Academic literature on the topic 'Augmented performance'

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Journal articles on the topic "Augmented performance"

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Yang, Qi, and Georg Essl. "Evaluating Gesture-Augmented Keyboard Performance." Computer Music Journal 38, no. 4 (December 2014): 68–79. http://dx.doi.org/10.1162/comj_a_00277.

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The technology of depth cameras has made designing gesture-based augmentation for existing instruments inexpensive. We explored the use of this technology to augment keyboard performance with 3-D continuous gesture controls. In a user study, we compared the control of one or two continuous parameters using gestures versus the traditional control using pitch and modulation wheels. We found that the choice of mapping depends on the choice of synthesis parameter in use, and that the gesture control under suitable mappings can outperform pitch-wheel performance when two parameters are controlled simultaneously.
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Wittler, Mary, Nicholas Hartman, David Manthey, Brian Hiestand, and Kim Askew. "Video-augmented feedback for procedural performance." Medical Teacher 38, no. 6 (September 18, 2015): 607–12. http://dx.doi.org/10.3109/0142159x.2015.1075650.

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Burton, Rodney L., F. Douglas Witherspoon, and Shyke A. Goldstein. "Performance of a self‐augmented railgun." Journal of Applied Physics 70, no. 7 (October 1991): 3907–11. http://dx.doi.org/10.1063/1.349199.

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Devanny, David, and Jack McGowan. "Voice-recognition augmented performance tools in performance poetry pedagogy." Research in Drama Education: The Journal of Applied Theatre and Performance 21, no. 3 (June 30, 2016): 401–5. http://dx.doi.org/10.1080/13569783.2016.1194195.

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Septiyanti, Septiyanti. "Augmented Reality to Interior Design Company Performance." Journal of Applied Information, Communication and Technology 6, no. 1 (April 25, 2019): 1–12. http://dx.doi.org/10.33555/ejaict.v6i1.59.

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Interior design is an industrial company that works of flow from visual drawing into implementation construction of interior design drawing on site as a framework to fulfilled demand of client needed. Each day interior design company market becomes more high competitiveness as a national or even as a global market, and demand to fulfill with adequately performance to reach global market. In this report depart from previous comprehension; augmented reality can be a purpose effort interior design application for environment experience from computing interaction.
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Xiao, Liu, and Zhang Lei. "Analysis of iridium-augmented GPS positioning performance." Journal of Engineering 2019, no. 20 (October 1, 2019): 7139–43. http://dx.doi.org/10.1049/joe.2019.0533.

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Innocenti, Mario, and Ajay Thukral. "Roll-performance criteria for high augmented aircraft." Journal of Guidance, Control, and Dynamics 14, no. 6 (November 1991): 1277–86. http://dx.doi.org/10.2514/3.20784.

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Vortman, J. G., and A. Bar-Lev. "Augmented performance criterion for thermal imaging systems." Journal of the Optical Society of America A 3, no. 5 (May 1, 1986): 750. http://dx.doi.org/10.1364/josaa.3.000750.

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Maida, James C., Charles K. Bowen, and John Pace. "Improving Robotic Operator Performance Using Augmented Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 27 (October 2007): 1635–39. http://dx.doi.org/10.1177/154193120705102703.

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Robotic operations performed in earth orbit face unique challenges. In the case of the Special Purpose Dexterous Manipulator (SPDM), a two-armed robotic device, operations can last multiple orbital days, with dynamic sunlit days and very dark nights. Direct and indirect visibility can be difficult. This project developed and tested the use of augmented reality technology with a ground based trainer to reduce the negative effects of these conditions. Results of the project showed that twelve skilled operators can significantly reduce positioning errors and time to task completion when using augmented reality techniques.
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Smith, Missie, Valerie Kane, Joseph L. Gabbard, Gary Burnett, and David R. Large. "Augmented Mirrors." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 1590–94. http://dx.doi.org/10.1177/1541931213601367.

