253 research outputs found

    Understanding the Beauty of Mathematics by Composing Claude Debussy\u27s Syrinx into Mathematical Equations

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    Mesmerizing melodies and narrative storytelling are exemplified in Claude Debussy\u27s Syrinx. As a well-known piece of solo flute literature, it is considered beautiful. Conversely, mathematics is seen as logical, and by implication not beautiful. Using Fourier Analysis, Syrinx can be represented in a different context: a series of mathematical equations. These mathematical equations can then be played as a different interpretation of Syrinx. With this interpretation, we see that mathematics is beautiful

    ADAPTIVE FILTERING TECHNIQUES FOR AUDIO SOUND RECOVERY

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    Noise is the common problem that affects not only the daily life but also the industrial manufacturing process. There are many different type of noise coming from various sources. A lot of work has been done to improve the audio control system, especially focus on the sound recovery and noise cancellation. Adaptive filter recently have been used as a best tool to eliminate the noise and give the good result on recovering the original pure audio signal. The number of applications applying adaptive techniques has increased tremendously on the fields like telecommunication, signal processing, biomedical and sonar. The objective of this project is to applying adaptive filtering techniques to cancel the noise from the mixed signal and recover the clean original audio signal

    DESIGN AND EVALUATION OF A NONVERBAL COMMUNICATION PLATFORM BETWEEN ASSISTIVE ROBOTS AND THEIR USERS

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    Assistive robotics will become integral to the everyday lives of a human population that is increasingly mobile, older, urban-centric and networked. The overwhelming demands on healthcare delivery alone will compel the adoption of assistive robotics. How will we communicate with such robots, and how will they communicate with us? This research makes the case for a relatively \u27artificial\u27 mode of nonverbal human-robot communication that is non-disruptive, non-competitive, and non-invasive human-robot communication that we envision will be willingly invited into our private and working lives over time. This research proposes a non-verbal communication (NVC) platform be conveyed by familiar lights and sounds, and elaborated here are experiments with our NVC platform in a rehabilitation hospital. This NVC is embedded into the Assistive Robotic Table (ART), developed within our lab, that supports the well-being of an expanding population of older adults and those with limited mobility. The broader aim of this research is to afford people robot-assistants that exist and interact with them in the recesses, rather than in the foreground, of their intimate and social lives. With support from our larger research team, I designed and evaluated several alternative modes of nonverbal robot communication with the objective of establishing a nonverbal, human-robot communication loop that evolves with users and can be modified by users. The study was conducted with 10-13 clinicians -- doctors and occupational, physical, and speech therapists -- at a local rehabilitation hospital through three iterative design and evaluation phases and a final usability study session. For our test case at a rehabilitation hospital, medical staff iteratively refined our NVC platform, stated a willingness to use our platform, and declared NVC as a desirable research path. In addition, these clinicians provided the requirements for human-robot interaction (HRI) in clinical settings, suggesting great promise for our mode of human-robot communication for this and other applications and environments involving intimate HRI

    Compare multimedia frameworks in mobile platforms

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    Multimedia feature is currently one of the most important features in mobile devices. Many modern mobile platforms use a centralized software stack to handle multimedia requirements that software stack is called multimedia framework. Multimedia framework belongs to the middleware layer of mobile operating system. It can be considered as a bridge that connects mobile operating system kernel, hardware drivers with UI applications. It supplies high level APIs that offers simple and easy solutions for complicated multimedia tasks to UI application developers. Multimedia Framework also manages and utilizes low lever system software and hardware in an efficient manner. It offers a centralize solution between high level demands and low level system resources. In this M.Sc. thesis project we have studied, analyzed and compared open source GStreamer, Android Stagefright and Microsoft Silverlight Media Framework from several perspectives. Some of the comparison perspectives are architecture, supported use cases, extensibility, implementation language and program language support (bindings), developer support, and legal status aspects. One of the main contributions of this thesis work is that clarifying in details the strength and weaknesses of each framework. Furthermore, the thesis should serve decision-making guidance when on needs to select a multimedia framework for a project. Moreover, and to enhance the impression with the three multimedia frameworks, a basic media player implementation is demonstrated with source code in the thesis.fi=Opinnäytetyö kokotekstinä PDF-muodossa.|en=Thesis fulltext in PDF format.|sv=Lärdomsprov tillgängligt som fulltext i PDF-format

    Information Delivery on Mobile Devices Using Contour Icon Sonification

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    This paper examines the use of musical patterns to convey information, specifically in the context of mobile devices. Existing mechanisms (such as the popularity of the Morse code SMS alert) suggest that the use of musical patterns on mobile devices can be a very efficient and powerful method of data delivery. Unique musical patterns based on templates known as Contour Icons are used to represent specific data variables, with the output rendering of these patterns being referred to as a Sonification of that data. Contour Icon patterns mimic basic shapes and structures, thus providing listeners with a means of categorising them in a high level manner. Potential Sonification applications involving mobile devices are already in testing, with the aim of delivering data to mobile users in a fast, efficient and hands-free manner. It is the goal of this research to provide greater functionality on mobile devices using Sonification

