aspects of the spatial presence process and identify methods of measuring presence formation and maintenance. This in-progress study addresses gaps in the spatial presence literature through an empirical evaluation of a conceptual model of spatial presence, which emphasizes users’ characteristics and abilities. Age will serve as a proxy for changes in a variety of presence-relevant cognitive and perceptual abilities. The results will have implications for the design of VR systems and applications and for selecting individuals best-suited for these applications.
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Dissertations / Theses on the topic "Physical- and Virtual presence"

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Rehnberg, Andrée. "Virtual prototyping of physical space - The value of presence, place and direct communication in prototyping." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22511.

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This thesis explores the use of virtual reality as a prototyping tool for designpractitioners to utilize when designing artifacts situated in physical places.Methods used in the study are qualitative and derive from the field ofinteraction design. The topic is explored through literature review on theattributes of virtual reality and sense of place, presented in the theorychapter, and is connected to the empirical research throughout the designprocess chapter. The theories presented strongly indicate that places affecthuman behavior, making them a substantial part of the user experience wheninteracting with designed artifacts in specific locations, which is echoedthough the target audience who voice the need to prototype design conceptsin the context of place. The study culminates in two kinds of virtual realityprototypes, dubbed contextual prototypes, that are suggested to havedifferent use cases depending on what the purpose for prototyping is.
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Karlgren, Kasper. "Perceived physical presence in Mixed reality embodiment vs Augmented reality robot interaction." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265568.

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This thesis presents a novel interaction model using mixed reality simulating a robot human interaction; a clay embodiment is overlaid with animated facial features using mobile augmented reality. One of the challenges when building a social agent, whether it is for education or solely social interaction, is to achieve social presence. One way to increase the feeling of presence is to have the agent physically embodied by using a robot. Earlier research has found that users listen more to robots that are present, than robots that are presented through a screen. But there are problems that come with robots that are not yet solved. Robot are expensive, they break, they are hard to update and they are very limited to the realm and problems they are built for: even standing up can be a challenge. This thesis tests if the theory of embodiment as a tool to heighten presence can be achieved, even if the robot and the interaction is only present in a screen. The clay embodiment is built by hand and later 3D scanned. The clay embodiment is tracked using Vuforia’s object recognition of the scan and is given an animatable face in a mixed reality setting through unity. The interaction of comparison and the basis of evaluation consist of a fully virtual robot head placed in 3D space using ground plane tracking. These interactions are compared separately and test subjects are only exposed to one type of interaction. Through the study the participants interacting with the clay embodiment rated the exeprience higher in respect to physical presences and scored better ability to recall details than the one with the fully augmented robot human interaction. The results were significant and indicate, with the reservation of false positives given the small participation sample, that mobile augmented reality agent interactions are improved, in respect to attention allocation and physical presence, by the use of mixed reality embodiments. Overall the interaction was very well perceived. Both conditions were highly enjoyed and critique mostly focused on the lack of complexity in the dialogue - the participants wanted more. Initial positive feedback states that this can and should be tested further.
Den här uppsatsen presenterar en ny interaktionsmodell i mixed reality (förstärkt verklighet). Modellen simulerar en interaktion mellan en robot och en användare: en robotfigur gestaltad i lera är förstärkt med animerade ansiktsdrag som visas i en mixed reality - miljö genom en mobiltelefon. Interaktionsmodellen med den fysiska robotfiguren kombinerad med animerade ansiktsdrag testas mot en likadan interaktion med en helt virtuellt robot utan fysisk gestaltning. En av utmaningarna vid skapandet av sociala agenter, oavsett om de är byggda för undervisningsmiljöer eller enbart rent sociala interaktioner, är att åstadkomma en upplevelse av social närvaro. Ett sätt att öka känslan av närvaro är att använda sig av en fysisk gestaltning i form av en robot. Tidigare forskning har funnit att användare lyssnar mer på robotar som finns fysiskt närvarande än robotar som presenteras via en skärm. Problemet med robotar är att de är dyra, de går sönder, de är svåra att uppdatera och de kan vara väldigt fysiskt begränsade: till och med att gå kan vara en utmaning. Den här uppsatsen testar ifall fysisk gestaltning ökar känslan av social närvaro, trots att all interaktion sker via en skärm. Ler-gestaltningen är skulpterad för hand, 3D-skannad och sedan spårad med hjälp av Vuforias objektigenkän- ning. Ler-gestaltningen får animerbara ansiktsdrag i mobilen. Denna interaktion jämförs mot en interaktion utan fysisk gestaltning: ett enbart virtuellt robothuvud med samma ansiktsdrag som är virtuellt positionerad i det fysiska rummet med hjälp av yt- och plan-igenkänning. Resultaten visade att interaktion mellan en människa och en virtuell agent har en ökad upplevelse av fysisk närvaro och att en virtuell agent tilldelas mer uppmärksamhet av den mänskliga parten ifall agenten har en fysisk gestaltning. Resultaten är statistiskt signifikanta med viss reservation för deltagarantalet i studien. Överlag upplevdes interaktionerna väldigt positivt. Deltagare från bägge interaktionerna gillade upplevelse. Deltagarnas tydligaste kritiska synpunkter gällde brist på komplexitet i konversationen - deltagarna ville ha en rikare interaktion. Den positiva responsen visar att interaktionssättet kan och bör studeras yttligare.
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Thellman, Sam. "Social Dimensions of Robotic versus Virtual Embodiment, Presence and Influence." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-130645.

