7,188 research outputs found
Symbolic-numeric interface: A review
A survey of the use of a combination of symbolic and numerical calculations is presented. Symbolic calculations primarily refer to the computer processing of procedures from classical algebra, analysis, and calculus. Numerical calculations refer to both numerical mathematics research and scientific computation. This survey is intended to point out a large number of problem areas where a cooperation of symbolic and numerical methods is likely to bear many fruits. These areas include such classical operations as differentiation and integration, such diverse activities as function approximations and qualitative analysis, and such contemporary topics as finite element calculations and computation complexity. It is contended that other less obvious topics such as the fast Fourier transform, linear algebra, nonlinear analysis and error analysis would also benefit from a synergistic approach
Sonic interaction with a virtual orchestra of factory machinery
This paper presents an immersive application where users receive sound and
visual feedbacks on their interactions with a virtual environment. In this
application, the users play the part of conductors of an orchestra of factory
machines since each of their actions on interaction devices triggers a pair of
visual and audio responses. Audio stimuli were spatialized around the listener.
The application was exhibited during the 2013 Science and Music day and
designed to be used in a large immersive system with head tracking, shutter
glasses and a 10.2 loudspeaker configuration.Comment: Sonic Interaction for Virtual Environments, Minneapolis : United
States (2014
Cross-benefits between virtual reality and games
electronic version (8 pp.)International audienceIn one hand, video games are dedicated to entertainment. In recent years, the emerging of consumers hardware dedicated to games induced great progress for realism and gameplay. Graphics rendering and physical engines, digital surround sound and new interaction interfaces are examples of areas which have benefited of these last improvements and widely contribute to the gaming experience. In another hand, virtual reality focus on user's presence which is its indubitable feeling of belonging to the virtual environment. As this goal is very hard to reach, studies have to focus on human through several research directions like immersion (3D vision, sound spatialization, haptic devices) and interaction which has to be as natural and non intrusive as possible. Recent researches on intersensoriality possibilities, metaphorical interactions or brain computer interfaces are examples of what would be achieved in immersion and interaction. At this point, we can argue that virtual reality can be a provider of new methods and resources for games. Unfortunately virtual reality room are expensive and difficult to deploy, what is probably the main reasons why virtual reality is still a laboratory experiment or confined to industrial simulator. Here is our double contribution : to combine video games and virtual reality through two different virtual reality game solutions and to design them with consumer grade components. This paper first presents a survey of both current video game evolutions and virtual reality researches. We will also give some examples of cross-benefits between video games and virtual reality. To illustrate this last point we will describe two virtual reality applications created by our research team and dedicated to gaming. Finally, as a prospective talk we will deal with three points : some recent virtual reality systems supposedly applicable to home gaming, some good points from DG that VR developers should incorporate in VR systems and last point, some lines of enquiry so that the union between VR and DG be at last consummate
A Conceptual UX-aware Model of Requirements
User eXperience (UX) is becoming increasingly important for success of
software products. Yet, many companies still face various challenges in their
work with UX. Part of these challenges relate to inadequate knowledge and
awareness of UX and that current UX models are commonly not practical nor well
integrated into existing Software Engineering (SE) models and concepts.
Therefore, we present a conceptual UX-aware model of requirements for software
development practitioners. This layered model shows the interrelation between
UX and functional and quality requirements. The model is developed based on
current models of UX and software quality characteristics. Through the model we
highlight the main differences between various requirement types in particular
essentially subjective and accidentally subjective quality requirements. We
also present the result of an initial validation of the model through
interviews with 12 practitioners and researchers. Our results show that the
model can raise practitioners' knowledge and awareness of UX in particular in
relation to requirement and testing activities. It can also facilitate
UX-related communication among stakeholders with different backgrounds.Comment: 6th International Working Conference on Human-Centred Software
Engineerin
Auralization of Air Vehicle Noise for Community Noise Assessment
This paper serves as an introduction to air vehicle noise auralization and documents the current state-of-the-art. Auralization of flyover noise considers the source, path, and receiver as part of a time marching simulation. Two approaches are offered; a time domain approach performs synthesis followed by propagation, while a frequency domain approach performs propagation followed by synthesis. Source noise description methods are offered for isolated and installed propulsion system and airframe noise sources for a wide range of air vehicles. Methods for synthesis of broadband, discrete tones, steady and unsteady periodic, and a periodic sources are presented, and propagation methods and receiver considerations are discussed. Auralizations applied to vehicles ranging from large transport aircraft to small unmanned aerial systems demonstrate current capabilities
On Sylvia Bowerbank, Green Literary Scholar
To accompany the posthumous publication of Sylvia Bowerbankâs personal essay âSitting in the Bush, Or Deliberate Idleness,â eight scholars introduce her ecocritical thought and practice to a new generation of ecocritics by reflecting on the ways Sylvia herself or her writing or teaching influenced them. Their tributes to this trailblazing ecocritic emphasize her passionate commitment to radical green change within the world, within the university, and within the self
Supporting design exploration
The aim of this research was to investigate strategies for the support of design
exploration, in particular, how computer based technology could contribute to this
activity during the early phase of design. The research comprised of the design and
development of three software prototypes, the later versions of which enabled discussions
with design professionals concerning the underpinning approach of the work. Three case
studies of design practice were undertaken. These focused on the interdependencies
between freehand drawing, physical modelling and CAD. Based on the research it was
concluded that computer based support for exploration during the early phase of design
was viable and that the generation of alternative solutions played a key role in the
process. Furthermore, the approach offered by shape grammars provided a generative
mechanism that was both grounded in the discipline of design and amenable to
representation in a computer based system. Finally, it was concluded that the
introduction of a 'controlled irregularity' into the resulting design alternatives increased
their likelihood of encouraging design exploration
- âŠ