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The study findings revealed that Lucia performed her gender by appropriating different gender discourses and by using both robotics knowledge and gender tactics to position herself as a competent robotics engineer.
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This is of high importance especially as most of the research covered in this review was conducted with the aim to treat the fear or phobia of dogs.ĭrawing on Bakhtin’s (Discourse in the novel, University of Texas Press, 1981) notions of dialogism and appropriation, this case study explored how a 5-year-old Latina named Lucia negotiated the gender discourses involved in designing and building robots. In conclusion, there is a need for the accurate development and representation, including appearance and behaviours, of dog models in virtual and augmented reality. joystick, mouse, room scale walking) used varied between studies. CAVE, head mounted display) and navigation methods (e.g. Specific measurements of model quality (e.g., polygons/vertices) were reported in only two articles which may affect repeatability and make comparisons between studies difficult. Both the breed and behaviours displayed lacked justification and were often not evidence based. Six articles used a single breed (German Shepherd, Beagle, Doberman, and Rottweiler). Six related to assessment or treatment of dog fear/phobia (cynophobia), three included multiple animal phobias, including dogs, and one article investigated the human and virtual dog interactions whilst walking. As a result, this systematic scoping review searched ten databases to assess the current use and specifications of dog models which directly focused on human-dog interactions. Furthermore, there also appears to be no review of the equipment and dog model specifications, such as dog breed and behaviours, which are currently used in these studies. Given that the dog is the most popular companion animal species, to date there is limited research that identifies and reviews the use of virtual and augmented reality directly relating to human-dog interactions. an aggressive dog) is being measured which could potentially constitute a risk in a real-world environment (e.g. This is especially the case where the assessment of human behaviour in the presence of stimuli (e.g. Virtual reality is beneficial from a research and education perspective as it allows the assessment of participants in situations that would otherwise be ethically and practically difficult or impossible to study in the real world.
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