    Information Delivery on Mobile Devices Using Contour Icon Sonification

    Get PDF
    This paper examines the use of musical patterns to convey information, specifically in the context of mobile devices. Existing mechanisms (such as the popularity of the Morse code SMS alert) suggest that the use of musical patterns on mobile devices can be a very efficient and powerful method of data delivery. Unique musical patterns based on templates known as Contour Icons are used to represent specific data variables, with the output rendering of these patterns being referred to as a Sonification of that data. Contour Icon patterns mimic basic shapes and structures, thus providing listeners with a means of categorising them in a high level manner. Potential Sonification applications involving mobile devices are already in testing, with the aim of delivering data to mobile users in a fast, efficient and hands-free manner. It is the goal of this research to provide greater functionality on mobile devices using Sonification

    ADAPTIVE FILTERING TECHNIQUES FOR AUDIO SOUND RECOVERY

    Get PDF
    Noise is the common problem that affects not only the daily life but also the industrial manufacturing process. There are many different type of noise coming from various sources. A lot of work has been done to improve the audio control system, especially focus on the sound recovery and noise cancellation. Adaptive filter recently have been used as a best tool to eliminate the noise and give the good result on recovering the original pure audio signal. The number of applications applying adaptive techniques has increased tremendously on the fields like telecommunication, signal processing, biomedical and sonar. The objective of this project is to applying adaptive filtering techniques to cancel the noise from the mixed signal and recover the clean original audio signal

    Video interactiu amb Processing

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    Aquest document conté la memòria del projecte de fi de carrera “Vídeo interactiu amb Processing”. Processing és un programa de codi obert creat per Ben Fry i Casey Reas amb l’objectiu d’ajuntar art i programació. Amb aquest programa es poden crear dibuixos i animacions de forma fàcil i ràpida. A més, permet crear interaccions dels gràfics amb un ratolí, un teclat, àudio o comandaments sense fils com el Wiimote. Els objectius d’aquest projecte són la connexió del comandament de la consola Wii (Wiimote) amb el PC i amb el programa Processing, la interacció d’aquest comandament amb gràfics i la creació d’una peça final on es pogués apreciar aquesta interacció. Aquesta memòria està dividida en 3 capítols: Processing, Wiimote i Sketch i àudio. En el primer capítol es parla de Processing, programa amb el qual es creen els gràfics i que ens permet crear la interacció del Wiimote amb dibuixos i animacions. En el segon capítol s’expliquen tots els passos a fer per connectar el Wiimote amb el PC i amb Processing, com està dissenyat el Wiimote i les llibreries pròpies del comandament. El tercer i últim capítol, explica totes les proves fetes amb gràfics, amb el Wiimote i amb àudio i també la peça final. A més, també s’explica la llibreria Minim, la qual ens ha permès interaccionar amb àudio. La part del projecte que ha donat més problemes ha estat tota la part explicada en el capítol 2: el tema de la connexió del Wiimote amb el PC i amb Processing utilitzant l’entorn de Java amb la seva versió correcta i les llibreries adequades. Per aquest motiu s’ha dedicat molt de temps a tota la part de connexió del Wiimote amb el PC i amb Processing i no s’ha pogut aprofundir més en la part gràfica ni en la interacció d’àudio i gràfics. Tot i els problemes que hi ha hagut durant l’execució del projecte, finalment s’han aconseguit els objectius inicials

    Using VCR to Support Different Styles and Types of Group Collaborations in Virtual Universities

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    [[abstract]]To support many different group activities such as computer and network based meeting, seminar, conference, tele-lecturing, group project, team work, student instruction and club in a virtual university, a general framework based on a room metaphor or model is used to develop a desktop groupware system, called virtual collaboration room (VCR) that enables teachers and students to flexibly and naturally conduct their collaborative teaching/learning/working over the Internet without constraints on collaboration type, working style, group scale and system platform. As important component in our integrated educational system, University21, the VCR is discussed how to be employed and managed in a virtual university. With the use of Java applets for system implementations, users can enter the VCR from any standard Java enabled Web browser. VCR consists of user panel, object cabinet, object panel, a variety of objects in workspace, workspace panel. An object in VCR has a life cycle from birth, alive to death, and attributes such as owner, state, access mode, handler, and persistence. To further improve the quality of collaborations, natural object control and rich awareness function are fully supported.[[notice]]補正完
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