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Robots and virtual agents grow rapidly in behavioural sophistication and complexity. They become better learners and teachers, cooperators and communicators, workers and companions. These artefacts – whose behaviours are not always readily understood by human intuition nor comprehensibly explained in terms of mechanism – will have to interact socially. Moving beyond artificial rational systems to artificial social systems means having to engage with fundamental questions about agenthood, sociality, intelligence, and the relationship between mind and body. It also means having to revise our theories about these things in the course of continuously assessing the social sufficiency of existing artificial social agents. The present thesis presents an empirical study investigating the social influence of physical versus virtual embodiment on people's decisions in the context of a bargaining task. The results indicate that agent embodiment did not affect the social influence of the agent or the extent to which it was perceived as a social actor. However, participants' perception of the agent as a social actor did influence their decisions. This suggests that experimental results from studies comparing different robot embodiments should not be over-generalised beyond the particular task domain in which the studied interactions took place.
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Andersson, Fabian, and David Stark. "The New Normal : a qualitative study of how Covid-19 influences the digitalization of Swedish SMEs within their international operations." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105332.

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The Covid-19 pandemic is changing the international business environment. This global event has forced the world into an unbalance, which influences how Swedish SMEs interpret their international operations. Through the international fluctuations, the digitalization has come to partake as an important factor in order to enable the possibility of maintaining an international presence. Therefore, the aim of this thesis is to explore how the Covid-19 pandemic influences the digitalization within Swedish SMEs international operations.        In order to provide a sustainable foundation of the subject, this research have utilized the qualitative strategy. Collecting the data through semi-structured interviews enables a vast set of data, which have been comprehended in relation to chapter 2 Literature review. Through analyzing all gathered data, the outcome of the research illustrates how the pandemic influences the digitalization as well as firms’ international operations. Finally, the thesis conclude that the Covid-19 pandemic accelerates the digitalization within firms, which further influences how firms maintain an international presence. Conclusively, it is contemplated that the Covid-19 pandemic further creates what the authors call “The New Normal”.
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Blair, Peter J. "A Descriptive Case Study of Writing Standards-Based Individualized Education Plan Goals Via Problem-Based Learning in a Virtual World." DigitalCommons@USU, 2017. https://digitalcommons.usu.edu/etd/5697.

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The goal of this study was to examine the professional development experiences of two participants while they were creating standards-based individualized education plan (IEP) goals using a virtual world called TeacherSim. The focuses of the study were how did special educators engage with the task of creating standards-based IEP goals using TeacherSim and how did TeacherSim support or hinder this? This research used a descriptive case study selecting two participants from the larger data set of seven participants. The data was analyzed using qualitative coding which compared the observed experiences with the case propositions. This case study demonstrated that special education professionals can work at a distance to learn the process of creating standards-based IEP goals while using the technology of a virtual world. Similarly, the use of virtual world technology appeared to facilitate feelings of physical and social presence, which aided in online collaborative activities.
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Casaneuva, Juan S. "Presence and co-presence in collaborative virtual environments." Master's thesis, University of Cape Town, 2001. http://hdl.handle.net/11427/6383.

