9,331 research outputs found

    Designing constraints: composing and performing with digital musical systems

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    This paper investigates two central terms in Human Computer Interaction (HCI) – affordances and constraints – and studies their relevance to the design and understanding of digital musical systems. It argues that in the analysis of complex systems, such as new interfaces for musical expression (NIME), constraints are a more productive analytical tool than the common HCI usage of affordances. Constraints are seen as limitations enabling the musician to encapsulate a specific search space of both physical and compositional gestures, proscribing complexity in favor of a relatively simple set of rules that engender creativity. By exploring the design of three different digital musical systems, the paper defines constraints as a core attribute of mapping, whether in instruments or compositional systems. The paper describes the aspiration for designing constraints as twofold: to save time, as musical performance is typically a real-time process, and to minimize the performer’s cognitive load. Finally, it discusses skill and virtuosity in the realm of new musical interfaces for musical expression with regard to constraints

    Visualyzart Project – The role in education

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    The VisualYzARt project intends to develop research on mobile platforms, web and social scenarios in order to bring augmented reality and natural interaction for the general public, aiming to study and validate the adequacy of YVision platform in various fields of activity such as digital arts, design, education, culture and leisure. The VisualYzARt project members analysed the components available in YVision platform and are defining new ones that allow the creation of applications to a chosen activity, effectively adding a new language to the domain YVision. In this paper we will present the role of the InstitutoPolitécnico de Santarém which falls into the field of education.VisualYzART is funded by QREN – Sistema de Incentivos à Investigação e Desenvolvimento Tecnológico (SI I&DT), Project n. º 23201 - VisualYzARt (from January 2013 to December 2014). Partners: YDreams Portugal; Instituto Politécnico de Santarém - Gabinete de e-Learning; Universidade de Coimbra - Centro de Informática e Sistemas; Instituto Politécnico de Leiria - Centro de Investigação em Informática e Comunicações; Universidade Católica do Porto - Centro de Investigação em Ciência e Tecnologia das Artes.info:eu-repo/semantics/publishedVersio

    The Hierarchic treatment of marine ecological information from spatial networks of benthic platforms

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    Measuring biodiversity simultaneously in different locations, at different temporal scales, and over wide spatial scales is of strategic importance for the improvement of our understanding of the functioning of marine ecosystems and for the conservation of their biodiversity. Monitoring networks of cabled observatories, along with other docked autonomous systems (e.g., Remotely Operated Vehicles [ROVs], Autonomous Underwater Vehicles [AUVs], and crawlers), are being conceived and established at a spatial scale capable of tracking energy fluxes across benthic and pelagic compartments, as well as across geographic ecotones. At the same time, optoacoustic imaging is sustaining an unprecedented expansion in marine ecological monitoring, enabling the acquisition of new biological and environmental data at an appropriate spatiotemporal scale. At this stage, one of the main problems for an effective application of these technologies is the processing, storage, and treatment of the acquired complex ecological information. Here, we provide a conceptual overview on the technological developments in the multiparametric generation, storage, and automated hierarchic treatment of biological and environmental information required to capture the spatiotemporal complexity of a marine ecosystem. In doing so, we present a pipeline of ecological data acquisition and processing in different steps and prone to automation. We also give an example of population biomass, community richness and biodiversity data computation (as indicators for ecosystem functionality) with an Internet Operated Vehicle (a mobile crawler). Finally, we discuss the software requirements for that automated data processing at the level of cyber-infrastructures with sensor calibration and control, data banking, and ingestion into large data portals.Peer ReviewedPostprint (published version

    State of the Artist: Challenges to the New York State Arts & Entertainment Industry and its Workforce

