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Abstract

Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.

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Authors and Affiliations

Michael Vorländer
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Abstract

Simulation-based models standing in for the real world are unfettered by any biological, emotional, historical, logical, or practical limitations.

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Authors and Affiliations

Katarzyna Kasia
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Abstract

The objective of the present deliberations was to systematise our knowledge of static visual variables used to create cartographic symbols, and also to analyse the possibility of their utilisation in the Augmented Reality (AR) applications on smartphone-type mobile devices. This was accomplished by combining the visual variables listed over the years by different researchers. Research approach was to determine the level of usefulness of particular characteristics of visual variables such as selective, associative, quantitative and order. An attempt was made to provide an overview of static visual variables and to describe the AR system which is a new paradigm of the user interface. Changing the approach to the presentation of point objects is caused by applying different perspective in the observation of objects (egocentric view) than it is done on traditional analogue maps (geocentric view). Presented topics will refer to the fast-developing field of cartography, namely mobile cartography. Particular emphasis will be put on smartphone-type mobile devices and their applicability in the process of designing cartographic symbols.
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Authors and Affiliations

Łukasz Halik
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Abstract

Psychoacoustics is traditionally based on a world model that assumes a physical world existing independently of any observer - the so-called objective world. Being exposed to this world, an observer is impinged upon by a variety of stimuli reaching his/her sensory organs. These stimuli, if physiologically adequate, may cause biological transduction and signal processing in the sensory organs and its afferent pathways in such a way that finally a specific excitation of the cortex takes place, which results in sen-sations to appear in the observer’s perceptual world. The sensations are understood as being subjective, since they require an observer to exist. This world model - also known as (objectivistic) realism - reaches its limits when it comes to explaining more complex phenomena of perception. Thereupon, in this paper, an alternative world model is emphasized and applied to psychoacoustics, namely the perceptionist’s model. Like realism, perceptionism has a long tradition in epistemology. It appears to be suitable to improve our understanding of perceptual organization.

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Authors and Affiliations

Jens Blauert
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Abstract

Rapid development of computing and visualisation systems has resulted in an unprecedented capability to display, in real time, realistic computer-generated worlds. Advanced techniques, including three-dimensional (3D) projection, supplemented by multi-channel surround sound, create immersive environments whose applications range from entertainment to military to scientific. One of the most advanced virtual reality systems are CAVE-type systems, in which the user is surrounded by projection screens. Knowledge of the screen material scattering properties, which depend on projection geometry and wavelength, is mandatory for proper design of these systems. In this paper this problem is addressed by introducing a scattering distribution function, creating a dedicated measurement setup and investigating the properties of selected materials used for rear projection screens. Based on the obtained results it can be concluded that the choice of the screen material has substantial impact on the performance of the system

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Authors and Affiliations

Adam Mazikowski
Michał Trojanowski
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Abstract

The article presents a brief exposition of alternative ways of creating virtual objects and the status of their existence inspired by the relevant views of Plato, Aristotle, Franz Brentano and Karl Popper as well as various conceptions of representation. I argue that the present state of research on the problem of “computer” virtuality shows that it is necessary to explore first the ontological issues of virtual objects. Only these issues will solve the mystery of the creation and existence of virtual objects. The consideration of these issues are suppressed by the fact that contemporary philosophy has removed both metaphysics and, with-it, ontology. That is why, and for reasons for reasons of substantive accuracy, I show how traditional ontological and ontologically inspiring approaches are—when modified— promising candidates for exploring the nature of virtual objects, first of all, problems of their existence and creation.

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Authors and Affiliations

Mariusz Mazurek
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Abstract

Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold.
Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment.
Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant.
Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
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Authors and Affiliations

Marcin Czub
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID

  1. Uniwersytet Wrocławski, Instytut Psychologii
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Abstract

Gaston Milhaud rejects the principle of contradiction if it is conceived as an absolute and universal rule. He claims that it only holds in some narrowly defined circumstances. According to him, the greater is mental contribution to an act of cognition the more appropriate is the application of the principle of contradiction. My analysis of his views shows that he wanted to emphasize the differences between the objective reality and its mental or linguistic representations rather than undermine the logical principle of contradiction. Parallels can be noted between Milhaud’s views on contradiction and Leon Chwistek’s theory of the multiplicity of realities, as well as Kazimierz Ajdukiewicz’s concept of the cognitive role of language.