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Bibliography: leaves 165-171.
Presence in Collaborative Virtual Environments (CVEs) can be defined into personal presence and co-presence. Personal presence is having a feeling of "being there" in the CVE yourself. Co-presence is having a feeling that one is in the same place as the other praticipants, and that one is collaborating with real people. The focus of this research was to conduct exploratory studies to investigate and verify some of the factors believed to affect personal presence and co-presence in a CVE. This was achieved by designing and performing experiments in CVEs, and using subjective measures to assess the levels of personal presence and co-presence in the CVE. In addition, we have developed a subjective measure of co-presence in the form of a pencil-and-paper questionnaire. This co-presence questionnaire was used to measure the amount of co-presence experienced by the participants in the CVE. In this dissertation we describe three experiments used to investigate some of the factors which might affect personal presence and co-presence in a CVE.
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Chertoff, Dustin. "EXPLORING ADDITIONAL FACTORS OF PRESENCE." Doctoral diss., University of Central Florida, 2009. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3051.

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One of the oft cited reasons for virtual environments is that they provide experiences with places one would never be able to visit and to perform tasks that would otherwise be dangerous, or inaccessible. The ability to become transported to another environment, such that you think you are "there," is known as presence. Existing presence literature focuses largely on the sensory aspects of virtual environment experiences. However, there is more to experience than what is sensed. This dissertation investigates the theoretical components of holistic experiences in virtual environments. In order to explore the relationship between experiential design and presence, a new evaluation tool was needed. This ultimately led to the development of the Virtual Experience Test. To validate the Virtual Experience Test, an experiment was designed that utilized subjective evaluations regarding game-play in the commercial game Mirror’s Edge. Measures of experiential design, flow, and presence were taken and the relationships between the measures analyzed. The results of this research showed that environments utilizing holistic designs result in significantly higher presence. Furthermore, this study produced a validated measure of holistic experience that designers could use to evaluate their virtual environments.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Modeling and Simulation PhD
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Sollins, Brandon. "Predictors of presence in virtual reality." Honors in the Major Thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/515.

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The subjective experience of presence is considered to be important in the treatment of anxiety disorders using virtual reality. Presence can be defined as a psychological phenomenon through which one's cognitive processes are oriented towards another world. Most of the research on presence has focused on the roles of technological factors influencing presence, while the number of studies focusing on the personality and physiological predictors are far fewer. Thus, the present study examined the relationship between various personality variables and presence, along with physiological correlates of presence when engaged in a virtual environment. The Presence Questionnaire, to determine their experience of presence, and a small battery of personality-related questionnaires were administered to 70 young adults who participated in 3 different virtual reality scenarios. Participants' physiological responses were recorded in the form of heart rate, galvanic skin levels, and galvanic skin responses were assessed as were urges to drink (craving). Data analysis showed that expectations, levels of craving, and drinking history played a significant role in the experience of presence.
B.S.
Bachelors
Sciences
Psychology
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Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

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Childs, Mark. "Learners' experience of presence in virtual worlds." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/4516/.

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This thesis explores participants' experiences of presence in virtual worlds as a specific case of mediated environments, and the factors that support that experience of presence, with the aim of developing practice when using these technologies in learning and teaching. The thesis begins with a framework that was created to bring together concepts from a range of disciplines that describe presence and factors that contribute to presence. Organising categories within the framework were drawn from a blend of Activity Theory and Communities of Practice. Five case studies in Second Life (preceded by a pilot study employing webconferencing) were conducted in order to investigate learners' experiences in these environments. Qualitative and quantitative data were gathered from these cases. The data from the separate cases were analysed using a cross-case synthesis and the role of presence, and the factors that support it, were identified. An additional strand of investigation established a typology of different forms of resistance by students to learning in virtual worlds. The findings of the study were that an experience of presence is strongly linked to students' satisfaction with the learning activity. This experience of presence was more linked to students' preparedness or ability to engage with the environment than with technological limitations. Some students' resistance to learning in virtual worlds were informed by values they held about technology, but others appeared to display an inability to experience embodiment through their avatar. The experience of presence appeared to develop over time. This can be interpreted as stages in students' development of a virtual body image, body schema and virtual identity. Different learning activities are more appropriate to different stages in this development. The thesis concludes with a suggested model for supporting students' development of presence. The implications of these findings for educators and for further research are discussed.
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Books on the topic "Physical- and Virtual presence"

