24,823 research outputs found

    From ‘hands up’ to ‘hands on’: harnessing the kinaesthetic potential of educational gaming

    Get PDF
    Traditional approaches to distance learning and the student learning journey have focused on closing the gap between the experience of off-campus students and their on-campus peers. While many initiatives have sought to embed a sense of community, create virtual learning environments and even build collaborative spaces for team-based assessment and presentations, they are limited by technological innovation in terms of the types of learning styles they support and develop. Mainstream gaming development – such as with the Xbox Kinect and Nintendo Wii – have a strong element of kinaesthetic learning from early attempts to simulate impact, recoil, velocity and other environmental factors to the more sophisticated movement-based games which create a sense of almost total immersion and allow untethered (in a technical sense) interaction with the games’ objects, characters and other players. Likewise, gamification of learning has become a critical focus for the engagement of learners and its commercialisation, especially through products such as the Wii Fit. As this technology matures, there are strong opportunities for universities to utilise gaming consoles to embed levels of kinaesthetic learning into the student experience – a learning style which has been largely neglected in the distance education sector. This paper will explore the potential impact of these technologies, to broadly imagine the possibilities for future innovation in higher education

    An Unlikely Pair: Impressionism and the Work-Life Interface

    Get PDF
    When I get asked what I am studying in college, I often get puzzled or confused replies due to the fact that the fields are pretty unconventional as a pairing. The remarks, “What in the world are you going to do with that?” or “How interesting,” are common responses after sharing. Organization and management studies and art history are an unlikely duo that seem to be vastly different at first glance. After taking many courses within both disciplines to fulfill my double major, I argue that these disciplines are more similar than one may initially assume. Thus, I was inspired to express these connections through a more intentional way, which constituted as a course cluster. More specifically, I am connecting ARTH 206, European Painting: 1700-1900 that I took Fall 2018, with OMS 367, Work, family, and life Balance as a course I am currently taking. Now, one may perplexed as to how painting and the work-life interface can even remotely be compared, let alone relate to one another. Therefore, this paper’s purpose is to show how these two concepts can be applied together in unison, exemplifying the interdisciplinary nature. I aim to epitomize how art history and organization and management studies shares commonalities in application with theories and concepts from each respective field. More specifically, these ideas will be linked through utilizing the style of Impressionism painting from France connected to the class labor divide and gender coding in society. I chose representative Impressionist works to be associated with the work-life interface themes. I hope to demonstrate how these work-life interface topics can help explain the context of these works. The paintings will not only receive formal analysis, which is a type of descriptive writing practice that is prevalent in the art historical field, but also application to theories, themes, and concepts from the work-life interface. Before delving into the multifaceted analysis of art works, there will be a historical introduction and placement of the period. Art history is full of revolving periods with unique identifying qualities that are reflected in the works, which is why it is important to take the time to build that foundational information that will serve as background and support for the analysis of the art works. Furthermore, this course cluster paper serves to not only combine Impressionist paintings with the work-life interface, but also to bring greater awareness to the overarching connections between art history and organization and management studies

    Arts curriculum implementation: Adopt and adapt as policy translation

    Get PDF
    This paper examines macro, meso and micro understandings of policy enactment within Western Australian primary school arts education where a new national arts curriculum is being revised and implemented through a process colloquially known as ‘adopt and adapt’. This paper focuses on how a government led implementation policy has influenced arts teaching and learning in unintended ways. It Includes a theoretical reflection and a consideration of the effects of such policies. Using policy enactment theory as the enquiry lens, four contextual variables are highlighted for their impact on teachers and schools. The variables include situated contexts, material contexts, professional cultures and external factors. Effects are discussed through the perspectives of eleven arts curriculum leaders drawn from in-depth semi-structured interviews. Marginalisation of the arts, the disconnection of schools and teachers to the arts and professional learning impacts are discussed as results of this policy translation

    Choreographic and Somatic Approaches for the Development of Expressive Robotic Systems