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This study investigates the effects of Augmented Reality (AR) graphics on a drivers’ distance estimation and depth perception when using a video-based, AR-enhanced driver’s side mirror. Sixteen participants took part in the study, eight in a driving simulator and eight outside in a stationary vehicle. Participants experienced three different AR display image conditions, three different glance patterns, three different target vehicle speeds, and two own-vehicle image conditions. Distance data and confidence data were collected for each particpant and analyzed for any correlation between the conditions and performance. The results suggest that various AR images affected depth judgements and confidence levels. In addition, the vehicle speed and glance pattern of the videos also had significant effects.
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Dissertations / Theses on the topic "Augmented performance"

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Ramachandran, Viswanathan. "Performance analysis of augmented shuffle exchange networks." Thesis, This resource online, 1992. http://scholar.lib.vt.edu/theses/available/etd-10062009-020250/.

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Lin, Wei-Chun. "NON-TRACKED MIRROR-AUGMENTED PHOTOVOLTAIC DESIGN AND PERFORMANCE." Case Western Reserve University School of Graduate Studies / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=case1363626307.

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Russell, Robert. "EXAMINING THE EFFECTS OF MULTIMODAL AUGMENTED FEEDBACK ON MOTOR LEARNING." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/dissertations/1555.

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Augmented feedback is typically defined as performance- or outcome-related information presented to a motor skill learner in a practice environment (Schmidt & Lee, 2001). This information, which supplements naturally-occurring, task-intrinsic information, has been found to facilitate motor skill learning (Salmoni, et al., 1984). These benefits to motor learning, however, are mediated by several factors including the sensory channel (modality) in which feedback is presented. While augmented feedback presented visually does not typically produce lasting benefits to skilled performance (Sigrist et al, 2013), research in related areas suggests that augmented feedback presented in an audiovisual fashion may benefit motor learning in ways that overcome the limitations of unimodal visual research. Building off this research, the current series of experiments examined how augmented feedback presented audiovisually influenced motor learning of a simple motor task relative to augmented feedback presented either visually or aurally. The first experiment, subjects performed a novel steering task with their non-dominant hand and were tasked with staying within a pre-established boundary. During the practice phase, participants received concurrent feedback regarding their performance. Participants were then tested 24-hours post-practice to examine how feedback presented during practice would affect performance on no-feedback retention and transfer tests. Results from this study indicated that both audiovisual and aural feedback presented during practice facilitate motor learning, whereas feedback presented visually does not. In the second experiment, participants completed the steering task used in experiment one but with an additional timing component added. During practice participants were given two simultaneous streams of concurrent feedback presented either multimodally (e.g. timing information presented aurally, spatial information presented visually) or unimodally (e.g. both timing and spatial information presented aurally). Results from the second study indicated that modally-appropriate multimodal feedback facilitated motor learning to a greater degree than unimodal feedback even when multiple streams of information are presented within the augmented feedback. Theoretical and practical implications are further discussed.
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Jonéus, Paulina. "The more the merrier? On the performance of factor-augmented models." Thesis, Uppsala universitet, Statistiska institutionen, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256760.

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Vector autoregression (VAR) models are widely used in an attempt to identify and measure the effect of monetary policy shocks on an economy and to forecast economic times series. However, the sparse information sets used in the VAR approach have been subject to criticism and in recent decades, the use of factor models as a means of dimension reduction has been a subject of greater focus. The method of summarizing information contained in a large set of macroeconomic time series by principal components, and use these as regressors in VAR models, has been pointed out as a potential solution to the problems of limited information and estimation of too many parameters. This paper combines the standard VAR methodology with dynamic factor analysis on Swedish data for two purposes, to assess the effects of monetary policy shocks and to examine the forecasting properties. Latent factors estimated by the principal components method are in this study found to contribute to a more coherent picture in line with economic theory, when examining monetary policy shocks to the Swedish economy. The factor-augmented models can on the other hand not be shown to increase the forecasting accuracy to a great extent compared to standard models.
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Clarkson, Jacob. "The effects of augmented virtuality on presence, workload, and input performance." Master's thesis, University of Cape Town, 2018. http://hdl.handle.net/11427/29492.

