9 research outputs found

    Designing Hi-Facsimile Briefing Remote-Controller with Bluetooth and Speech-Recognition Processor

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    Experiential Perspectives on Sound and Music for Virtual Reality Technologies

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    This thesis examines the intersection of sound, music, and virtuality within current and next-generation virtual reality technologies, with a specific focus on exploring the experiential perspectives of users and participants within virtual experiences. The first half of the thesis constructs a new theoretical model for examining intersections of sound and virtual experience. In Chapter 1, a new framework for virtual experience is constructed consisting of three key elements: virtual hardware (e.g., displays, speakers); virtual software (e.g., rules and systems of interaction); and virtual externalities (i.e., physical spaces used for engaging in virtual experiences). Through using and applying this new model, methodical examinations of complex virtual experiences are possible. Chapter 2 examines the second axis of the thesis through constructing an understanding of how sound is designed, implemented, and received within virtual reality. The concept of soundscapes is explored in the context of experiential perspectives, serving as a useful approach for describing received auditory phenomena. Auditory environments are proposed as a new model for exploring how auditory phenomena can be broadcast to audiences. Chapter 3 explores how inauthenticity within sound can impact users in virtual experience and uses authenticity to critically examine challenges surrounding sound in virtual reality. Constructions of authenticity in music performance are used to illustrate how authenticity is constructed within virtual experience. Chapter 4 integrates music into the understanding of auditory phenomena constructed throughout the thesis: music is rarely part of the created world in a virtual experience. Rather, it is typically something which only the audience – as external observers of the created world – can hear. Therefore, music within immersive virtual reality may be challenging as the audience is placed within the created world.The second half of this thesis uses this theoretical model to consider contemporary and future approaches to virtual experiences. Chapter 5 constructs a series of case studies to demonstrate the use of the framework as a trans-medial and intra/inter-contextual tool of analysis. Through use of the framework, varying approaches to implementation of sound and music in virtual reality technologies are considered, which reveals trans-medial commonalities of immersion and engagement with virtual experiences through sound. Chapter 6 examines near-future technologies, including brain-computer interfaces and other full-immersion technologies, to identify key issues in the design and implementation of future virtual experiences and suggest how interdisciplinary collaboration may help to develop solutions to these issues. Chapter 7 considers how the proposed model for virtuality might allow for methodical examination of similar issues within other fields, such as acoustics and architecture, and examines the ethical considerations that may become relevant as virtual technology develops within the 21st Century.This research explores and rationalises theoretical models of virtuality and sound. This permits designers and developers to improve the implementation of sound and music in virtual experiences for the purpose of improving user outcomes.<br/

    “design And New Media”: Towards An Analysis Of New Media Culture Through Design Perspective

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    Tez (Yüksek Lisans) -- İstanbul Teknik Üniversitesi, Fen Bilimleri Enstitüsü, 2007Thesis (M.Sc.) -- İstanbul Technical University, Institute of Science and Technology, 2007Çalışmanın genel çerçevesini, yeni medya ve ürün tasarımı alanlarının güncel tüketim kültürü yapısındaki kültürel ve işlevsel birlikteliklerinin araştırılması oluşturmaktadır. Yeni medya kavramının olası tanım ve açılımları – etkileşimli medya araçları, sanal mekânlar ve bilgisayar destekli iletişim ortamları– araştırılmaya çalışılacak; böylece, somut meta olarak ‘tasarım ürünü’ ile (burada ele alınan şekliyle) bu ürünlerin sanal uzantıları olarak görülen dijital içeriğin ilişkilendirmesi amaçlanacaktır. Teorik bağlamda öne sürülen tartışmaların sonuçlandırılması için geliştirilen bir diğer kavramsal çerçeve de, tez içerisinde detaylandırılacağı şekliyle, ‘nesne-kullanıcı-tüketim’ modeli olarak belirlenmiştir. Bu üç kavramın temel kategoriler olarak belirlenmesindeki amaç, yeni medya nesnelerinin, tüketici deneyimlerinin ve bunlar üzerinden tüketim kalıplarının incelenebilmesi için tutarlı bir teorik temel belirlenmesidir. Bu sınıflandırma üzerinden yapılacak olan yeni medya incelemelerinden sonra, çalışmanın son bölümü olarak, belirli bir örnek ürün üzerinde teoriler sınanacak ve gözlemlenecektir. Bu bağlamda seçilen ürünün temel nitelikleri arasında, fiziksel kullanıcı-ürün etkileşimine ek olarak, yeni medya tabanlı etkileşim ortamlarını içermesi aranmıştır. Sonuç olarak, bu tez bağlamında özetlenen çıkarım ve tartışmalar, okuyucuya konu hakkında kapsamlı bilgi ve görüş sağlamayı hedeflemekte; bu amaçla çalışma, öncelikle yeni medya ve ürün tasarımı hakkındaki kuramsal ilişkileri özetlemekte, devamında bu kuramsal altyapıyı sanal içeriğe sahip güncel bir örnek-ürün üzerinden kullanıcı deneyimlerini inceleyerek desteklemektedir.The general aims and theoretical framework of this study is constituted by the cultural and functional associations between new media applications and profession of industrial design in contemporary consumer culture. By investigating the possible definitions and expansions of new media with reference to interactive media appliances, virtual environments and computer-mediated-communication (CMC) mediums, this study seeks major points of relevance between designed product (as physical commodity) and its virtual extensions (as digital content). Another major framework of the theoretical part, through which the arguments will be concluded, is the ‘object-user-consumption’ model that is categorized as such to provide a discursive base for an examination of new media objects, user experiences and their exclusive consumption patterns in contemporary societies. Consequent to the contextual analysis of new media within this categorization, the final part of the study focuses on a specified case study; a product which essentially involves new media content as an interaction component, in addition to physical man-machine- interaction features. Ultimately, the intended conclusions of this thesis would provide the reader with a comprehensive understanding of the subject matter by outlining the significant theoretical associations between new media and product design, and by combining these arguments with the observation of practical cases and user experiences through the intersection of virtual worlds and designed products.Yüksek LisansM.Sc

    Proceedings of the 19th Sound and Music Computing Conference

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    Proceedings of the 19th Sound and Music Computing Conference - June 5-12, 2022 - Saint-Étienne (France). https://smc22.grame.f

    Range Information Systems Management (RISM) Phase 1 Report

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    RISM investigated alternative approaches, technologies, and communication network architectures to facilitate building the Spaceports and Ranges of the future. RISM started by document most existing US ranges and their capabilities. In parallel, RISM obtained inputs from the following: 1) NASA and NASA-contractor engineers and managers, and; 2) Aerospace leaders from Government, Academia, and Industry, participating through the Space Based Range Distributed System Working Group (SBRDSWG), many of whom are also; 3) Members of the Advanced Range Technology Working Group (ARTWG) subgroups, and; 4) Members of the Advanced Spaceport Technology Working Group (ASTWG). These diverse inputs helped to envision advanced technologies for implementing future Ranges and Range systems that builds on today s cabled and wireless legacy infrastructures while seamlessly integrating both today s emerging and tomorrow s building-block communication techniques. The fundamental key is to envision a transition to a Space Based Range Distributed Subsystem. The enabling concept is to identify the specific needs of Range users that can be solved through applying emerging communication tec

    Newman v. Google

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