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Authors and Affiliations

Anna Jedynak
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Abstract

Three-dimensional (3D) models created with computers and educational applications designed using such models are used in the medical field every day. However, there is a lack of macroscopic demonstration applications built with digital 3D models in the field of veterinary pathology. The aim is to build a fully interactive 3D educational web-based augmented reality application, to demonstrate macroscopic lesions in kidneys for educational purposes. We used open source and free software for all 3D modelling, Augmented Reality and website building. Sixteen 3D kidney pathology models were created. Kidney models modelled in 3D and published as WebAR are as follows: normal kidney, unilateral neurogenic shutdown with atrophy, hydronephrosis, hypercalcemia of malignancy tubular nephrosis, interstitial corticomedullary nephritis, renal infarct, multifocal petechial hemorrhages, polycystic kidneys, renal masses, multifocal nephritis, pigmentary nephrosis, papillary necrosis, glucose-related rapid autolysis (pulpy kidney), pyelonephritis, renomegaly and kidney stones. With the workflow shown here, it has been presented as a feasible model application for human pathology and presented to educators, researchers and developers who have 3D models and AR in their field of interest. To the best of the authors’ knowledge, this is the first study on Web-Augmented Reality application for veterinary pathology education.
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Bibliography


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Authors and Affiliations

H.T. Atmaca
1
O.S. Terzi
2

  1. Department of Pathology, Faculty of Veterinary Medicine, Balikesir University, Cagis Yerleskesi, 10145, Balikesir, Turkey
  2. Department of Internal Medicine, Faculty of Veterinary Medicine, Ankara University, Ziraat Mahallesi Sehit Omer Halisdemir Bulvari, 06110, Altindag, Ankara, Turkey
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Abstract

The paper tries to defend the thesis that it is impossible to decide upon moral issues without any references to the ontology of the world we live in. An illustrative example of the main argumentation line is the choice made by Cypher—a second plan character in the movie Matrix. Cypher decides to betray human rebels fighting against machines for freedom and, as a reward, accepts affluent life in the virtual reality. His choice seems to be superficially reprehensible because of the abandonment of the real world and authentic life. However, one can argue that the dichotomy between the real and virtual world is seeming. By choosing the virtual reality Cypher decided to act in a world which, like the real world, makes it possible to be a moral subject and enables authentic experience. The difference between both the worlds lies in the type of determination limiting any conscious subject. Cypher prefers to live in a world determined by the algorithm of Matrix more than in a world where his behaviour is determined by genes and other biological factors.

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Authors and Affiliations

Jacek Gurczyński
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Abstract

This paper analyses the performance of Differential Head-Related Transfer Function (DHRTF), an alternative transfer function for headphone-based virtual sound source positioning within a horizontal plane. This experimental one-channel function is used to reduce processing and avoid timbre affection while preserving signal features important for sound localisation. The use of positioning algorithm employing the DHRTF is compared to two other common positioning methods: amplitude panning and HRTF processing. Results of theoretical comparison and quality assessment of the methods by subjective listening tests are presented. The tests focus on distinctive aspects of the positioning methods: spatial impression, timbre affection, and loudness fluctuations. The results show that the DHRTF positioning method is applicable with very promising performance; it avoids perceptible channel coloration that occurs within the HRTF method, and it delivers spatial impression more successfully than the simple amplitude panning method.

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Authors and Affiliations

Dominik Storek
Frantisek Rund
Petr Marsalek
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Abstract

The use of virtual reality (VR) has been exponentially increasing and due to that many researchers have started to work on developing new VR based social media. For this purpose it is important to have an avatar of the user which look like them to be easily generated by the devices which are accessible, such as mobile phones. In this paper, we propose a novel method of recreating a 3D human face model captured with a phone camera image or video data. The method focuses more on model shape than texture in order to make the face recognizable. We detect 68 facial feature points and use them to separate a face into four regions. For each area the best fitting models are found and are further morphed combined to find the best fitting models for each area. These are then combined and further morphed in order to restore the original facial proportions. We also present a method of texturing the resulting model, where the aforementioned feature points are used to generate a texture for the resulting model.