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Branding and sustainable competitive advantage: Building virtual presence. Hershey, PA: Business Science Reference, 2012.

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Daily spatial mobilities: Physical and virtual. Burlington, VT: Ashgate, 2012.

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Grady, Sean M. Virtual reality: Computers mimic the physical world. New York, NY: Facts on File, 1998.

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Weiss, Patrice L., Emily A. Keshner, and Mindy F. Levin, eds. Virtual Reality for Physical and Motor Rehabilitation. New York, NY: Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1.

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Ralph, Schroeder, ed. The social life of Avatars: Presence and interaction in shared virtual environments. London: Springer, 2002.

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Immersive multimodal interactive presence. London: Springer, 2012.

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Lisle, Curtis. Physical modeling for interaction in real-time simulation. Orlando, FL: Institute for Simulation and Training, University of Central Florida, 1996.

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Schroeder, Ralph. The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments. London: Springer London, 2002.

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vom Brocke, Jan, Riitta Hekkala, Sudha Ram, and Matti Rossi, eds. Design Science at the Intersection of Physical and Virtual Design. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38827-9.

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M, Go Frank, ed. Place branding: Glocal, virtual and physical identities, constructed, imagined and experienced. Basingstoke: Palgrave Macmillan, 2009.

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Book chapters on the topic "Physical- and Virtual presence"

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Sivunen, Anu. "Presence and Absence in Global Virtual Team Meetings: Physical, Virtual, and Social Dimensions." In Virtual Workers and the Global Labour Market, 199–217. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-47919-8_10.

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Yao, Shengjie, and Gyoung Kim. "The Effects of Immersion in a Virtual Reality Game: Presence and Physical Activity." In Lecture Notes in Computer Science, 234–42. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22602-2_18.

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Chen, Weiqin, Martin Bang, Daria Krivonos, Hanna Schimek, and Arnau Naval. "An Immersive Virtual Reality Exergame for People with Parkinson’s Disease." In Lecture Notes in Computer Science, 138–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_18.

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AbstractParkinson’s disease is a neurodegenerative disorder that affects primarily motor system. Physical exercise is considered important for people with Parkinson’s disease (PD) to slow down disease progression and maintain abilities and quality of life. However, people with PD often experience barriers to exercises that causes low-level adherence to exercise plans and programs. Virtual Reality (VR) is an innovative and promising technology for motor and cognitive rehabilitation. Immersive VR exergames have potential advantages by allowing for individualized skill practice in a motivating interactive environment without distractions from outside events. This paper presents an immersive virtual reality (VR) exergame aiming at motor training on fingers and hand-and-eye coordination. The results from the usability study indicate that immersive VR exergames have potential to provide motivating and engaging physical exercise for people with PD. Through this research, we hope to contribute to evidence-based design principles for task-specific immersive VR exergames for patients with Parkinson’s Disease.
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Wiederhold, Brenda K., and Stéphane Bouchard. "Presence." In Advances in Virtual Reality and Anxiety Disorders, 9–33. Boston, MA: Springer US, 2014. http://dx.doi.org/10.1007/978-1-4899-8023-6_2.

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Petsalis-Diomidis, Alexia. "Palimpsest and virtual presence." In Excavating Pilgrimage, 106–29. Abingdon, Oxon ; New York, NY : Routledge, [2017] | Series: Routledge studies in pilgrimage, religious travel & tourism: Routledge, 2017. http://dx.doi.org/10.4324/9781315228488-7.

