3,142 research outputs found
16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)
The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc
Design and Development of One-Switch Video Games for Children with Severe Motor Disabilities
Video games are not just played for fun; they have become a handy instrument for the cognitive, emotional, and social development of children. However, several barriers prevent many children with disabilities from playing action-oriented video games, alone or with their peers. In particular, children with severe motor disabilities, who rely on one-switch interaction for accessing electronic devices, find fast-paced games that require rapid decision-making and timely responses, completely unplayable. This article contributes to lowering such barriers by presenting GNomon (Gaming NOMON), a software framework based on the NOMON mode of interaction that allows the creation of action-oriented single-switch video games. The article reports the results of two studies that evaluate the playability and rehabilitation suitability of GNomon-based video games. The playability of GNomon-based games is evaluated by assessing their learnability, effectiveness, errors, satisfaction, memorability, and enjoyability with a group of eight children with severe motor disabilities. The suitability for pediatric rehabilitation is determined by means of a focus group with a team of speech therapists, physiotherapists, and psychologists from a Local Health Agency in Turin, Italy. The results of the playability study are positive: All children had fun playing GNomon-based video games, and seven of eight were able to interact and play autonomously. The results of the rehabilitation-suitability study also entail that GNomon-based games can be exploited in training hand-eye coordination and maintenance of selective attention over time. The article finally offers critical hindsight and reflections and shows possible new future game concepts
Inductive mechcharger: mechanical phone charging dock using faraday's law
Energy and the environment are the key issues of the world in recent
decades Requests for the quest for alternative energy sources has become
a response to rising energy sources science and technology one of the top
priorities. Over 90% of the global population power produced is based on
electromagnetic induction laws from faraday. Thus, Free Energy /
Electricity interests are becoming popular. The definition of free energy
is a misconception. Nothing like free energy is there. But if we use tools
like Solar, Wind, Tidal, and Hydro-Electric to produce it, Geothermal is
free of charge only after the initial cost of capital. After the fact, the
produced energy is free, that the electricity created by these unorthodox
methods of electrical power generation must not be compensated for.
Therefore, for some time, the idea of electricity generation with
magnets has been around. They are used to generate energy through their
magnetic fields. These magnets are mounted in engine and generator
cores. The basic theory of power generation lies in the magnetic effect.
"When the vehicle rotates in a magnet field, a voltage is generated in the
car." [1,2
Designing a visual component of communication within 3D avatar virtual worlds
Merged with duplicate record 10026.1/2600 on 08.20.2017 by CS (TIS)Over the last few years 3D avatar virtual worlds (AVW) have emerged on the Internet.
These are computer generated, multi-user, graphical spaces within which people meet,
form social groups and interact with each other in real time, typically through the
exchange of text or audio messages. Each user is represented within the space by a
digital image known as an avatar, which is usually humanoid in form, and is
predominantly under the control of the person it represents.
This thesisd escribesa creativep roject that is concernedw ith aspectso f social
communication between users of "Ws. In particular, an avatar is designed that is
capable of performing body language, and a set of useful gestures are implemented that
support aspects of social interaction and integrate with verbal discourse in a meaningful
way. In addition to this, a number of scenic properties are derived that enable better
comprehension of the non verbal communication, e. g. spatial arrangement, camera
position and lighting effects.
The research consists of a number of interrelated design activities which include
reviewing the literature on avatar design in order to locate goals and variety of the
project, therefore building on the on the work of others; a comparative review of three
popular 3D AVWs to explore the design problem; a study that aims to gain an
understanding of the social dynamics involved; the adaptation of a diagrammatic
technique for the purpose of modelling social interaction; the development of 2D and 3D prototype techniques exploring the application of the social interaction modelling
technique; a body of creative work developing ideas for conveying non verbal
communication and the appraisal of the effectiveness of this creative work.
The research contributes to the field of avatar design in a number of ways. Firstly, it
develops our understanding of social dynamics in virtual worlds. Secondly, it
postulates modes of non verbal communication for both individuals and social groups
that supports multi-participatory social discourse. Additionally, a number of useful
research techniques have been devised, such as a linear diagramming technique that can
be used to represent the structure of conversation thereby facilitating the exploration and
understanding of the dynamics of AVW social discourse.
The work is of interest to those working in the field of avatar and multi-user virtual
world design. It may also be of interest to anyone thinking of using an avatar virtual
world for the application of collaborative leaming, collaborative games and
conferencing
Enhancing Visual Exploration through Augmented Gaze:High Acceptance of Immersive Virtual Biking by Oldest Olds
The diffusion of virtual reality applications dedicated to aging urges us to appraise its acceptance by target populations, especially the oldest olds. We investigated whether immersive virtual biking, and specifically a visuomotor manipulation aimed at improving visual exploration (augmented gaze), was well accepted by elders living in assisted residences. Twenty participants (mean age 89.8 years, five males) performed three 9 min virtual biking sessions pedalling on a cycle ergometer while wearing a Head-Mounted Display which immersed them inside a 360-degree pre-recorded biking video. In the second and third sessions, the relationship between horizontal head rotation and contingent visual shift was experimentally manipulated (augmented gaze), the visual shift being twice (gain = 2.0) or thrice (gain = 3.0) the amount of head rotation. User experience, motion sickness and visual exploration were measured. We found (i) very high user experience ratings, regardless of the gain; (ii) no effect of gain on motion sickness; and (iii) increased visual exploration (slope = +46%) and decreased head rotation (slope = −18%) with augmented gaze. The improvement in visual exploration capacity, coupled with the lack of intolerance signs, suggests that augmented gaze can be a valuable tool to improve the “visual usability” of certain virtual reality applications for elders, including the oldest olds
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