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Mihai Nadin

dblp:83/751 · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2017
0000-0001-9712-8921ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 67% User interface design and tools · 33% Design research and methods · 0%
Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools
design principles
0.312017
Emotional qualities of VR space · VR 2017
Immersive interaction
virtual environment design
0.312017
Emotional qualities of VR space · VR 2017
Immersive interaction
virtual reality
0.312017
Emotional qualities of VR space · VR 2017

Methods — techniques the papers use, named apart from their topics

user study · 0.3perceptual study · 0.3
YearPublicationVenuePosition
2017 Emotional qualities of VR space
abstract
The emotional response a person has to a living space is predominantly affected by light, color and texture as space-making elements. In order to verify whether this phenomenon could be replicated in a simulated environment, we conducted a user study in a six-sided projected immersive display that utilized equivalent design attributes of brightness, color and texture in order to assess to which extent the emotional response in a simulated environment is affected by the same parameters affecting real environments. Since emotional response depends upon the context, we evaluated the emotional responses of two groups of users: inactive (passive) and active (performing a typical daily activity). The results from the perceptual study generated data from which design principles for a virtual living space are articulated. Such a space, as an alternative to expensive built dwellings, could potentially support new, minimalist lifestyles of occupants, defined as the neo-nomads, aligned with their work experience in the digital domain through the generation of emotional experiences of spaces. Data from the experiments confirmed the hypothesis that perceivable emotional aspects of real-world spaces could be successfully generated through simulation of design attributes in the virtual space. The subjective response to the virtual space was consistent with corresponding responses from real-world color and brightness emotional perception. Our data could serve the virtual reality (VR) community in its attempt to conceive of further applications of virtual spaces for well-defined activities.
Asma Naz, Regis Kopper, Ryan P. McMahan, Mihai Nadin
VR4
2013 Toward a neural network theory of emotional influences on creativity
abstract
Previous models of creativity are based on linking a subsystem that generates ideas from combining existing concepts with a critic that decides whether these ideas are sufficiently useful and novel. A variety of conditions can lead the critic to be either more severe or more lenient than otherwise. The conditions that make the critic more severe include evaluation apprehension, which frequently occurs in group brainstorming situations, and obsessive-compulsive disorder. The conditions that make the critic more lenient include induction of emotions that engender a feeling of certainty or confidence. A network theory for such emotional influences on idea generation is proposed based on extending earlier models to add influences of both the amygdala and orbitofrontal cortex on behavioral gating in the basal ganglia.
Daniel S. Levine 0001, Mihai Nadin
IJCNN2
2009 Anticipating the Digital University
abstract
The University of the Digital Society is based on interactions that facilitate learning in a new pragmatic context. Catalysts involved in the learning process replace the traditional professor. Students dynamically constitute classes of shared interest, which cease to exist once learning goals are achieved or prove unattainable. Learning, procedural in nature, takes place in the interaction, eventually embodied in a project. The digital infrastructure of the widely distributed, new virtual learning environment must be specified in terms of educational goals. Extremely rich data and many different computations will have to be seamlessly integrated. Modeling and access to data, corresponding to intuitive forms of interaction, will exceed all other forms of computation - a major challenge to everyone involved in conceiving methods appropriate to the new education. Learning driven by anticipation -proactive acquisition and dissemination of knowledge instead of training in reaction to the problems we face - is the basis of the new education.
Mihai Nadin
ICDS1
2001 One cannot not interact
Mihai Nadin
Knowl. Based Syst.1
1985 Aesthetics of computer graphics (panel session)
abstract
No abstract available.
Mihai Nadin, Charles A. Csuri, Frank Dietrich, Thomas E. Linehan, Hiroshi Kawano
SIGGRAPH1
1985 T. Winograd, Language as a Cognitive Process, Volume I: Syntax
Mihai Nadin
Artif. Intell.1