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Triberti, Stefano, Eleonora Brivio, and Carlo Galimberti. "On Social Presence." In Enhancing Social Presence in Online Learning Environments, 20–41. IGI Global, 2018. http://dx.doi.org/10.4018/978-1-5225-3229-3.ch002.

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Social presence in online learning communities may be defined as the degree to which a learner feels connected with other learners and the teacher/educator, within a computer-mediated context. However, social presence is a broad construct that cannot be reduced to its manifestation in the specific context of distance-learning communities. How can we feel the presence of others? And, in virtue of what such a sensation may establish in our consciousness when others are actually not present in the physical environment we are in? This chapter includes a review of the main theoretical proposals to understand social presence, along with their guidelines to promote it, specific instruments and possible criticalities. Then, the different theories on social presence are resumed and integrated, in order to provide practical design guidelines open to the new technologies that may constitute innovative resources for the computer-mediated learning tools of the future (virtual reality, virtual worlds, augmented reality, and ambient intelligence).
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Russell, Glenn. "Virtual Schools." In Encyclopedia of Information Science and Technology, First Edition, 3002–6. IGI Global, 2005. http://dx.doi.org/10.4018/978-1-59140-553-5.ch534.

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Until recent times, schools have been characterised by the physical presence of teachers and students together. Usually, a building is used for instruction, and teaching materials such as books or blackboards are often in evidence. In the 20th century, alternatives to what may be called “bricks-and-mortar” schools emerged. These were forms of distance education, where children could learn without attending classes on a regular basis. The technologies used included mail, for correspondence schools, and the 20th century technologies of radio and television.
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Silvana de Rosa, Annamaria, and Elena Bocci. "Between Physical and Virtual Reality." In Branding and Sustainable Competitive Advantage, 69–95. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-171-9.ch006.

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This chapter presents a perspective theory, not yet fully developed, that seeks to analyze the connections between “Social Representations and Corporate Communication” (Penz, 2006; Usunier & Lee, 2009). It is divided into two sections. In the first, descriptive section we identified the organizational dynamics of the Benetton Company utilizing structural elements found in the enterprise’s literature and documents. The objective was to understand Benetton galaxy’s role in globalization and its complex market strategies. Since this was an internal view of the company, data was obtained from internal documents, including the company’s publications, such as Global Vision and Colors publications. In order to understand the company from an external perspective, we consulted studies conducted on the Benetton universe that considered the marketing element as interaction between the company and the market (Kotler, 1997; Nardin, 1987; Semprini, 1996; Moliner, 1996; Tafani, 2006). In the second, empirical section, the social representation of the Benetton brand is analyzed using a large sample of Benetton’s advertisements, selected as the basis for research to identify the perceptive modalities of advertising messages and attitudes in Benetton’s communication strategies (de Rosa, 1998, 2001; de Rosa & Losito, 1996; de Rosa & Bocci, 2009). In this second section the relationship between social representations and corporate communication will be presented in a dialogical perspective that examines the social discourse “of” Benetton in regard to social issues. We will look at the different phases of advertising campaigns (1992-2008, with special focus on one of the controversial campaigns: Autumn-Winter 1992\1993) and the discourse “about” Benetton. The targets of reference for our research program are considered to be not only recipients of the company’s advertising campaigns, but also potential buyers.
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Truckenbrod, Joan. "Digitizing the Physical." In Advances in Media, Entertainment, and the Arts, 47–59. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8205-4.ch004.

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Intertwined with the digital realm is a parallel sphere of digital material objects. The physicality of these things play an important role as they are embedded with memories as well as personal, social, and cultural meanings and references. The pervasiveness of digitizing information, images, spaces, and objects into digital data creates an expanding virtual presence. Simultaneously, virtual objects are now being transformed into material, tactile forms. Sensors are harvesting physical information and providing important feedback. Using digital devices involves an array of electronic rituals that have evolved. These ritualistic behaviors function in a similar manner to the performance of ritual and ceremony in indigenous cultures. This chapter examines the function of these digital rituals, with the physical residue deposited by these rituals and ceremonies. Material objects created by digital processes are powerful and play an important role socially, culturally, and spiritually.
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Piazzalunga, Renata, and Saulo Faria Almeida Barretto. "Challenges in Virtual Environment Design." In Virtual Technologies, 266–84. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch019.

