9 research outputs found

    Incrementar la presencia en entornos virtuales en primera persona a través de interfaces auditivas: un acercamiento analítico al sonido y la música adaptativos

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    Tesis de la Universidad Complutense de Madrid, Facultad de Informática, leída el 25-11-2019The popularisation of virtual reality devices has brought with it an increased need of telepresence and player immersion in video games. This goals are often pursued through more realistic computer graphics and sound; however, invasive graphical user interfaces are still present in industry standard products for VR, even though previous research has advised against them in order to reach better results in immersion. Non-visual, multimodal communication channels are explored throughout this thesis as a means of reducing the amount of graphical elements needed in head-up displays while increasing telepresence. Thus, the main goals of this research are to find the optimal channels that allow for semantic communication without recurring to visual interfaces, while reducing the general number of extra-diegetic elements in a video game, and to develop a total of six software applications in order to validate the obtained knowledge in real-life scenarios. The central piece of software produced as a result of this process is called LitSens, and consists of an adaptive music generator which takes human emotions as inputs...La popularización de los dispositivos de realidad virtual ha traído consigo una mayor necesidad de presencia e inmersión para los jugadores de videojuegos. Habitualmentese intenta cumplir con dicha necesidad a través de gráficos y sonido por ordenador más realistas; no obstante, las interfaces gráficas de usuario muy invasivas aún son un estándar en la industria del videojuego de RV, incluso si se tiene en cuenta que varias investigaciones previas a la redacción de este texto recomiendan no utilizarlas para conseguir un resultado más inmersivo. A lo largo de esta tesis, varios canales de comunicación multimodales y no visuales son explorados con el fin de reducir la cantidad de elementos gráficos extradiegéticos necesarios en las capas de las interfaces gráficas de usuario destinadas a la representación de datos, todo ello mientras se logra un aumento de la sensación de presencia. Por tanto, los principales objetivos de esta investigación son encontrar los canales óptimos para efectuar comunicación semántica sin recurrir a interfaces visuales —a la vez que se reduce el número de elementos extradiegéticos en un videojuego— y desarrollar un total de seis aplicaciones con el objetivo de validar todo el conocimiento obtenido mediante prototipos similares a videojuegos comerciales. De todos ellos, el más importante es LitSens: un generador de música adaptativa que toma como entradas emociones humanas...Fac. de InformáticaTRUEunpu

    Narrative exploration via media art

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    Mika 'Lumi' Tuomola introduces a selected chronological collection of Media Lab's, Crucible Studio research group's artistic productions. The Art of Storytelling in New Media research group, Crucible Studio, was originally established in 2002 as a collaboration of the Media Lab with the Media Centre LUMB, when I was the visiting artist at Media Lab Helsinki. As the lead author of the artistic and practice-based research studio proposal, I also started to head it until now. The studio per se does not focus on (Media) Art, but on any generative, interactive and enactive use of narrative in New Media production and design. However, in the investigation of storytelling and drama, experimental Media Art productions - while usually maintaining their standing as art works of their own right as well- have been and are useful tools of exploration via research questions like: • How to bring both designers' I authors' and users' I participants' internal intentions into a dramatically interesting dialogue/chorus within a mediated interaction environment? • What kinds of media database, system, interaction and narrative logics may be able to generate a dramatic interactive experience with coherent audiovisual language? • What are the ethics of (narrative) aesthetics, when designed participatory processes orchestrate multiple points of view? • How have the audience genre expectations evolved (e.g. via games and social media) considering what an interactive/enactive drama/art experience is and how does it influence our design work

    What Socrates Began: An Examination of Intellect Vol. 1

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    Walter E. Russell Endowed Chair in Philosophy and Education Symposium 1988https://digitalcommons.usm.maine.edu/facbooks/1237/thumbnail.jp

    Post 1990s Dance Theatre and (the idea of) the Neutral

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    PhDThe thesis focuses on the concept of neutrality in the works of contemporary European (post 1990s) choreographers. While broad ideas around neutrality are considered, the thesis primarily engages with Roland Barthes’ definition of neutrality as a structural term: 'every inflection that, dodging or baffling the paradigmatic, oppositional structure of meaning, aims at the suspension of the conflictual basis of discourse'. I argue that the minimalist work of Judson Church, New York City, is anticipating the interest in the neutral that will more strongly formulate itself in dance theatre after the 1990s. In the first chapter on Jérôme Bel, the concept of neutrality is introduced as a general idea, together with its inherent problem. The 'problem' is not that this or that element that Bel chooses cannot be perceived as neutral, but that neutral or stage zero can never be neutral enough. The second chapter, dedicated to the work of Thomas Lehmen, explores the idea of 'neutralization' in relation to the notion of the self in Lehmen's performance, where 'It is not I or you who lives: 'one' (une vie) lives in us' (P. Hallward). In the third chapter I argue that in Raimund Hoghe’s performances, love is conceived essentially as a balance between narcissism and pure object-love – as a neutral state. The fourth chapter, on Croatia’s BADco., gravitates around the ways in which group processes function, arguing that the idea of the neutral is located in the ‘invisible hand’ of emergence. The thesis shifts academic performance analysis towards a more concept-based approach, unpicking and/or constructing timeless, abstract and broad concepts and ideas that the work of these choreographers resonates with

    Service Design Geographies, Proceedings of the ServDes2016 Conference

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    7th International Conference on Higher Education Advances (HEAd'21)

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    Information and communication technologies together with new teaching paradigms are reshaping the learning environment.The International Conference on Higher Education Advances (HEAd) aims to become a forum for researchers and practitioners to exchange ideas, experiences,opinions and research results relating to the preparation of students and the organization of educational systems.Doménech I De Soria, J.; Merello Giménez, P.; Poza Plaza, EDL. (2021). 7th International Conference on Higher Education Advances (HEAd'21). Editorial Universitat Politècnica de València. https://doi.org/10.4995/HEAD21.2021.13621EDITORIA
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