Daniel Riha

Daniel Riha
Charles University in Prague | CUNI · Faculty of Humanities

Dr.

About

37
Publications
3,662
Reads
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24
Citations
Introduction
I am active in the Digital Humanities area of research with special focus on the use of videogames for serious applications. Curriculum designer and senior lecturer for New Media and Creative Arts modules at Charles University, Prague, Czech Republic. 2008-2016: Cyber Hub Leader at Inter-Disciplinary.Net, Oxford, United Kingdom. Award-winning Net-Artist. 2004: Kunst am Bau - International Art Competition. Constance, Baden-Württemberg, Germany.
Additional affiliations
January 2015 - June 2018
National Institute of Mental Health
Position
  • Researcher
Description
  • Interactive Media
November 2008 - November 2016
Inter-Disciplinary.Net
Position
  • Cyber Hub
Description
  • Cyber Hub Leader
January 2006 - June 2010
Charles University in Prague
Position
  • Artistic and Non-Artistic Signs in Human Communication
Education
September 1998 - September 2002
Charles University in Prague
Field of study
  • Information Science, New Media Studies
September 1992 - June 1998
Charles University in Prague
Field of study
  • Information Studies

Publications

Publications (37)
Chapter
As software technology becomes more and more present in our lives, its use has arched from purely purposeful (such as complex computations), to purely fun-related (such as video-games). We can combine both in so-called ‘serious games’. These can serve as means of training, instructing, tutoring, teaching, and also as a basis for data collection in...
Conference Paper
We use AI techniques to statistically rigorously analyze combinations of query responses of two personality-related questionnaires. One questionnaire probes aspects of a participant’s character (SOI) and the other avoidance of aversive outcomes together with approaches to goal orientated outcomes (BIS/BAS). We use one-hot encoding, dimension reduct...
Chapter
Image analysis of the webcam images of the player playing horror video games is used to infer his/her emotional state. We initially relied on the received wisdom that there are three distinguishable emotional states: joy, agitation (a combination of fear and surprise) and neutral. We applied modern image analysis techniques to extract the player’s...
Chapter
This article focuses on psychological safety while playing XR (VR + AR) games, and the development of safe-guards (‘fuses’) to avoid possible negative impacts incurred during virtual experiences. VR and AR have moved from hi-tech development laboratories and design studios into the homes of otherwise conventional users. XR technology has been repea...
Preprint
In this paper, we pursue the goal of finding an objective measure of sexiness of the naked female in an (adequately standardized) image of her while she is intent on eliciting sexual desirability (arousal) in the presumed viewer; wecompare it with the objective measure of sexual desirability of her face when posing clothed. The data set consists of...
Chapter
This contribution presents interactive art model, introduced and tested in the art practice by J. Vančát with respect to the tradition of Czech school of structuralism. In principle, this model attempts to visualize the interaction of larger groups (8–12 persons) in a pluralist environment through a symbolization process with real objects. This mod...
Poster
Full-text available
Although VR has traditionally been considered an enabling technology for videogames, given its versatility and growing sophistication, it is now increasingly gaining a foothold in areas beyond entertainment. The ability to visualize and re-enact practically any real world scenario from within a lab has proven to be exceedingly useful in psychologic...
Article
Full-text available
There are many reasons for utilising 3D animation and virtual reality in sexuality research. Apart from providing a mean with which to (re)experience certain situations there are four main advantages: a) bespoke animated stimuli can be created and customized, which is especially important when researching paraphilia and sexual preferences, b) stimu...
Conference Paper
Virtual reality technology allows designing of immersive virtual environment that might be used for diagnostics and treatment of persons with minor sexual preference that is ego-dystonic or is perceived as dangerous to society. We do operate with the theoretical framework that is based on sexual motivational system, which we reintroduce. The eye tr...
Article
While computer gamés cutscenes are predominantly used for a cinematic narrative development, in many computer games cutscenes might serve not only as a basic orientation hint about next level in a gaming environment but might play a role of an information system. This contribution will discuss the eventualities to understand cutscenes and their imp...
Chapter
This short chapter considers to what extent must be in serious games present the element of fun. Recent studies like Kirriemuir and McFarlane1 do indicate ‘87% of most frequent computer and video game players said the number one reason they play games is because it’s fun.’2 On the contrary, serious games, especially historical simulations must be b...
Book
The content of this volume reflects theoretical and practical discussions on cultural issues influenced by increased adoption of information and communication technologies. The penetration of new forms of communication, such as online social networking, internet video-casting, and massive online multiplayer gaming; the experience and exploration of...
Chapter
attention from videogame developers over the past few years. Many videogames include machinimation modules or some form of support for amateur machinima productions. This chapter explores three selected tools for machinima authoring in the context of creativity. Building on Bardzell’s methodology for the semiotic analysis of multimedia authoring pl...
Chapter
Full-text available
Book
Full-text available
The papers in this volume reflect the debates that progressed during the 4th Global conference on Cybercultures: Exploring Critical Issues, held as a part of Cyber Hub activity in Salzburg, Austria in March 2009. The edited draft papers make up a snapshot for the actual publishing. This multi-disciplinary conference project is a successful reborn o...
Article
Full-text available
The conception of General Educational Program in the Czech Republic in the art education sector, implemented the semantization process as main differentiating approach from traditional reflexive model. Visual art is by this methodology understood as non fungible means for cognition and communication, and creativity as basic element of dynamic artis...
Article
Abstrakt Charakteristika kolaborativních hypermediálních prostředí v kontextu podpory CSCL. 3-D multi-uživatelské rozhraní jako nový model zefektivnění sociální komunikace. Zvýšení sociální prezence uživatelů pomocí grafických reprezentací -avatarů. Kolaborativní komunikace a tvorba reprezentací znalostí ve vizuálním kontextu desktop virtuální real...
Article
ANOTACE Realizace myšlenkových map probíhá zejména na individuální úrovni. Myšlenkové mapy je tedy dále nutné interpretovat a porovnávat v komunikačním procesu. Jednu z alternativních možností, jak tyto mapy mohou být komunikovány online formou, představuje jejich sdílení či přímá tvorba v rámci víceuživatelského 3-D prostředí. Příspěvek diskutuje...

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