413 research outputs found

    Reading with a Loss of Central Vision

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    Human Factors Compatibility Concerns in the Selection of Display Technologies for Computer and Data Terminals

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    Human factors considerations are often overlooked in the selection of electronic computer displays. When cost is used as the only determining factor, the resulting product may not be commercially successful because of an inadequate display. To help avoid this situation, designers and users should be aware of the various factors involved in proper display selection. These factors were developed by a synthesis of existing scientific and industrial literature on the subject and are explained in this paper. The first factor is a basic knowledge of the structure, characteristics, and function of the human visual system. The theory of sight, anatomy of the eye, visual perception, and photometric and nonphotometric parameters are covered. The human factors elements of visual response comprise the second factor. The adverse effects of display use as well as ergonomic standards, fonts, color, modes, and the use of status indicators are discussed. The last factor concerns displays. The various available and projected technologies along with comparisons, and applications are presented. Display evaluation criteria are listed to provide guidelines for proper selection

    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

    Creating mobile gesture-based interaction design patterns for older adults : a study of tap and swipe gestures with portuguese seniors

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    Tese de mestrado. Multimédia. Faculdade de Engenharia. Universidade do Porto. 201

    Deterioration of Visibility of Scrolling Text Presented Nearby Image Moving in the Opposite Direction

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    Paths, Players, Places: Towards an Understanding of Mazes and Spaces in Videogames

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    This thesis contributes to the field of academic game studies by reworking and updating the established theories of Espen Aarseth, Janet Murray and Marie-Laure Ryan in understanding the path in videogames. It also draws upon the more recent theoretical discussions of figures such as Jesper Juul, Lev Manovich, Frans Mäyrä and James Newman in order to explore the player’s experience along these paths in the gameworld. By defining a vocabulary of routes through space, the thesis uses the maze in particular as a way of understanding the paths of videogames. The research starts by examining our cultural understanding of the maze within videogames. Various mazes around the UK were walked in order to understand their design and how this may translate into the virtual world of the videogame. The thesis examines the uses of real world mazes through the work of Penelope Doob, and Herman Kern to discuss how the videogame may rework our cultural understanding of the maze due to its increasingly ubiquitous nature. This enables a discussion of maze-paths found within many videogames that are not necessarily categorised by what is often discussed as the maze genre of games. A morphology of maze-paths is devised through comparing the mazes of the real world and the virtual mazes of the videogame. This is achieved by breaking down the maze into separate path types and shows how these paths may link to one another. The thesis argues that the paths of the videogame are generated by the player’s actions. Therefore the focus of this thesis is on the player’s experience along these paths and the objects found at points on them. In acknowledging how to overcome obstacles along the path it is also possible to understand the role of the path in the player’s learning and mastery of the gameworld. This leads to discussions of different types of play experienced by the player in the videogame. Play is separated into what I term purposeful play, being the activities intended by the designer, and appropriated play which is the play formed out of the player’s exploration of the game system. These two terms help to understand player’s incentives for playing along the ruled paths of the gameworld as well as exploring the game’s system further to find new types of play outside of the pre-determined rules. As this thesis is concerned with videogames involving the player’s avatar having a direct relationship with the path, the research also investigates what happens when certain devices break these paths. It was discovered that warp devices reconstruct both temporal and narrative elements within the gamespace, and cause the player’s avatar to temporarily move on tracks through the gameworld. In defining a vocabulary of movement through space on a fixed track, as opposed to a player-determined path, there is a further understanding of the player experience related to each type of route taken in the game. Through an understanding of the maze and defining a vocabulary of maze-paths, tracks and objects found along them, this thesis adds a new contribution to knowledge. It also acknowledges the importance of different types of play within videogames and how these can shape the player experience along the paths of the game

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Archival Body/Archival Space: Queer Remains of the Chicano Art Movement, Los Angeles, 1969-2009

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    This dissertation proposes an interdisciplinary queer archive methodology I term "archival body/archival space," which recovers, interprets, and assesses the alternative archives and preservation practices of homosexual men in the Chicano Art Movement, the cultural arm of the Mexican American civil rights struggle in the U.S. Without access to systemic modes of preservation, these men generated other archival practices to resist their erasure, omission, and obscurity. The study conducts a series of archive excavations mining "archival bodies" of homosexual artists from buried and unseen "archival spaces," such as: domestic interiors, home furnishings, barrio neighborhoods, and museum installations. This allows us to reconstruct the artist archive and, thus, challenge how we see, know, and comprehend "Chicano art" as an aesthetic and cultural category. As such, I evidence the critical role of sexual difference within this visual vocabulary and illuminate networks of homosexual Chicano artists taking place in gay bars, alternative art spaces, salons, and barrios throughout East Los Angeles. My queer archive study model consists of five interpretative strategies: sexual agency of Chicano art, queer archival afterlife, containers of desire, archival chiaroscuro, and archive elicitation. I posit that by speaking through these artifact formations, the "archival body" performs the allegorical bones and flesh of the artist, an artifactual surrogacy articulated through things. My methodological innovation has direct bearing on how sexual difference shapes the material record and the places from which these "queer remains" are kept, sheltered, and displayed. These heritage purveyors questioned what constitutes an archive and a record, challenging the biased assumption that sexuality was insignificant to the Chicano Art Movement and leaving no material trace. The structure of my dissertation presents five archive recovery projects, including: Robert "Cyclona" Legorreta, Joey Terrill, Mundo Meza, Teddy Sandoval, and VIVA: Lesbian and Gay Latino Artists of Los Angeles. The restoration of these artists also reveals the profound symbiosis between this circle of artists, Chicano avant-gardism, and the burgeoning gay and lesbian liberation movement in Los Angeles. My findings rupture the persistent heterosexual vision of this period and reveals a parallel visual lineage, one which dared to picture sexual difference in the epicenter of Chicano art production
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