3,716 research outputs found

    Using 2D Animation with Interactive Elements to Create a Culturally Interesting Web Experience

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    Despite efforts to introduce Vietnamese culture to a global audience, most Vietnamese folktales and legends stay rooted within the country. When looking for examples of animated or interactive media, related to Vietnamese culture, the results often fall short. This project exists to fill that deficiency and teach aspects of Vietnamese culture through interactive storytelling. This project aimed to retell a culturally significant Vietnamese tale, the Legend of Hoan Kiem Lake, while providing a visually stimulating and interactive web experience to those not familiar with Vietnamese culture. The project also aimed to determine if an interactive website can be more informative through engagement, as opposed to a static web presence. The project utilized Webflow as the bridge to integrate illustration and animation into an interactive web experience. “The Tale of Hoan Kiem Lake” started off as a passion project and remained such until the end

    Typography in motion: A framework of moving type use

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    Typography is increasingly undertaken with and mediated through Information Technologies. One of the most visible manifestations of this change is the expansion from the printed page to screen environments and device displays. Moving type is an example of a new quality of text made possible by the use of new technologies. In this study we propose a framework that can help answer questions such as why type should move at all, what benefits moving type can offer, and how it can be best used to enhance the visual display of text. The framework categorises the uses of moving type, based on whether the movement of text enhances reading, viewing or using of a text, or a combination of the above. The categories are illustrated with examples of existing moving type works, which provided a basis for discussion of various challenges and issues specific to each category

    VizScore: An On-Screen Notation Delivery System for Live Performance

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    VizScore is an open-source, on-screen notation delivery system designed with the performer’s strengths in mind. By harnessing a performer’s learned skills of reading traditional paper notation and practice of interpreting time from a conductor’s gestures, VizScore creates a notation environment that can integrate seamlessly into any performance situation and help musicians play in time with other instruments, live or computer-generated. The paper reviews some general design principles of on-screen notation as put forth by current experts in the field and offers a new model for on-screen notational display. The paper then assesses results from a comparative study between VizScore and related on-screen notation software, before describing future goals. Software like VizScore can help push both performers and composers to stretch the current paradigmatic boundaries while yielding accurate results in the concert environment

    Animating the evolution of software

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    The use and development of open source software has increased significantly in the last decade. The high frequency of changes and releases across a distributed environment requires good project management tools in order to control the process adequately. However, even with these tools in place, the nature of the development and the fact that developers will often work on many other projects simultaneously, means that the developers are unlikely to have a clear picture of the current state of the project at any time. Furthermore, the poor documentation associated with many projects has a detrimental effect when encouraging new developers to contribute to the software. A typical version control repository contains a mine of information that is not always obvious and not easy to comprehend in its raw form. However, presenting this historical data in a suitable format by using software visualisation techniques allows the evolution of the software over a number of releases to be shown. This allows the changes that have been made to the software to be identified clearly, thus ensuring that the effect of those changes will also be emphasised. This then enables both managers and developers to gain a more detailed view of the current state of the project. The visualisation of evolving software introduces a number of new issues. This thesis investigates some of these issues in detail, and recommends a number of solutions in order to alleviate the problems that may otherwise arise. The solutions are then demonstrated in the definition of two new visualisations. These use historical data contained within version control repositories to show the evolution of the software at a number of levels of granularity. Additionally, animation is used as an integral part of both visualisations - not only to show the evolution by representing the progression of time, but also to highlight the changes that have occurred. Previously, the use of animation within software visualisation has been primarily restricted to small-scale, hand generated visualisations. However, this thesis shows the viability of using animation within software visualisation with automated visualisations on a large scale. In addition, evaluation of the visualisations has shown that they are suitable for showing the changes that have occurred in the software over a period of time, and subsequently how the software has evolved. These visualisations are therefore suitable for use by developers and managers involved with open source software. In addition, they also provide a basis for future research in evolutionary visualisations, software evolution and open source development

    Understanding the Effect of Animation and its Speed on User Enjoyment

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    abstract: Providing the user with good user experience is complex and involves multiple factors. One of the factors that can impact the user experience is animation. Animation can be tricky to get right and needs to be understood by designers. Animations that are too fast might not accomplish anything and having them too slow could slow the user down causing them to get frustrated. This study explores the subject of animation and its speed by trying to answer the following questions – 1) Do people notice whether an animation is present 2) Does animation affect the enjoyment of a transition? and 3) If animation does affect enjoyment, what is the effect of different animation speeds? The study was conducted using 3 prototypes of an application to order bottled water in which the transitions between different brands of bottled water were animated at 0ms, 300ms and 650ms. A survey was conducted to see if the participants were able to spot any difference between the prototypes and if they did, which one they preferred. It was found that most people did not recognize any difference between the prototypes. Even people who recognized a difference between the prototypes did not have any preference of speed.Dissertation/ThesisMasters Thesis Human Systems Engineering 201

    Delivering building simulation information via new communication media

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    Often, the goal of understanding how the building works and the impact of design decisions is hampered by limitations in the presentation of performance data. Contemporary results display is often constrained to what was considered good practice some decades ago rather than in ways that preserve the richness of the underlying data. This paper reviews a framework for building simulation support that addresses these presentation limitations as well as making a start on issues related to distributed team working. The framework uses tools and communication protocols that enable concurrent information sharing and provide a richer set of options for understanding complex performance relationships

    The Decibel ScorePlayer - A Digital Tool For Reading Graphic Notation

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    In 2009, the Decibel new music ensemble based in Perth, Western Australia was formed with an associated manifesto that stated “Decibel seek to dissolve any division between sound art, installation and music by focusing on the combination of acoustic and electronic instruments” [1]. The journey provided by this focus led to a range of investigations into different score types, resulting in a re-writing of the groups statement to “pioneering electronic score formats, incorporating mobile score formats and networked coordination performance environments” [2]. This paper outlines the development of Decibel’s work with the ‘screen score’, including the different stages of the ‘Decibel ScorePlayer’, an application (App) for reading graphic notation on the iPad. The paper proposes that the Decibel ScorePlayer App provides a new, more accurate and reliable way to coordinate performances of music where harmony and pulse are not the primary elements described by notation. It features a discussion of selected compositions facilitated by the application, with a focus on the significance of the application to the author’s own compositional practices. The different stages in the development, from prototype score player to the establishment of a commercialized ‘Decibel ScorePlayer’, are outlined in the context of practice led investigations

    Delivering building simulation information via new communication media

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    Often, the goal of understanding how the building works and the impact of design decisions is hampered by limitations in the presentation of performance data. Contemporary results display is often constrained to what was considered good practice some decades ago rather than in ways that preserve the richness of the underlying data. This paper reviews a framework for building simulation support that addresses these presentation limitations as well as making a start on issues related to distributed team working. The framework uses tools and communication protocols that enable concurrent information sharing and provide a richer set of options for understanding complex performance relationships

    Tuesday, February 15th, 2022 - The Opinion

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    An augmented haptic interface as applied to flow visualization

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    A novel 3D computer interface is proposed in which a physical handle containing force sensors and capable of simulating virtual touch through force feedback is coupled to a variety of virtual tools in a 3D virtual environment. The visual appearance of each tool reflects its capabilities. At one moment a user might feel they are holding a virtual grabber, activated by squeezing, and at another moment they are holding a virtual turntable activated by physical motion of a virtual wheel. In this way it is intended that form and function can be combined so that users rapidly learn the functional capabilities of the tools and retain this learning. It is also intended that the tools be easy to use because of intuitive mappings of forces to actions. A virtual environment is constructed to test this concept, and an evaluation of the interface conducted
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