1,101 research outputs found

    Cosmic Clown: Forging a solo-tech show in a mobile sound system

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    My Culminating Experience consists of the creation, producing and performance of material for an EP. I expect the final EP to contain at least 3 tracks that I feel satisfied with, and confident releasing. To reach this, I intend to compose at least 10 songs that I can select from, having in mind that the EP tracks are stepping stones toward building a repertoire for a full album that can be performed on stage. My aim is dual, as I first of all, wish to challenge and develop my own musical identity, and at the same time improve my musical productions skills and ability to write music for the use of other artist. Behind this dual aim is a wish to manifest what my own musical vision is, and how these express itself in every song a write and produce.https://remix.berklee.edu/graduate-studies-production-technology/1043/thumbnail.jp

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Prototyping and calibration of a low-cost stroboscope: an educational experiment in mechatronics

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    In the industry is very common the applying of resources and machines for implementation of the processes and creation of the products. For this reason, the measurement and control of such processes are essential to achieve better performance, efficiency, and consequently best quality, as well as, monitor the operation of the equipment, identify failures and ensure the security for the industry and the employees. The measure instruments are the set of tools used with the objective of obtaining data about the particular processes. In general, these devices measure features like pressure, temperature, velocity, humidity, vibration, and are widely applied in machines such as motors, heaters, reactors, refrigerators, air conditioners, compressors, ovens, and other equipment. It’s important to obtain the periodic calibration of these instruments so that the results obtained through them be reliable and accurate [1]

    Establishing a Framework for the development of Multimodal Virtual Reality Interfaces with Applicability in Education and Clinical Practice

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    The development of Virtual Reality (VR) and Augmented Reality (AR) content with multiple sources of both input and output has led to countless contributions in a great many number of fields, among which medicine and education. Nevertheless, the actual process of integrating the existing VR/AR media and subsequently setting it to purpose is yet a highly scattered and esoteric undertaking. Moreover, seldom do the architectures that derive from such ventures comprise haptic feedback in their implementation, which in turn deprives users from relying on one of the paramount aspects of human interaction, their sense of touch. Determined to circumvent these issues, the present dissertation proposes a centralized albeit modularized framework that thus enables the conception of multimodal VR/AR applications in a novel and straightforward manner. In order to accomplish this, the aforesaid framework makes use of a stereoscopic VR Head Mounted Display (HMD) from Oculus Rift©, a hand tracking controller from Leap Motion©, a custom-made VR mount that allows for the assemblage of the two preceding peripherals and a wearable device of our own design. The latter is a glove that encompasses two core modules in its innings, one that is able to convey haptic feedback to its wearer and another that deals with the non-intrusive acquisition, processing and registering of his/her Electrocardiogram (ECG), Electromyogram (EMG) and Electrodermal Activity (EDA). The software elements of the aforementioned features were all interfaced through Unity3D©, a powerful game engine whose popularity in academic and scientific endeavors is evermore increasing. Upon completion of our system, it was time to substantiate our initial claim with thoroughly developed experiences that would attest to its worth. With this premise in mind, we devised a comprehensive repository of interfaces, amid which three merit special consideration: Brain Connectivity Leap (BCL), Ode to Passive Haptic Learning (PHL) and a Surgical Simulator

    (re)new configurations:Beyond the HCI/Art Challenge: Curating re-new 2011

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    Re-new - IMAC 2011 Proceedings

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    The Lower Eastside Girls Club Girl/Hood Project

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    The Girl/Hood project is a fulldome immersive history program that will launch the planetarium in the Lower Eastside Girls Club's Center for Community in 2011. It will employ an innovative mix of archival materials and computer generated imagery, produced by the staff and girls of the Girls Club, describing the life of a girl in the Lower East Side of Manhattan in five historical eras. The first episode will be based on the archaeological study that was performed on the site in preparation for groundbreaking in April of 2010. This application will cover the design of a low cost, streamlined production workflow that will allow us and other communities to create humanities content for small and portable planetariums. Most current programs for domes are either pure astronomy demonstrations or high-budget 3D science movies that are licensed from a few large science centers. There is an opportunity to use these venues to tell human stories to small and local audiences

    Applying sensory distortion devices in artistic production : practice-based studies of creating artefacts with perceptual devices which confuse artists' vision and kinesthesis

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    PhD ThesisWhen I was an art school student, I was trained to pursue the likeness of subjects in all my artworks. This practice-based research explores alternative forms of self-expression in art practice. The exploration starts by questioning the relationship between perceptual devices, artists’ perceptions and artistic production. Most perceptual devices are designed to enhance artists’ sensory capabilities and facilitate the creation of art. Their success is often based on enabling artists to achieve a likeness of the subject drawn or making the creation of artefacts easier. My research focuses on investigating the consequences and artistic potential of applying sensory distortion devices that confuse, mislead and distort artists’ vision and kinesthesis, increasing the difficulty of making art, and exploring the productive potential of such devices to engender new creative forms. In this research three visual distortion devices and two kinaesthetic distortion devices are prototyped and used in experimental calligraphy, painting and drawing exercises. After analysing the artists’ experience of using these devices, the influence and artistic potential of applying them are examined. It is discovered that distorted vision and kinesthesis can greatly influence the making of art by disrupting habitual eye-hand coordination and control over producing artefacts. Besides which, the use of visual and kinaesthetic distortion devices can be a technique for new forms of artistic expression. It can also be an effective technique for creating serendipitous opportunities in the visual arts and a way of exploring and provoking reflection upon artistic methodologies. Consideration of the attributes of visual and kinaesthetic distortion devices and distorted perceptions during the process of prototyping can benefit the generation of ideas, methods of production and the contents of artworks. Some practical implications for creating art with visual and kinaesthetic distortion devices are also explored. They are discussed in relation to theories of human performance, such as flow theory, and attitudes toward the conflict between habitual and unfamiliar perceptual experience. Keeping an open and uncritical mind toward unfamiliarity, chaos and the accidents caused by distorted perceptions and reduced control of drawing instruments is suggested to working artists. Finally, this research contributes to art education by demonstrating a possible way of achieving self-exploration through art making
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