4,158 research outputs found

    CentralNet: a Multilayer Approach for Multimodal Fusion

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    This paper proposes a novel multimodal fusion approach, aiming to produce best possible decisions by integrating information coming from multiple media. While most of the past multimodal approaches either work by projecting the features of different modalities into the same space, or by coordinating the representations of each modality through the use of constraints, our approach borrows from both visions. More specifically, assuming each modality can be processed by a separated deep convolutional network, allowing to take decisions independently from each modality, we introduce a central network linking the modality specific networks. This central network not only provides a common feature embedding but also regularizes the modality specific networks through the use of multi-task learning. The proposed approach is validated on 4 different computer vision tasks on which it consistently improves the accuracy of existing multimodal fusion approaches

    Underdogs and superheroes: Designing for new players in public space

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    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    ALEA III: Now and Then, February 1, 2006

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    This is the concert program of the ALEA III: Now and Then performance on Wednesday, February 1, 2006 at 8:00 p.m., at the Tsai Performance Center, 685 Commonwealth Avenue. Works performed were "Octandre" by Edgard Varèse, "Summer Solstice (Therino eliostasi)" by John Thow, "Postcard from Home" y Karel Husa, "Entrata" by Alex Kalogeras, and "The Soldier's Tale" by Igor Stravinsky. Digitization for Boston University Concert Programs was supported by the Boston University Center for the Humanities Library Endowed Fund

    Roadmaps to Utopia: Tales of the Smart City

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    Notions of the Smart City are pervasive in urban development discourses. Various frameworks for the development of smart cities, often conceptualized as roadmaps, make a number of implicit claims about how smart city projects proceed but the legitimacy of those claims is unclear. This paper begins to address this gap in knowledge. We explore the development of a smart transport application, MotionMap, in the context of a £16M smart city programme taking place in Milton Keynes, UK. We examine how the idealized smart city narrative was locally inflected, and discuss the differences between the narrative and the processes and outcomes observed in Milton Keynes. The research shows that the vision of data-driven efficiency outlined in the roadmaps is not universally compelling, and that different approaches to the sensing and optimization of urban flows have potential for empowering or disempowering different actors. Roadmaps tend to emphasize the importance of delivering quick practical results. However, the benefits observed in Milton Keynes did not come from quick technical fixes but from a smart city narrative that reinforced existing city branding, mobilizing a growing network of actors towards the development of a smart region. Further research is needed to investigate this and other smart city developments, the significance of different smart city narratives, and how power relationships are reinforced and constructed through them

    Sex Dolls at Sea

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    Investigating and reimagining the origin story of the sex doll through the tale of the sailor's dames de voyage. The sex doll and its high-tech counterpart the sex robot have gone mainstream, as both the object of consumer desire and the subject of academic study. But sex dolls, and sexual technology in general, are nothing new. Sex dolls have been around for centuries. In Sex Dolls at Sea, Bo Ruberg explores the origin story of the sex doll, investigating its cultural implications and considering who has been marginalized and who has been privileged in the narrative. Ruberg examines the generally accepted story that the first sex dolls were dames de voyage, rudimentary figures made of cloth and leather scraps by European sailors on long, lonely ocean voyages in centuries past. In search of supporting evidence for the lonesome sailor sex doll theory, Ruberg uncovers the real history of the sex doll. The earliest commercial sex dolls were not the dames de voyage but the femmes en caoutchouc: “women” made of inflatable vulcanized rubber, beginning in the late nineteenth century. Interrogating the sailor sex doll origin story, Ruberg finds beneath the surface a web of issues relating to gender, sexuality, race, and colonialism. What has been lost in the history of the sex doll and other sex tech, Ruberg tells us, are the stories of the sex workers, women, queer people, and people of color whose lives have been bound up with these technologies

    “VRification”: applying virtual reality to digital games

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    In the following, we discuss the process of applying virtual reality to digital games. We named this process “VRification” and will elaborate on some of its opportunities and issues. Based on a literature survey and professional practice, this work covers several examples of VR games, which were intended as such from the beginning (Job Simulator and Lucky’s Tale) and others, which were ported to VR after their initial release (DOOM VR and LizzE). We conclude that, for VR games, it is essential to be optimized for the full potential of targeted interface technologies. Furthermore, porting former-non-VR games to VR can create successful user experiences, when aiming for the same high standard of optimization, especially regarding simulator sickness

    Doing augmented reality: a discourse analysis

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    Since its emergence in the 90s, augmented reality has been referred to as the superimposition of virtual objects on the view of the physical world, and holds a promise to fundamentally change the way we interact with the digital universe. However, AR was never able to achieve such objectives, and after the Google Glass Experiment in 2013, what is evident is a conflict between the research visions and consumer expectations. Seeing that reality is done through discursive practices and enactments, this thesis examines how AR is done by those who are involved in its development, its promotion and its use, through textual and discourse analysis, aiming to understand the vision behind its development. We first analyse the emergence and development of AR, following with the analysis of the Google Glass Experiment, as a materialization of the technology. Taking into consideration the potential for behavior and lifestyle change held in AR development, understanding the underlying discourses and visions is of crucial importance as we bring technology to our reality. As a result we have a better assessment of the current technology situation as well as insights for future development and solutions in the field of augmented reality.Desde o seu surgimento nos anos 90, a realidade aumentada (RA) tem sido referida como a sobreposição de objetos virtuais na visão do mundo físico, e tem consigo a promessa de mudar fundamentalmente a maneira como interagimos com o universo digital. No entanto, a realidade aumentada nunca foi capaz de atingir tais objetivos e, após o Google Glass Experiment em 2013, o que fica evidente é um conflito entre as visões da pesquisa e as expectativas do consumidor. Vendo que a realidade se faz por meio de práticas e decretos discursivos, esta tese examina como a RA é construída por aqueles que estão envolvidos em seu desenvolvimento, sua promoção e seu uso, por meio da análise textual e do discurso, com o objetivo de compreender a visão por trás de seu desenvolvimento. Analisamos primeiro o surgimento e desenvolvimento da RA, seguindo com a análise do Google Glass Experiment, como uma materialização da tecnologia. Levando em consideração o potencial de mudança de comportamento e estilo de vida no desenvolvimento de RA, entender os discursos e visões subjacentes é de importância crucial à medida que trazemos a tecnologia para nossa realidade. Como resultado, temos uma melhor avaliação da situação atual da tecnologia, bem como percepções para o desenvolvimento futuro e soluções no campo da realidade aumentada
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