127 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    From rituals to magic: Interactive art and HCI of the past, present, and future

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    The connection between art and technology is much tighter than is commonly recognized. The emergence of aesthetic computing in the early 2000s has brought renewed focus on this relationship. In this article, we articulate how art and Human–Computer Interaction (HCI) are compatible with each other and actually essential to advance each other in this era, by briefly addressing interconnected components in both areas—interaction, creativity, embodiment, affect, and presence. After briefly introducing the history of interactive art, we discuss how art and HCI can contribute to one another by illustrating contemporary examples of art in immersive environments, robotic art, and machine intelligence in art. Then, we identify challenges and opportunities for collaborative efforts between art and HCI. Finally, we reiterate important implications and pose future directions. This article is intended as a catalyst to facilitate discussions on the mutual benefits of working together in the art and HCI communities. It also aims to provide artists and researchers in this domain with suggestions about where to go next

    Recording of heritage buildings: from measured drawing to 3D laser scanning

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    This entry is a transcription of the opening keynote for the two-day international, peer reviewed conference held at the Bartlett School of Architecture, UCL on November 10-11 2016. It was simultaneously published in the book, "Drawing Futures - Speculations in Contemporary Drawing for Art and Architecture", edited by Laura Allen and Luke Caspar Pearson. It outlines my 30 years of speculative architectural drawing

    A tangible programming environment model informed by principles of perception and meaning

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    It is a fundamental Human-Computer Interaction problem to design a tangible programming environment for use by multiple persons that can also be individualised. This problem has its origin in the phenomenon that the meaning an object holds can vary across individuals. The Semiotics Research Domain studies the meaning objects hold. This research investigated a solution based on the user designing aspects of the environment at a time after it has been made operational and when the development team is no longer available to implement the user’s design requirements. Also considered is how objects can be positioned so that the collection of objects is interpreted as a program. I therefore explored how some of the principles of relative positioning of objects, as researched in the domains of Psychology and Art, could be applied to tangible programming environments. This study applied the Gestalt principle of perceptual grouping by proximity to the design of tangible programming environments to determine if a tangible programming environment is possible in which the relative positions of personally meaningful objects define the program. I did this by applying the Design Science Research methodology with five iterations and evaluations involving children. The outcome is a model of a Tangible Programming Environment that includes Gestalt principles and Semiotic theory; Semiotic theory explains that the user can choose a physical representation of the program element that carries personal meaning whereas the Gestalt principle of grouping by proximity predicts that objects can be arranged to appear as if linked to each other.School of ComputingPh. D. (Computer Science
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