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In this chapter we will discuss some fundamental questions concerning creation and development of interfaces searching for the best way to promote interaction between the subject and information/interface. It starts from the fact that the fundamental and most revolutionary aspect introduced by the Internet is based on its sophisticated technological mechanisms that enhance substantially the concepts of space, time, perception, representation, limits, distance, presence, etc. Our everyday practices gain access to a new realm, cyberspace, which enables us to embrace multiple experiences where we exist in the propagation of our “Id.” This condition represents a huge challenge, for example, the necessity to (re)design the image we have from the world in its physical and virtual spaces. We discuss the imagined trends related to the conception and development of virtual environments, addressing the issue of virtual environments in three levels of complexity: realized spaces, possible spaces and imagined spaces.
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Conference papers on the topic "Physical- and Virtual presence"

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Williams, George C., Haakon Faste, Ian E. McDowall, and Mark T. Bolas. "Physical presence: palettes in virtual spaces." In Electronic Imaging '99, edited by John O. Merritt, Mark T. Bolas, and Scott S. Fisher. SPIE, 1999. http://dx.doi.org/10.1117/12.349402.

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Duarte, Luis F. B., Paulo Jorge Ribeiro, Andre Rodrigues, Tiago Machado Guerreiro, and Luís Filipe Carvalho Carriço. "A Preliminary Assessment of Physical & Virtual Presence in Exergames." In Proceedings of the 28th International BCS Human Computer Interaction Conference (HCI 2014). BCS Learning & Development, 2014. http://dx.doi.org/10.14236/ewic/hci2014.49.

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Kim, Kangsoo. "Improving Social Presence with a Virtual Human via Multimodal Physical -- Virtual Interactivity in AR." In CHI '18: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3170427.3180291.

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"Teacher Presence and Social Presence in Virtual and Blended Courses." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3965.

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[This Proceedings paper was revised and published in the 2018 issue of Journal of Information Technology Education: Research, Volume 17] Aim/Purpose: The purpose of the study was to examine the relationship between teacher presence and social presence on one hand, and feelings of challenge and threat, self-efficacy, and motivation among students studying in virtual and blended courses on the other. Background: In this study we examined two types of courses, virtual courses (VCs) and blended courses (BCs). Physical separation between teacher and learners may lead to transactional distance, which should be reduced through teacher presence (TP) and social presence (SP). Methodology: This is a mixed-method study. Participants completed a threat/challenge questionnaire, a motivation questionnaire, a self-efficacy questionnaire, and answered open-ended questions. The sample included 484 students from two academic institutions in the Israel. Contribution: The study highlights the connection between critical factors involved in learning and teaching in VCs and BCs (teacher presence, social presence, feelings of challenge and threat, self-efficacy, and motivation) from the point of view of students studying in VCs and BCs. Findings: We found a link between teacher presence and social presence on one hand and feelings of challenge and threat, self-efficacy, and motivation of students in VCs and BCs on the other. At the same time, we found that the perceptions of motivation, challenge, and threat associated with VCs and BCs are interrelated, that is, students have similar perceptions in relation to both types of courses. Recommendations for Practitioners : It is preferable to create a learning environment that supports the learners and is attentive to their needs and to the creation of an active learning community. It has been found that these factors greatly influence the process and the quality of learning in the course. Recommendation for Researchers: The study examined the subjective feelings of the students about the learning process in virtual and blended environments. We recommend continuing to explore the characteristics of the virtual environment and of teaching methods in these environments. Impact on Society: The combination of virtual and blended learning environments in the learning process may lead to the realization of the educational vision of creating a learning environment that supports students and responds to their needs, enabling autonomous and collaborative learning while creating a learning community. Future Research: It is advisable to examine the issue from the perspective of the teachers in VCs and BCs to elucidate the topic from other angles.
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Baka, Evangelia, Kalliopi Evangelia Stavroulia, Nadia Magnenat-Thalmann, and Andreas Lanitis. "An EEG-based Evaluation for Comparing the Sense of Presence between Virtual and Physical Environments." In Computer Graphics International 2018. New York, New York, USA: ACM Press, 2018. http://dx.doi.org/10.1145/3208159.3208179.

