Social cues, such as eye gaze and pointing fingers, can increase the prioritisation of specific locations for cognitive processing. A previous study using a manual reaching task showed that, although both gaze and pointing cues altered target prioritisation (reaction times [RTs]), only pointing cues affected action execution (trajectory deviations). These differential effects of gaze and pointing cues on action execution could be because the gaze cue was conveyed through a disembodied head; hence, the model lacked the potential for a body part (i.e., hands) to interact with the target. In the present study, the image of a male gaze model, whose gaze direction coincided with two potential target locations, was centrally presented. The model either had his arms and hands extended underneath the potential target locations, indicating the potential to act on the targets (Experiment 1), or had his arms crossed in front of his chest, indicating the absence of potential to act (Experiment 2). Participants reached to a target that followed a nonpredictive gaze cue at one of three stimulus onset asynchronies. RTs and reach trajectories of the movements to cued and uncued targets were analysed. RTs showed a facilitation effect for both experiments, whereas trajectory analysis revealed facilitatory and inhibitory effects, but only in Experiment 1 when the model could potentially act on the targets. The results of this study suggested that when the gaze model had the potential to interact with the cued target location, the model's gaze affected not only target prioritisation but also movement execution.
Digitalisation and the future city paradigm are becoming a trend in recent research and practices. Literature discusses digitalisation and its applications as the main gear in the transformation to the ideal future city vision. Yet, the concept of digitalisation is articulated in many interpretations and presented in different applications in the built environment. One emerging application is digital twinning. Literature envisions the potential of digital twinning applications in the urban realm and discusses the cognitive city model and its implications on the future of our cities, its urban realm and the built environment in general. With the evolving themes on the ideal future city model, this systematic review tackles the following questions: what are the key motives and drivers of the future city paradigm; what is a city digital twin; and what are their expected applications. Additionally, how literature envisions the definition of the city users and their experience in the urban realm of the city of the future. This review article explores related literature on the themes of future city model, digital urban realm, digital twinning and city users. The main findings are: identifying key gears of the future city model in literature, exploring city digital twin conceptualization and applications and discussing concepts on the definition of city user and user experience in the city of the future.
While there are many environmental education programs for children, few studies have used an appropriately developed scale for evaluating how such education might have on impact on children's environmental orientations. The research presented in this article adapted the NEP (New Ecological Paradigm) for Children scale to develop a new instrument for measuring children's environmental attitudes: the NEP (Children@School). The NEP (Children@School) has been developed by analysing the impact of the design of physical learning spaces on children's environmental attitudes. Factor analysis indicated that NEP (Children@School) has three dimensions: Children's Environmental Attitudes towards Human Intervention, Children's Environmental Attitudes via ESD at School, and Children's Environmental Attitudes towards Eco-Rights. We argue that NEP (Children@School) can meaningfully measure the impact of learning spaces on children's environmental attitudes. While the instrument was developed for use in Australia, it has been designed for global applicability.
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