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Authors and Affiliations

G. Anbarjafari
R.E. Haamer
I. Lüsi
T. Tikk
L. Valgma
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Abstract

In the article the author discusses the relationship between education and socio-cultural needs. The socio – cultural reality is the reality of a permanent change. It is difficult to describe and even more difficult to understand. The specific character of qualitatively new changes in the relations between globality and locality implies a completely new perception of reality, ways of interpreting the world, and a new quality of judgments about the condition of the modern man. This reality is also a ”multiplicity of worlds”, which means a large number of possibilities to create oneself. What individuals perceive as their ”own” has the biggest developmental potential when it is worked out on the proactivity path. proactive people are distinguished by interrelated features: the search for a possibility of change (the environment examination, going beyond limitations of a given situation), establishing effective and change oriented goals (opening new paths of action), foreseeing problems and remedia measures (the analysis of one’s own achievements, looking for signals of threats or dangers), looking for new ways of achieving goals (the ambition is to make a new tradition).

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Authors and Affiliations

Agnieszka Cybal-Michalska
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Abstract

Background. For many years virtual reality (VR) has been used to support therapy in many clinical contexts. This study aimed to investigate the effectiveness of VR as an intervention to reduce distress and increase patient comfort during chemotherapy. Participants and Procedure. Twenty-six adult patients of the Haematology Clinic participated in the between-group design study. The experimental group used a VR application during three chemotherapy sessions, while the control group underwent treatment as usual.
Participants' task in VR was to locate and destroy cancer cells using drug particles emitted from a virtual weapon. Several self-report measures were used, measuring attitudes towards the chemotherapy session, experiences during the session, items related to using visualization techniques, and questions related to evaluating the VR application.
Results. We found a significant difference between groups regarding the experience of the session. Participants in the experimental group reported more sense of control over the treatment process, higher levels of physical comfort, and relaxation. We discuss the implications of these results in various contexts, including gender differences, age, and time between chemotherapy sessions.
Conclusions. Virtual Reality applications can effectively influence the experience of the chemotherapy session positively. Its use can also affect the psychological aspects of a patient's treatment process.
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Authors and Affiliations

Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID
Magdalena Mróz
1
ORCID: ORCID
Jarosław Drapała
2
ORCID: ORCID

  1. Uniwersytet Wrocławski, Wroclaw, Poland
  2. Politechnika Wrocławska, Wroclaw, Poland
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Abstract

The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
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Bibliography


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Authors and Affiliations

Marta Kowal
1
ORCID: ORCID
Joanna Piskorz
1
ORCID: ORCID
Marcin Czub
1
ORCID: ORCID

  1. Institute of Psychology, University of Wrocław, Poland
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Abstract

The goal of this study was to test the efficacy of a tactile attention distraction from pain and compare its effectiveness with a virtual reality (VR) distraction on an analogous task. VR is considered to be the gold standard for attention distraction, but it cannot be used in certain clinical cases or for particular medical procedures. A repeatedmeasures experimental study was carried out with 42 participants using tactile and VR variants of an n-back task and a cold pressor test for pain. The independent variable was the distraction type (tactile, VR, or no-distraction) and the dependent variable was pain tolerance (i.e., time participants kept their hand in cold water). The results showed that both tactile and VR games effectively increased pain tolerance compared to the control condition. Effect sizes for both interventions were similar. However, the effect was observed only for female participants.
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Authors and Affiliations

Marcin Czub
1
ORCID: ORCID
Anna Bagrij
1

  1. Institute of Psychology, University of Wrocław
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Abstract

Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.