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Robinette, Paul, Alan R. Wagner, and Ayanna M. Howard. "Assessment of robot to human instruction conveyance modalities across virtual, remote and physical robot presence." In 2016 25th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN). IEEE, 2016. http://dx.doi.org/10.1109/roman.2016.7745237.

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Duval, Thierry, Huyen Nguyen, Cedric Fleury, Alain Chauffaut, Georges Dumont, and Valerie Gouranton. "Embedding the features of the users' physical environments to improve the feeling of presence in collaborative Virtual Environments." In 2012 IEEE 3rd International Conference on Cognitive Infocommunications (CogInfoCom). IEEE, 2012. http://dx.doi.org/10.1109/coginfocom.2012.6421987.

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Petersen, Harry C., Andrzej Markowski, Paul Sullivan, and Robert Petersen. "Computer-Generated Virtual/Physical Reality: Blurring the Lines." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21671.

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Abstract As computers grow in ability to access and process ever-larger blocks of data within real-time responses, their ability to generate virtual reality responses has multiplied exponentially. Simultaneously, computer capabilities of using huge data files to control manufacturing processes, create rapid prototypes, augment human senses, and control vehicles and machines have given them the ability to control and even create physical reality. But computers now have the ability to blur the lines between virtual and physical realities in areas which include video manipulation, virtual reality with tactile feedback, and physical training devices such as flight training simulators. This paper investigates types of computer-generated virtual/physical realities and their uses and implications for industry and consumers alike. Examples of research by the authors in video manipulation and training, solid modeling, animated simulation, manufacturing, rapid prototyping, and reverse engineering will be presented, along with data base corruption, and data manipulation methods and problems. Finally, applications and future implications of this technology will be presented.
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Jayaram, Uma, and Roglenda Repp. "Calibrating Virtual Environments for Engineering Applications." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/cie-21264.

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Abstract A major disadvantage of some tracking systems used in virtual reality environments is the degradation in accuracy due to the presence of metals and other electromagnetic distortions in the environment. Calibration of the virtual environment to account for these distortions is essential for VR applications in engineering where correlation between the virtual environment and the physical world is important. The goal of the calibration process is to map the distorted tracker space to the physical space as accurately as possible for real-time applications. In this paper the authors present an integrated calibration system used with an electromagnetic tracking system. The components of this system are described in detail, including data collection, grid refinement, interpolation, and evaluation. The paper describes different alternatives for measuring systematic errors of magnetic trackers in a room, and for automatically correcting them using various techniques to interpolate between sets of measurements to achieve error estimates and corrections. Several key techniques and algorithms are presented in detail and evaluated in terms of accuracy and execution time over a range of cell densities. Among the interpolation methods considered are inverse distance weighting and affine transformation mappings, as well as variations and combinations of these. The calibration system, called COVE (Calibration of Virtual Environments), has been successful in allowing accurate tracking for several engineering applications.
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Lesniak, Kevin, Conrad S. Tucker, Sven Bilen, Janis Terpenny, and Chimay Anumba. "Networked, Real Time Translation of 3D Mesh Data to Immersive Virtual Reality Environments." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59762.

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Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.
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Reports on the topic "Physical- and Virtual presence"

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Witmer, Bob G., and Michael F. Singer. Measuring Presence in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, October 1994. http://dx.doi.org/10.21236/ada286183.

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Youngblut, Christine. Experience of Presence in Virtual Environments. Fort Belvoir, VA: Defense Technical Information Center, September 2003. http://dx.doi.org/10.21236/ada427495.

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Kim, Seeun, Tae Hyun Baek, and Sun-Hwa Kim. The Effect of Presence on Consumers' Responses to Virtual Mirror Technology. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-314.

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Mayes, Joseph. Modeling Large-Scale Networks Using Virtual Machines and Physical Appliances. Fort Belvoir, VA: Defense Technical Information Center, January 2014. http://dx.doi.org/10.21236/ada614211.