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Head-Mounted Displays (HMDs) offer, more than any easily accessible technology that has come before, the sensation of presence – that feeling that you are “really there” in a virtual world. However, HMDs cut the wearer off from the real world, making even trivial interactions, such as having a drink or typing, difficult and frustrating. In the home context where these devices are most likely to be used, such interactions are commonplace, and in order to execute them, users have to remove the HMD (“peep”), breaking their sense of presence. How, then, can real-world interactions during HMD usage be facilitated such that presence is damaged as little as possible? Previous work indicates that Augmented Virtuality (AV), a technique that allows the wearer of an HMD to see through it when they need to, is a promising answer to this question. However, direct comparisons between AV and VR that thoroughly account for presence and workload are lacking. To corroborate previous findings, and to address some of the gaps in the current literature, we conducted a quantitative user experiment to compare our own implementation of AV to VR in terms of presence, workload, and typing performance. The experiment followed a betweengroups design with participants selected via pseudo-random convenience sampling of university students. To simulate the context of home usage – an extended immersive session that must occasionally be interrupted – we designed a mixed reality game that periodically required the player to interact with real-world objects before they could proceed. Participants in the experimental group played the game using our AV system to assist them in completing the required real-world tasks. Participants in the control group used pure VR to play the game and had to peep. This allowed us to directly compare AV to VR in terms of the levels of presence and workload experienced. These data were gathered using post-hoc self-report questionnaires. To measure and compare typing performance under various conditions, we created desktop, VR, and AV versions of a typing test that participants had to complete. We found that typing performance in AV was significantly better than in VR, but did not reach the levels achieved in baseline desktop conditions. While there was not a significant difference in the overall level of workload associated with using AV compared to VR, participants in the AV condition were able to interact successfully with the real world without having to remove the HMD, and reported being significantly less frustrated than those in the VR condition. Finally, AV users reported significantly higher levels of presence than those who used VR.
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Korostelev, Michael. "Performance Evaluation for Full 3D Projector Calibration Methods in Spatial Augmented Reality." Master's thesis, Temple University Libraries, 2011. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/213116.

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Electrical and Computer Engineering
M.S.E.E.
Spatial Augment Reality (SAR) has presented itself to be an interesting tool for not only interesting ways to visualize information but to develop creative works in performance arts. The main challenge is to determine accurate geometry of a projection space and determine an efficient and effective way to project digital media and information to create an augmented space. In our previous implementation of SAR, we developed a projector-camera calibration approach using infrared markers. However, the projection suffers severe distortion due to the lack of depth information in the projection space. For this research, we propose to develop a RGBD sensor - projector system to replace our current projector-camera SAR system. Proper calibration between the camera or sensor and projector links vision to projection, answering the question of which point in camera space maps to what point in the space of projection. Calibration will resolve the problem of capturing the geometry of the space and allow us to accurately augment the surfaces of volumetric objects and features. In this work three calibration methods are examined for performance and accuracy. Two of these methods are existing adaptations of 2D camera - projector calibrations (calibration using arbitrary planes and ray-plane intersection) with our third proposed novel technique which utilizes point cloud information from the RGBD sensor directly. Through analysis and evaluation using re-projection error, results are presented, identifying the proposed method as practical and robust.
Temple University--Theses
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He, Xingxi. "Haptics augmented undergraduate engineering education implementation and evaluation /." Ohio : Ohio University, 2003. http://www.ohiolink.edu/etd/view.cgi?ohiou1175092399.

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Wang, Jue. "A First Experiment in Misplaced Trust in Augmented Reality." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1291819200.

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Underwood, Stacy Marie. "EFFECTS OF AUGMENTED REAL-TIME AUDITORY FEEDBACK ON TOP-LEVEL PRECISION SHOOTING PERFORMANCE." UKnowledge, 2009. http://uknowledge.uky.edu/gradschool_theses/603.

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This study examined the effects of training with real-time auditory feedback in precision shooting. Top-level shooters (N=9) were randomly assigned to the feedback or nonfeedback group. Each group performed a pre-test, a 4-week training intervention and a post-test. The feedback group was provided with augmented real-time auditory feedback based on postural and rifle barrel stability during training sessions. Increases in performance were measured through changes in postural stability, rifle barrel stability, shot outcome and shot group diameter. Real-time auditory feedback did not increase postural or rifle barrel stability in the feedback group. No meaningful differences were found related to shot outcome or shot group diameter in air rifle testing. The feedback group was able to reduce shot group diameter during smallbore testing. In summary, the augmented real-time auditory feedback did not improve postural or rifle barrel stability. Future research should focus on examining the effects of auditory feedback on smallbore performance.
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Furniss, Peter David. "Present performer : a humanised augmented practice of the clarinet." Thesis, University of Edinburgh, 2018. http://hdl.handle.net/1842/31433.