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Authors and Affiliations

Tomohide Ishiguro
Cohta Suzuki
Hiroki Nakakoji
Yusuke Funagira
Motoharu Takao
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Abstract

In recent years, many scientific and industrial centres in the world developed a virtual reality systems or laboratories. The effect of user “immersion” into virtual reality in such systems is largely dependent on optical properties of the system. In this paper, problems of luminance distribution uniformity in CAVE-type virtual reality systems are analyzed. For better characterization of CAVE luminance nonuniformity corner and edge CAVE nonuniformity were introduced. Based on described CAVE-type virtual reality laboratory, named Immersive 3D Visualization Lab (I3DVL) just opened at the Gdansk University of Technology, luminance nonuniformity of the system is evaluated and discussed. Data collection of luminance distribution allows for software compensation of intensity distribution of individual images projected onto the screen (luminance non-uniformity minimization) in the further research.

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Authors and Affiliations

A. Mazikowski
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Abstract

The paper takes under scrutiny Michael Köhlmeier’s novel Abendland, which portrays the history of the twentieth century in the form of oral family stories based on the biography of the main protagonist of the work, Carl Jacob Candoris, written down by his godson Sebastian Lukasser. Authentic historical events and actual characters are intermingled with fictitious figures and events. The article poses questions on individual and collective memory as well as the significance of oral history in the life of an individual.

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Authors and Affiliations

Janusz Golec
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Abstract

The publication reflects the current situation concerning the possibilities of using augmented reality (AR) technology in the field of production technologies with the main intention of creating a tool to increase production efficiency. It is a set of individual steps that respond in a targeted manner to the possible need for assisted service intervention on a specific device. The publication chronologically describes the procedure required for the preparation and processing of a CAD model. For this preparatory process, the PTC software package is used which meets the requirements for each of the individual operations. The first step is the routine preparation of CAD models and assemblies. These are prepared based on real models located on the device, and their shape and dimensions correlate with the dimensions of the model on the device. The second phase is the creation and timing of the disassembly sequence. This will provide the model with complete vector data, which is then paired with the CAD models in AR. This phase is one of the most important. It determines the location of the model concerning its relative position on the device, provides information on the relocation of parts of the model after the sequence is started, and essentially serves as a template for the interactive part of the sequence. The last two phases are used to connect CAD models with vector data, determine their position for the position mark, and prepare the user interface displayed on the output device. The result of this procedure is a functional disassembly sequence, used for assisted service intervention of a worker in the spindle drive of the Emco Mill 55 device.
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Authors and Affiliations

Justyna Trojanowska
1
Jakub Kašcak
2
ORCID: ORCID
Jozef Husár
2
ORCID: ORCID
Lucia Knapcíková
3
ORCID: ORCID

  1. Poznan University of Technology, Faculty of Mechanical Engineering, Department of Production Engineering, Piotrowo Street 3, 61-138 Poznan, Poland
  2. Technical University of Košice, Faculty of Manufacturing Technologies with a seat in Prešov, Department of Computer Aided Manufacturing Technology, Šturova 31, 080 01 Prešov, Slovak Republic
  3. Technical University of Košice, Faculty of Manufacturing Technologies with a seat in Prešov, Department of Industrial Engineering and Informatics, Bayerova 1, 080 01 Prešov, Slovak Republic
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Abstract

This paper presents an innovative solution in the form of a virtual reality (VR) and high performance computing (HPC) system dedicated to aid designing rotary forming processes with laser beam reheating the material formed. The invented method allowing a virtual machine copy to be coupled with its actual counterpart and a computing engine utilizing GPU processors of graphic NVidia cards to accelerate computing are discussed. The completed experiments and simulations of the 316L stainless steel semi-product spinning process showed that the developed VR-HPC system solution allows the manufacturing process to be effectively engineered and controlled in industrial conditions.
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Authors and Affiliations

Marcin Hojny
Przemysław Marynowski
ORCID: ORCID
G. Lipski
1
ORCID: ORCID
T. Gądek
2
ORCID: ORCID
Ł. Nowacki
2
ORCID: ORCID

  1. AGH University of Science and Technology, Al. Mickiewicza 30, 30-059 Kraków, Poland
  2. Research Network Łukasiewicz – Metal Forming Institute, Jana Pawła II 14, 61-139 Poznań, Poland
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Abstract