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Vytal, John. Shipboard EMI/EMC Test Report for the Reduced Ships-Crew by Virtual Presence (RSVP) Advanced Technology Demonstration (ATD). Fort Belvoir, VA: Defense Technical Information Center, July 1999. http://dx.doi.org/10.21236/ada369429.

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Chattaraman, Veena, Wi-Suk Kwon, and Juan Gilbert. Interaction Style of Virtual Shopping Agents: Effects on Social Presence and Older Consumers’ Experience in E-tail Sites. Ames: Iowa State University, Digital Repository, 2013. http://dx.doi.org/10.31274/itaa_proceedings-180814-646.

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Cobb, Kelly, Huantian Cao, Elizabeth Davelaar, Cara Tortorice, and Bai Li. Physical to Virtual: Optimizing the Apparel Product Development Process to Reduce Solid Waste in Apparel. Ames: Iowa State University, Digital Repository, 2017. http://dx.doi.org/10.31274/itaa_proceedings-180814-1895.

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Zanoni, Wladimir, and Ailin He. Citizenship and the Economic Assimilation of Canadian Immigrants. Inter-American Development Bank, March 2021. http://dx.doi.org/10.18235/0003117.

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In this paper, we examine whether acquiring citizenship improves the economic assimilation of Canadian migrants. We took advantage of a natural experiment made possible through changes in the Canadian Citizenship Act of 2014, which extended the physical presence requirement for citizenship from three to four years. Using quasi-experimental methods, we found that delaying citizenship eligibility by one year adversely affected Canadian residents' wages. Access to better jobs explains a citizenship premium of 11 percent in higher wages among naturalized migrants. Our estimates are robust to model specifications, differing sampling windows to form the treatment and comparison groups, and whether the estimator is a non-parametric rather than a parametric one. We discuss how our findings are relevant to the optimal design of naturalization policies regarding efficiency and equity.
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Ayala-García, Jhorland, and Sandy Dall’Erba. The impact of preemptive investment on natural disasters. Banco de la República, September 2021. http://dx.doi.org/10.32468/dtseru.301.

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Extreme rainfall events are expected to become more frequent and more intense in the future. Because their mitigation is a challenge and their cost to human life is large, this paper studies the impact of preemptive investment against natural disasters on the future occurrence of landslides and the losses associated with it. Based on a panel of 746 Colombian municipalities with medium and high risk of landslides and an instrumental variable approach, we find that preemptive public investment can reduce the number of landslides, the number of people who die, are injured, or disappear after a landslide, as well as the number of people affected. However, we do not find any effect on the number of houses destroyed. The results reveal that local governments focus their preventive measures on saving the lives and the physical integrity of their citizens, but they pay less attention to the direct market losses of natural disasters. These results are relevant in the presence of imperfect private insurance markets and increased informal settlements.
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Berney, Ernest, Naveen Ganesh, Andrew Ward, J. Newman, and John Rushing. Methodology for remote assessment of pavement distresses from point cloud analysis. Engineer Research and Development Center (U.S.), April 2021. http://dx.doi.org/10.21079/11681/40401.

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The ability to remotely assess road and airfield pavement condition is critical to dynamic basing, contingency deployment, convoy entry and sustainment, and post-attack reconnaissance. Current Army processes to evaluate surface condition are time-consuming and require Soldier presence. Recent developments in the area of photogrammetry and light detection and ranging (LiDAR) enable rapid generation of three-dimensional point cloud models of the pavement surface. Point clouds were generated from data collected on a series of asphalt, concrete, and unsurfaced pavements using ground- and aerial-based sensors. ERDC-developed algorithms automatically discretize the pavement surface into cross- and grid-based sections to identify physical surface distresses such as depressions, ruts, and cracks. Depressions can be sized from the point-to-point distances bounding each depression, and surface roughness is determined based on the point heights along a given cross section. Noted distresses are exported to a distress map file containing only the distress points and their locations for later visualization and quality control along with classification and quantification. Further research and automation into point cloud analysis is ongoing with the goal of enabling Soldiers with limited training the capability to rapidly assess pavement surface condition from a remote platform.
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