2,896 research outputs found
Drawings as Input for Handheld Game Computers
The Nintendo DS (TM) is a hand held game computer that includes a small sketch pad as one of it input modalities. We discuss the possibilities for recognition of simple line drawing on this device, with focus of attention on robustness and real-time behavior. The results of our experiments show that with devices that are now becoming available in the consumer market, effective image recognition is possible, provided a clear application domain is selected. In our case, this domain was the usage of simple images as input modality for computer games that are typical for small hand held devices
ARCHITECTURAL HYPER-MODEL: CHANGING ARCHITECTURAL CONSTRUCTION DOCUMENTATION
More architects and spatial designers are producing complex 3D computer models as part of
their everyday design process and documentation than ever before. Parallel to this shift, there
has been a rapid rise in consumer computer processing power that has made hyper realistic
digital environments a part of our home entertainment. Together, the 3D CAD models and the
Computer Gaming Engine could become an architectural hyper-model that renders a digital
environment in real time. Such a model would enable users to navigate freely, effectively
establishing a new mode of reading space that hovers between 2D drawings and a real
space.(Nitsche & Roudavski). This paper will examine how these worlds can merge to form an
architectural hyper-model as a valuable supplement to the more conventional scaled 2D
construction drawing documentation found on construction sites.
While easily misconstrued as speculative, the ideas presented in this paper outline an on-going
body of innovative research currently at the prototype stage. These prototypical hyper-models
explore the possibilities of providing construction workers and project mangers access to an
architect’s 3D computer models on site. These models originate from within conventional
building construction drawings such as detailed sections and exploded axonometrics. A process
of reinterpretation occurs to locate these drawings and their information within an interactive 3D
space. Such operations take advantage of the best of both paradigms. This gives users access
to, and control of, the 3D information required for communicating necessary information about
the building process. It also provides nodes or hyper-links in the 3D representation that connect
to additional information, such as specifications, that are perhaps less formal/spatial.
The paper will show how architectural hyper-models can be used on the construction site - both
in the site office and on site using laptop computers and more compact hand-held devices - to
decrease on site confusion and enable a faster and more complete understanding of the
architect’s vision. The paper concludes with speculation on the types of additional information
construction workers, architects and designers might want to access in the future and proposes
additional technologies that could be provided
Freeform User Interfaces for Graphical Computing
報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専
Evolution and Competition in the Market for Handheld Computers
Since the early 1990s, electronic organisers or electronic agendas have been evolving towards fully fledged, but miniature, computers. This paper is a case study about this market. Uniquely, and reminiscent of the home computer market in the 1980s, this is a market for personal computers not dominated by Microsoft. Or at least, not yet. In tracking the evolution of this market, the paper points especially to the importance of networking and standardization. The market for handheld computers is a small market, compared to the units shipped in the market for PCs. Nevertheless a surprisingly large number of vendors has been and still is active in this market. During the short history of this market, there have been several periods where technological breakthroughs created expectations of huge growth, with entry by new suppliers as a result. As the dust settled, the losers either changed strategy, or left the market altogether. The paper will argue that standardization and networking are major factors in explaining competitive success and the recent growth of the industry.industrial organization ;
Film, television and digital games
This publication presents results from a survey of businesses mainly engaged in film and video production and post-production services and a census of businesses mainly engaged in television broadcasting, television channel provision and digital game development.It provides information about industries engaged in television broadcasting, film and video production and post-production, and digital game development activities. The data includes measures of industry performance, characteristics of employees, sources of income, components of expenditure and amount of production activity undertaken by programme content type
Collaborative trails in e-learning environments
This deliverable focuses on collaboration within groups of learners, and hence collaborative trails. We begin by reviewing the theoretical background to collaborative learning and looking at the kinds of support that computers can give to groups of learners working collaboratively, and then look more deeply at some of the issues in designing environments to support collaborative learning trails and at tools and techniques, including collaborative filtering, that can be used for analysing collaborative trails. We then review the state-of-the-art in supporting collaborative learning in three different areas – experimental academic systems, systems using mobile technology (which are also generally academic), and commercially available systems. The final part of the deliverable presents three scenarios that show where technology that supports groups working collaboratively and producing collaborative trails may be heading in the near future
Augmented Tangible Surfaces to Support Cognitive Games for Ageing People
The final publication is available at Springer via http://dx.doi.org/10.1007/978-3-319-19695-4_27The continuous and rapidly increasing elderly population requires a revision of technology design in order to devise systems usable and meaningful for this social group. Most applications for ageing people are built to provide supporting services, taking into account the physical and cognitive abilities that decrease over time. However, this paper focuses on building technology to improve such capacities, or at least slow down their decline, through cognitive games. This is achieved by means of a digitally-augmented table-like surface that combines touch with tangible input for a more natural, intuitive, and appealing means of interaction. Its construction materials make it an affordable device likely to be used in retirement homes in the context of therapeutic activities, and its form factor enables a versatile, quick, and scalable configuration, as well as a socializing experience.This work received financial support from Spanish Ministry of Economy and Competitiveness under the National Strategic Program of Research and Project TIN2010-20488, and from Universitat Politécnica de Valencia under Project UPV-FE-2014-24. It is also supported by fellowships APOST D/2013/013 and ACIF/2014/214 within the VALi+d program from Conselleria d’Educació, Cultura i Esport (GVA).García Sanjuan, F.; Jaén Martínez, FJ.; Catalá Bolós, A. (2015). Augmented Tangible Surfaces to Support Cognitive Games for Ageing People. En Ambient Intelligence - Software and Applications. Springer. 263-271. doi:10.1007/978-3-319-19695-4_27S26327
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