The late Trappist monk and prolific author, Thomas Merton, was intensely concerned with the self – or to be more precise, with the desire to break free from the tyranny of the self he took to be his identity. His early years in France and England were marked by a sense of loss and dislocation. After leaving Cambridge for Columbia, his subsequent life in America and decision to be baptised a Catholic at the age of 23 eventually led to his taking vows as a Cistercian monk. On taking the name Frater Louis, the ‘world’ with all its temptations and unresolved issues had been left safely behind along with his old identity. Or so he thought. In fact, Merton’s years as a Trappist led to a best-selling autobiography written under obedience to his abbot and many more books to follow. Compared at the time of its publication to St Augustine’s Confessions, the autobiography led to his international renown as Thomas Merton. He voiced his disquiet over what he called ‘this shadow, this double, this writer who […] followed me into the cloister … I cannot lose him.’ In time, Merton came to the realisation – through the lived experience and voracious reading of the Bible, St Augustine, the mystics, the individuation process propounded by Jung, Zen Buddhism and others – that the ‘self’ he was trying to escape was, in fact, largely a ‘false’ self driven by the ego. This paper traces Merton’s journey from that self to the authentic self which is found in God, and in transcendence. Obsession with ‘the self’ as understood in the 21st century makes the study of Merton’s path to selfhood much more vital. The advent of the ‘Selfie’, the self-promotion that social media afford and the examples of narcissistic individuals in positions of power give the lie to the lives in which self-consciousness is confused with self-realisation. Nothing, as Merton discovered, could be further from the truth.
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Authors and Affiliations

Susanne Caroline Rose Jennings
1
ORCID: ORCID

  1. University of Cambridge
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Abstract

Presently, digitalization is causing continuous transformation of industrial processes. However, it does pose challenges like spatially contextualizing data from industrial processes. There are various methods for calculating and delivering real-time location data. Indoor positioning systems (IPS) are one such method, used to locate objects and people within buildings. They have the potential to improve digital industrial processes, but they are currently underutilized. In addition, augmented reality (AR) is a critical technology in today’s digital industrial transformation. This article aims to investigate the use of IPS and AR in manufacturing, the methodologies and technologies employed, the issues and limitations encountered, and identify future research opportunities. This study concludes that, while there have been many studies on IPS and navigation AR, there has been a dearth of research efforts in combining the two. Furthermore, because controlled environments may not expose users to the practical issues they may face, more research in a real-world manufacturing environment is required to produce more reliable and sustainable results.
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Authors and Affiliations

Kuhelee Chandel
1
Julia Åhlén
1
Stefan Seipel
1 2

  1. Department of Computer and Geospatial Sciences, University of Gävle, Sweden
  2. Division of Visual Information and Interaction, Department of Information Technology, Uppsala University, Sweden
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Abstract

Traditional sports and esports benefit from the development of Information and Communications Technologies (ICT), including gaming, 4D image/video processing, augmented reality (AR), virtual reality (VR), machine learning (ML), artificial intelligence (AI), big data, high-performance computing (HPC), and cloud computing. On the fuzzy border between the areas of physical and modified reality, both types of sports can coexist. The hardware layer of esports includes PC, consoles, smartphones, and peripherals used to interface with computers, including sensors and feedback devices. The IT layer of esports includes algorithms required in the development of games, online platforms, and virtual reality. The esports community includes amateur and professional players, spectators, esports organizers, sponsors, and other stakeholders. Esports and gaming research spans throughout law (intellectual rights, insurance, safety, and age restrictions), administration (teams, clubs, organizations, league regulations, and tournaments) biology (medicine, psychology, addiction, training and education) Olympic and non- Olympic disciplines, ethical issues, game producers, finance, gambling, data acquisition and analysis. Our article aims to presents selected research issues of esports in the ICT virtualization layer.
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Authors and Affiliations

Andrzej Białecki
1
Jan Gajewski
2
Ryszard Romaniuk
1

  1. Warsaw University of Technology
  2. Józef Piłsudski University of Physical Education

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