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This practice-based research articulates a performer's perspective from within the rapidly expanding field of mixed music, wherein traditional acoustic instruments are augmented by means of live electronics. Contemporary technology presents a panoply of sonic and interactive affordances and diverse avenues of potential for a contemporary practice of the clarinet. Pursuing a move from a technically passive approach towards self-efficient onstage operation, the author articulates a journey in which a hybridity of instrumental expertise and technical naivety develops into an embedded practice. A framework of humanising is proposed to establish codes of practice based on the embodied skill and priorities of the onstage performer. A pragmatic and personal approach emerges to managing issues of sound, control, and engagement, with an emphasis on viable rehearsal and performance practices that ultimately privilege an ongoing attention to liveness. The portfolio of sound recordings and the observances contained in this thesis contribute to a growing body of performer-led accounts in a rich environment for the development of new creative work and collaboration, and to facilitating access to interactive music for performers wishing to explore the field. A set of case studies trace three broad roles across a spectrum of creative agency within an interdisciplinary practice of the clarinet, situated at a nexus of diverse approaches - from performing composed works (executant interpreter) to non-idiomatic free improvisation (enactive composer), via hybrid works that blur these authorial distinctions (enabled interpreter). Negotiating multiple, interdependent influences within these respective performance ecologies, and moving over time from a status of technical novice towards one of proficiency and expertise (Dreyfus & Dreyfus 1980), a growing sense of embodied instrumentality is encountered (Nijs et al. 2009). The additional technology becomes less an extension of the instrument, rather the performer becomes present in a new holistic entity (Riva 2009; Rebelo 2006), with an attendant, ongoing re-evaluation of personal sound concept. Instrumental musicianship is reframed as inhabiting an assemblage of tools that filter and resonate physical energy, identity, and culture, and is directed towards an optimal performing presence.
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Books on the topic "Augmented performance"

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Schmorrow, Dylan D., and Cali M. Fidopiastis, eds. Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07527-3.

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Richards, John Allen. The effects of augmented attentional focus on the performance with practice of a closed perceptual-motor task for individuals who differ in task mastery. Eugene: Microform Publications, College of Human Development and Performance, University of Oregon, 1986.

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Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems. Springer, 2014.

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Ngo, Diana, and Luc Christiaensen. The Performance of a Consumption Augmented Asset Index in Ranking Households and Identifying the Poor. World Bank, Washington, DC, 2018. http://dx.doi.org/10.1596/1813-9450-8362.

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Human Performance Modification: Review of Worldwide Research with a View to the Future. National Academies Press, 2012.

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The effects of augmented attentional focus on the performance with practice of a closed perceptual-motor task for individuals who differ in task mastery. 1986.

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Matthews, Charles. Algorithmic Thinking and Central Javanese Gamelan. Edited by Roger T. Dean and Alex McLean. Oxford University Press, 2018. http://dx.doi.org/10.1093/oxfordhb/9780190226992.013.25.

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This chapter explores the idea of central Javanese gamelan (also known as karawitan) as rule-based music, examining areas where algorithmic thinking can take place in both performance and composition. Different types of performance techniques are discussed, exploring the degree to which rules can be used to generate melodic content from a notated outline called the balungan (meaning ‘skeleton’ or ‘frame’ in Javanese). Several applications of algorithms in the contexts of ethnomusicology and composition are presented, with a focus on grammars and rewriting systems. This leads to a discussion of the author’s work with rule-based systems in composition and performance, including integration of computer parts in a live gamelan ensemble through augmented instruments. The chapter concludes with an overview of Pipilan: a piece of software developed in Max/MSP for computer-aided composition, which has also been used to facilitate audience participation in performance and installation settings.
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Donin, Nicolas. Domesticating gesture. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780199355914.003.0005.

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As personal and solitary as it may be, the process of composition always implies more than one individual and has many collective dimensions. This chapter presents an ethnographic account of the collective process involved in creating a work for ‘augmented string quartet’ at IRCAM from 2006 to 2008. It addresses three primary concerns: the composer–performer interaction and the role of musical notation; the relationship between artistic creativity and reflexivity; and the sharing of skills and expertise across disciplines. The project led not only to a new musical work, but also to a technological device for ‘gesture-following’ (including customised motion sensors and innovative software), scientific papers, and new expertise in computer music design for future projects involving motion capture. These patterns of distributed creativity are essential to ‘musical research’ as a collective endeavour, and are present in many other circumstances of contemporary or traditional composition and performance.
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Montgomery, Hugh, and Rónan Astin. Normal physiology of the cardiovascular system. Oxford University Press, 2016. http://dx.doi.org/10.1093/med/9780199600830.003.0128.

