88,003 research outputs found

    Writing In and Around Video Games

    Get PDF
    This undergraduate course uses video games as a lens through which to explore the infinitely broader topic of digital rhetoric. Students encounter games in several different ways: as texts to analyze, raw material for video compositions, systems to create and explore. Key topics include genre conventions and constraints, audience, procedural rhetoric, interface design, and convergence culture

    Multimodal person recognition for human-vehicle interaction

    Get PDF
    Next-generation vehicles will undoubtedly feature biometric person recognition as part of an effort to improve the driving experience. Today's technology prevents such systems from operating satisfactorily under adverse conditions. A proposed framework for achieving person recognition successfully combines different biometric modalities, borne out in two case studies

    Access to Core Course Materials Project: report of the needs analysis interviews

    Get PDF
    This report outlines the findings of the Access to Core Course Materials needs analysis interviews. Interviews were conducted with academics in thirteen departments (including one pilot interview). Individuals were asked to identify core materials in their subject, the specific needs of their department, their use of and attitudes towards the current teaching support services and their requirements for a future electronic service

    D7.3 Training materials

    Get PDF
    This Deliverable gives a detailed description of the comprehensive training programme and of the open educational content that the University of Padua has accomplished up to now for the project "Linked Heritage: Coordination of standard and technologies for the enrichment of Europeana" (CIP Best Practice Network). The final version of D7.3 will be released by the end of the project, when all the Learning Objects will be finished

    Using immersive audio and vibration to enhance remote diagnosis of mechanical failure in uncrewed vessels.

    Get PDF
    There is increasing interest in the maritime industry in the potential use of uncrewed vessels to improve the efficiency and safety of maritime operations. This leads to a number of questions relating to the maintenance and repair of mechanical systems, in particular, critical propulsion systems which if a failure occurs could endanger the vessel. While control data is commonly monitored remotely, engineers on board ship also employ a wide variety of sensory feedback such as sound and vibration to diagnose the condition of systems, and these are often not replicated in remote monitoring. In order to assess the potential for enhancement of remote monitoring and diagnosis, this project simulated an engine room (ER) based on a real vessel in Unreal Engine 4 for the HTC ViveTM VR headset. Audio was recorded from the vessel, with mechanical faults synthesized to create a range of simulated failures. In order to simulate operational requirements, the system was remotely fed data from an external server. The system allowed users to view normal control room data, listen to the overall sound of the space presented spatially over loudspeakers, isolate the sound of particular machinery components, and feel the vibration of machinery through a body worn vibration transducer. Users could scroll through a 10-hour time history of system performance, including audio, vibration and data for snapshots at hourly intervals. Seven experienced marine engineers were asked to assess several scenarios for potential faults in different elements of the ER. They were assessed both quantitatively regarding correct fault identification, and qualitatively in order to assess their perception of usability of the system. Users were able to diagnose simulated mechanical failures with a high degree of accuracy, mainly utilising audio and vibration stimuli, and reported specifically that the immersive audio and vibration improved realism and increased their ability to diagnose system failures from a remote location

    Review: Audio anecdotes: tools, tips and techniques for digital audio

    Get PDF
    Audio Anecdotes is the first in a series of three books covering creating, recording, processing, and analyzing sound and music, also touching on the opportunities presented by digital media and computing. This first book divides into eight chapters and twenty-five essays addressing measurement, perception, recording, synthesis, signal processing, computer techniques, computer tools, and human experience. Co-editor Ken Greenebaum notes that after being frustrated and disappointed with the lack of resources available to understand digital (and previously analog) media, his intention was “to create the book I wished for then and that I still want today” (p. xi). The editors note that “articles take a variety of forms: introductions, essays, in-depth technical explorations, presentations of tools and techniques, and post-mortem analysis” (p. xiv). With the variety of authors that have contributed, particularly those coming from beyond the academy and those drawing on personal experience, readers are encouraged to learn about the contributors’ backgrounds before reading each section
    corecore