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    [Excerpt] In 2009, with support from Empire State Development (ESD), the Cornell University ILR School published its first report on the state of the New York arts and entertainment (A&E) workforce, Empire State’s Cultural Capital at Risk? Assessing Challenges to the Workforce and the Educational Infrastructure for New York State’s Arts and Entertainment Industry. The report analyzed a number of key characteristics of the A&E workforce across electronic media, live performing, and visual arts, identifying the most pressing issues for New York A&E workers and the support structures in place to protect their interests. The report concluded by proposing a number of questions to policymakers to be considered in future legislation. State of the Artist both updates this analysis of the State A&E workforce and analyzes trends in recent years based on comparable data presented in the 2009 report. The current report draws from government surveys, industry reports, and interviews with key stakeholders to assess the condition of the NYS A&E industry and its workforce, identifying key issues faced by workers in each sector of the industry. In addition to an extensive review of current literature, data from primary and secondary sources was analyzed to assess the state of the industry and major trends by sector. Survey data from the US Census Bureau and Department of Labor, notably from the American Community Survey (ACS), were retrieved to isolate trends in A&E workforce employment patterns, demographics, and income by occupational group. This analysis, including a conference attended by industry leaders and representatives to assess reactions to preliminary findings, served to identify current challenges facing this vital workforce to the state economy. Often left out of discussions about precarious workers, many working within the A&E industry continue to face high rates of contingent and project-based employment, low average income, and inadequate employment protections—all of which are explored here. State of the Artist concludes with a summary of public policies currently in place as well as those under consideration, providing an updated set of questions for New York policymakers

    The Application of Augmented Reality Technology for the Anesthesiology Major

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    Anesthesiology is an important subject for in-depth research in the fields of clinical anesthesia, critical care medicine, first-aid and resuscitation, and pain treatment. As an important branch of clinical medicine, it has strong practicality and applicability. It has the commonality of clinical medicine and the specialty of anesthesiology. Carrying out anesthesiology practice teaching using augmented reality (AR) to simulate the experimental environment and scene simulation is of great significance to promoting the development of anesthesia practice teaching. This article mainly introduces the augmented reality technology. It not only analyzes the main forms of augmented reality technology in anesthesiology, but also explores the application of augmented reality technology for anesthesiology in the new era

    Light and Shadows in Holography: a possible dialogue between Art and Science by using artistic holography

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    The use of new technologies in visual arts brings a new way of understanding shape relationships, a new form of perceiving and appreciating the configurations that present them to our perceptive organization. Light has been seen as a plastic material since Moholy-Nagy created and presented his work of art “Light-Space-Modulator”. When Dennis Gabor discovered Holography new approaches of the use of Light as an Art medium became possible. The basic holographic interactivity inherent to this technology can be amplified and diversified by the presentation in installations that use a pre-established system of controlling the light, or reacting to the observer’s presence and movements. The holographic installation adds or emphasises other factors like time to the holographic images. The global work of art can only be perceived by an interactive relationship between the observer and the work. Nowadays several artists use Artistic Holography as their preferential medium. This paper is a presentation of the research of the author in this field and also a tribute to these two men, an artist and a scientist that contributed to the development of a better dialogue between Art and Science in ways that were impossible before their works. A Hologram is light; but is there light without shadows

    Between virtuality and reality: remarks about perception of city architecture

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    In the contemporary reality the term "diversity" has become the basic feature that characterizes both creation and perception of the surrounding world. Trying to describe the city as the place to live of the half of the Earth's population faces the same problem that occurs during attempts to define styles or tendencies in architecture, urbanism or each other area of human activity. Therefore it is not possible to indicate one model of the contemporary city, and to determine its appropriate scale, structure and function. Considering complexity of contemporaneity, it’s multi–layering and a variety of possible reference points (named here "perception"), the only element which can be identified as prevalent in discussion about the city is man. Developing space in our cities is followed by the continuous development of the parallel virtual world. Perhaps it is still too early to name it "virtual reality", comprehended in the way in which we perceive the reality around us. It doesn’t change the fact, that fragments of electronic space, acting as digital memory, change our perception of architecture and cities. Currently the technology development affects Homo Sapiens much more than other factors in the environment where we live. One can ask, whether this new reality won’t entirely replace the need of direct contact with the real world. The city and its architecture is perceived through electronic prostheses. The surrounding world ceases to be perceived in a natural way and images of images become objects of human perception. The intention of these considerations is not to answer these questions, but to focus attention on problems arising from the change of perceiving architecture

    Cultural Capital: Challenges to New York State’s Competitive Advantages in the Arts and Entertainment Industry

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    This is a report on the findings of the Cornell University ILR planning process conducted with support of a grant from the Alfred P. Sloan Foundation to investigate trends in the arts and entertainment industry in New York State and assess industry stakeholders’ needs and demand for industry studies and applied research. Building on a track record of research and technical assistance to arts and entertainment organizations, Cornell ILR moved toward a long-term goal of establishing an arts and entertainment research center by forging alliances with faculty from other schools and departments in the university and by establishing an advisory committee of key players in the industry. The outcome of this planning process is a research agenda designed to serve the priority needs and interests of the arts and entertainment industry in New York State
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