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Preload modulates contractile performance, and is determined by end-diastolic volume (EDV) and ventricular compliance. Compliance falls with increasing preload, muscle stiffness or ventricular hypertrophy, making central venous pressure (CVP) a poor surrogate for EDV. Responsiveness to fluid loading can be identified by seeking a change in stroke volume (SV) with changes in cardiac loading. Afterload, the force to be overcome before cardiac muscle can shorten to eject blood, rises with transmural pressure and end-diastolic radius, and inversely with wall thickness. Afterload, being the tension across the ventricular wall, is influenced by pleural pressure. Reductions in afterload increase SV for any cardiac work, as do reductions in vascular resistance. Resistance is modified by changes in arteriolar cross-sectional area. A rise in resistance increases blood pressure and microvascular flow velocity. Increased resistance may reduce CO if cardiac work cannot be augmented sufficiently. Flow autoregulationis the ability of vascular beds to maintain constant flow across varied pressures by adjusting local resistance.
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Abrezol, Raymond. La Quête de l'excellence : Comment augmenter ses performances par la sophrologie et d'autres moyens. Vivez Soleil, 2002.

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Book chapters on the topic "Augmented performance"

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Bryant, Peter T. "Evaluation of Performance." In Augmented Humanity, 199–223. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76445-6_7.

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AbstractAgents evaluate their performances to assess progress, learn, and improve. In doing so, they refer to criteria of various kinds. Some criteria are deeply encoded in mental models, organizational procedures, or cultural norms and logics, while other evaluative criteria are adaptive and may upregulate or downregulate, depending on the agent’s goals, expectations, and context. Here, too, digitalization is transformative. Artificial agents bring unprecedented power to the evaluation of performance, including the rapid intra-cyclical evaluation of ongoing processes. These mechanisms support feedforward guidance in real time. Therefore, when human and artificial agents combine in the evaluation of augmented performance, they face additional risks. Artificial evaluative processing could be fast and precise, while at the same time, human evaluation may be relatively sluggish and imprecise. Overall evaluations of performance could be distorted and dysfunctional.
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Armitage, Joanne L., and Kia Ng. "Augmented Opera Performance." In Lecture Notes in Computer Science, 276–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40050-6_24.

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Klich, Rosemary, and Edward Scheer. "Conclusion: Posthuman Corporealities and Augmented Spaces." In Multimedia Performance, 204–8. London: Macmillan Education UK, 2012. http://dx.doi.org/10.1007/978-0-230-35759-4_11.

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Collins, Michael, Kevin A. Gluck, and Tiffany S. Jastrzembski. "DataShopping for Performance Predictions." In Foundations of Augmented Cognition, 12–23. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20816-9_2.

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Ke, Xiaobo, and Christian Wagner. "The Impact of Game Peripherals on the Gamer Experience and Performance." In Augmented Cognition, 256–72. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22419-6_18.

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Johnson, Robin R., Chris Berka, David Waldman, Pierre Balthazard, Nicola Pless, and Thomas Maak. "Neurophysiological Predictors of Team Performance." In Foundations of Augmented Cognition, 153–61. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39454-6_16.

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Gordon, Stephen M., Jonathan R. McDaniel, Jason S. Metcalfe, and Antony D. Passaro. "Using Behavioral Information to Contextualize BCI Performance." In Foundations of Augmented Cognition, 211–20. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20816-9_21.

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Bryant, Peter T. "Learning." In Augmented Humanity, 225–46. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76445-6_8.

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AbstractHuman and artificial agents are both committed to learning. Evaluation of performance is a key driver. This is the case for adaptive feedback, which is generated from the evaluation of performance outcomes. It is also true for feedforward guidance, which results from real-time monitoring of ongoing processes. Augmented agents will learn in both ways. However, these developments signal a shift from historic patterns of learning from performance, which mainly focus on slower, inter-cyclical feedback cycles. Indeed, much human learning occurs in simple increments and takes years to complete. By comparison, artificial agents learn complex lessons with extraordinary speed and precision. Therefore, if collaborative supervision is poor, artificial learning will be fast and complex, while human learning is relatively sluggish and incremental. Such learning will be distorted, often ambiguous, ambivalent, and potentially dysfunctional. This chapter examines these dilemmas.
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Aksoy, Emin, Kurtulus Izzetoglu, Banu Onaral, Dilek Kitapcioglu, Mehmet Erhan Sayali, and Feray Guven. "Assessing Correlation Between Virtual Reality Based Serious Gaming Performance and Cognitive Workload Changes via Functional Near Infrared Spectroscopy." In Augmented Cognition, 375–83. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22419-6_26.