    Full text link
    As robotic systems are moved out of factory work cells into human-facing environments questions of choreography become central to their design, placement, and application. With a human viewer or counterpart present, a system will automatically be interpreted within context, style of movement, and form factor by human beings as animate elements of their environment. The interpretation by this human counterpart is critical to the success of the system's integration: knobs on the system need to make sense to a human counterpart; an artificial agent should have a way of notifying a human counterpart of a change in system state, possibly through motion profiles; and the motion of a human counterpart may have important contextual clues for task completion. Thus, professional choreographers, dance practitioners, and movement analysts are critical to research in robotics. They have design methods for movement that align with human audience perception, can identify simplified features of movement for human-robot interaction goals, and have detailed knowledge of the capacity of human movement. This article provides approaches employed by one research lab, specific impacts on technical and artistic projects within, and principles that may guide future such work. The background section reports on choreography, somatic perspectives, improvisation, the Laban/Bartenieff Movement System, and robotics. From this context methods including embodied exercises, writing prompts, and community building activities have been developed to facilitate interdisciplinary research. The results of this work is presented as an overview of a smattering of projects in areas like high-level motion planning, software development for rapid prototyping of movement, artistic output, and user studies that help understand how people interpret movement. Finally, guiding principles for other groups to adopt are posited.Comment: Under review at MDPI Arts Special Issue "The Machine as Artist (for the 21st Century)" http://www.mdpi.com/journal/arts/special_issues/Machine_Artis

    The F-18 systems research aircraft facility

    Get PDF
    To help ensure that new aerospace initiatives rapidly transition to competitive U.S. technologies, NASA Dryden Flight Research Facility has dedicated a systems research aircraft facility. The primary goal is to accelerate the transition of new aerospace technologies to commercial, military, and space vehicles. Key technologies include more-electric aircraft concepts, fly-by-light systems, flush airdata systems, and advanced computer architectures. Future aircraft that will benefit are the high-speed civil transport and the National AeroSpace Plane. This paper describes the systems research aircraft flight research vehicle and outlines near-term programs

    Heuristic usability evaluation on games: a modular approach

    Get PDF
    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Dynamic mapping strategies for interactive art installations: an embodied combined HCI HRI HHI approach

    Get PDF
    This paper proposes a theoretical framework for dealing with the paradigm of interactivity in new media art, and how the broad use of the term in different research fields can lead to some misunderstandings. The paper addresses a conceptual view on how we can implement interaction in new media art from an embodied approach that unites views from HCI, HRI and HHI. The focus is on an intuitive mapping of a multitude of sensor data and to extend upon this using the paradigm of (1) finite state machines (FSM) to address dynamic mapping strategies, (2) mediality to address aisthesis and (3) embodiment to address valid mapping strategies originated from natural body movements. The theory put forward is illustrated by a case study

    Virtual Reality Games for Motor Rehabilitation

    Get PDF
    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    The Unique Demands of Playing Posture on Youth Violinists and Violists

    Get PDF
    The high prevalence of performing arts injuries is an acknowledged challenge facing the performing arts medicine community. The injuries seem to affect string players the most among orchestral musicians, specifically violinists and violists. The asymmetrical posture, head and neck displacement, and spinal displacement required by the posture to play violin and viola can lead to discomfort or injury in the performer. Performance related musculoskeletal disorders (PRMDs) can have an adverse impact on the life of a musician, preventing them from performing or making it uncomfortable. While there is a large body of research on PRMDs relating to adult musicians, there have been few investigations of the unique challenges faced by children playing violin or viola. The two instruments have similar posture, leading to similar potential risk factors. The muscular tissue, rapid bodily change and growth, general misfit between child and instrument, backpack use, and desk posture of children playing the violin and viola prevent unique risk factors that are not found in adults. Potential solutions to these risk factors include proper instrument sizing with a chin rest and shoulder rest and posture awareness with an emphasis on balance and pain treatment. The advancement of research into youth-related performing arts injuries could play a part in reducing the alarmingly high levels of performance related injury in adult violinists and violists

    Hawks\u27 Eye -- October 16, 1996

    Get PDF
    corecore