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Acknowledgements During the last three years, my work has beneeted greatly from discussions with where I learnt the nal tools needed for this research. I hope that the ideas in this dissertation will only be used towards peaceful ends. This is the second edition of my thesis. Some typographical errors have been corrected, and a small number of clariications(More)
BACKGROUND Many international statements have urged researchers, policy-makers and health care providers to collaborate in efforts to bridge the gaps between research, policy and practice in low- and middle-income countries. We surveyed researchers in 10 countries about their involvement in such efforts. METHODS We surveyed 308 researchers who conducted(More)
Using explicit criteria, delirium was diagnosed in 15% of a cohort of 133 hospitalized patients. Following each patient's discharge or death, the length of stay was compared with the diagnosis related group-predicted length of hospitalization. An analysis of stay variations disclosed that delirious patients exceeded their predicted stay by an average of 13(More)
This paper addresses knowledge-based authentication systems in self-service technology, presenting the design and evaluation of the Visual Identification Protocol (VIP). The basic idea behind it is to use pictures instead of numbers as a means for user authentication. Three different authentication systems based on images and visual memory were designed and(More)
Emotions, and emotional expression, have a broad influence on the interactions we have with others and are thus a key factor to consider in developing social robots. As part of a collaborative EU project, this study examined the impact of lifelike affective facial expressions, in the humanoid robot Zeno, on children's behavior and attitudes towards the(More)
BACKGROUND A questionnaire could assist researchers, policymakers, and healthcare providers to describe and monitor changes in efforts to bridge the gaps among research, policy and practice. No questionnaire focused on researchers' engagement in bridging activities related to high-priority topics (or the potential correlates of their engagement) has been(More)
Robots are gradually but steadily being introduced in our daily lives. A paramount application is that of education, where robots can assume the role of a tutor, a peer or simply a tool to help learners in a specific knowledge domain. Such endeavor posits specific challenges: affective social behavior, proper modelling of the learner's progress,(More)
Machinima is the appropriation of software-generated 3D virtual environments, typically video games, for filmmaking and dramatic productions. The creation and distribution technology of machinima tends to hide the nature of the performer, provoking consideration of a definition of 'liveness' that can accommodate the real-time rendering of screen content by(More)