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Gentili, Rodolphe J., Hyuk Oh, Isabelle M. Shuggi, Ronald N. Goodman, Jeremy C. Rietschel, Bradley D. Hatfield, and James A. Reggia. "Human-Robotic Collaborative Intelligent Control for Reaching Performance." In Foundations of Augmented Cognition, 666–75. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39454-6_71.

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Conference papers on the topic "Augmented performance"

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Lindell, Rikard, and Tomas Kumlin. "Biosignal Augmented Embodied Performance." In AM '17: Audio Mostly 2017. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3123514.3123547.

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Kodialam, Murali, and T. V. Lakshman. "Prediction Augmented Segment Routing." In 2021 IEEE 22nd International Conference on High Performance Switching and Routing (HPSR). IEEE, 2021. http://dx.doi.org/10.1109/hpsr52026.2021.9481858.

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Duarte, Luís, and Luís Carriço. "User performance tweaking in videogames." In the 3rd Augmented Human International Conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2160125.2160130.

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Lin, Wei-Chun, Dave Hollingshead, Kara A. Shell, Joseph Karas, Scott A. Brown, Mark Schuetz, Yang Hu, and Roger H. French. "Mirror-augmented photovoltaic designs and performance." In 2012 IEEE Energytech. IEEE, 2012. http://dx.doi.org/10.1109/energytech.2012.6304672.

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Isokoski, Poika. "Performance of menu-augmented soft keyboards." In the 2004 conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/985692.985746.

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Sullivan, John, Alexandra Tibbitts, Brice Gatinet, and Marcelo M. Wanderley. "Gestural Control of Augmented Instrumental Performance." In MOCO '18: 5th International Conference on Movement and Computing. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3212721.3212814.

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Frikha, Tarek, Nader Benamor, Kais Loukil, Agnes Ghorbel, Mohamed Abid, and Jean-Philippe Diguet. "Hardware accelerator for self adaptive augmented reality systems." In 2012 International Conference on High Performance Computing & Simulation (HPCS). IEEE, 2012. http://dx.doi.org/10.1109/hpcsim.2012.6266927.

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Oren, Aharon, and Chaim Gutfinger. "Performance evaluation of an augmented hydrazine thruster." In 36th AIAA/ASME/SAE/ASEE Joint Propulsion Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2000. http://dx.doi.org/10.2514/6.2000-3761.

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Mitharwal, Pratibha, Christophe Lohr, and Annie Gravey. "Performance Analysis of NEMO Augmented with MPTCP." In 2016 8th IFIP International Conference on New Technologies, Mobility and Security (NTMS). IEEE, 2016. http://dx.doi.org/10.1109/ntms.2016.7792468.

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de Bérigny Wall, Caitilin, and Alistair Riddell. "Engaging the audience in augmented reality performance." In the 2nd international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1306813.1306851.

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Reports on the topic "Augmented performance"

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Cianciolo, Anna T., Noelle LaVoie, Peter Foltz, and Linda G. Pierce. Augmented Performance Environment for Enhancing Interagency Coordination in Stability, Security, Transition, and Reconstruction (SSTR) Operations. Fort Belvoir, VA: Defense Technical Information Center, February 2009. http://dx.doi.org/10.21236/ada499528.

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Baytar, Fatma, Te-lin (Doreen) Chung, and Eonyou Shin. Can Augmented Reality Help E-shoppers Make Informed Purchases on Apparel Fit, Size, and Product Performance? Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1385.

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Cianciolo, Anna T., and Arwen H. DeConstanza. Augmented Performance Environment for Enhancing Interagency Coordination in Stability, Security, Transition, and Reconstruction (SSTR) Operations: Phase 2. Fort Belvoir, VA: Defense Technical Information Center, December 2011. http://dx.doi.org/10.21236/ada535463.

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