223 research outputs found

    Autonomous robot systems and competitions: proceedings of the 12th International Conference

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    This is the 2012’s edition of the scientific meeting of the Portuguese Robotics Open (ROBOTICA’ 2012). It aims to disseminate scientific contributions and to promote discussion of theories, methods and experiences in areas of relevance to Autonomous Robotics and Robotic Competitions. All accepted contributions are included in this proceedings book. The conference program has also included an invited talk by Dr.ir. Raymond H. Cuijpers, from the Department of Human Technology Interaction of Eindhoven University of Technology, Netherlands.The conference is kindly sponsored by the IEEE Portugal Section / IEEE RAS ChapterSPR-Sociedade Portuguesa de Robótic

    An Examination Of The Effects Of Body Mapping Instruction On Singers’ Static Standing Posture And Posture While Singing

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    Physical posture is one of the fundamental aspects of vocal technique, and voice pedagogues suggest that effective alignment is necessary for healthy vocal production. Body Mapping (BMG) is a somatic method that focuses on the understanding and correction of errors in a person’s body map to facilitate effective movement for musical activity. Because this method has balance, physical alignment, and posture as foundational, it may be an effective way to begin to instruct students. This study investigated whether the use of the BMG method, which teaches posture through movement, scientific pictures, and anatomical models, would result in a significant difference in postural alignment. This study also examined whether there was an association between posture and breath capacity while singing. In a pre-test/posttest study, the Vicon motion capture system was used to measure 49 undergraduate choir students on six postural alignment points (Atlanto- Occipital joint, shoulder joints, lumbar region, hip joints, knee joints, and ankle joints). Chest expansion was also measured to look for changes in breath capacity. Participants stood in a static position for 20 seconds and then sang “Happy Birthday” three times. Participants were distributed into a control group that received basic postural instruction and an experimental group that received BMG instruction. Participants were again measured for postural alignment and breath capacity. Statistical analyses comparing the two groups found that the experimental group (n = 24) improved significantly more than the control group (n = 25) in static lumbar alignment. Comparisons of the pre-test/posttest data for each group showed improved static and singing A/O alignment for the experimental group and improved static lumbar alignment for both groups. An overall improvement was also found for the experimental group in the singing position. Analysis of the breath data showed significant improvement across the entire sample. These results provide preliminary evidence that BMG is an effective method for teaching static and singing posture

    16th Biennial Symposium on Arts & Technology Proceedings

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    HyperCell: A Bio-inspired Design Framework for Real-time Interactive Architectures

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    This pioneering research focuses on Biomimetic Interactive Architecture using “Computation”, “Embodiment”, and “Biology” to generate an intimate embodied convergence to propose a novel rule-based design framework for creating organic architectures composed of swarm-based intelligent components. Furthermore, the research boldly claims that Interactive Architecture should emerge as the next truly Organic Architecture. As the world and society are dynamically changing, especially in this digital era, the research dares to challenge the Utilitas, Firmitas, and Venustas of the traditional architectural Weltanschauung, and rejects them by adopting the novel notion that architecture should be dynamic, fluid, and interactive. This project reflects a trajectory from the 1960’s with the advent of the avant-garde architectural design group, Archigram, and its numerous intriguing and pioneering visionary projects. Archigram’s non-standard, mobile, and interactive projects profoundly influenced a new generation of architects to explore the connection between technology and their architectural projects. This research continues this trend of exploring novel design thinking and the framework of Interactive Architecture by discovering the interrelationship amongst three major topics: “Computation”, “Embodiment”, and “Biology”. The project aims to elucidate pioneering research combining these three topics in one discourse: “Bio-inspired digital architectural design”. These three major topics will be introduced in this Summary.   “Computation”, is any type of calculation that includes both arithmetical and nonarithmetical steps and follows a well-defined model understood and described as, for example, an algorithm. But, in this research, refers to the use of data storage, parametric design application, and physical computing for developing informed architectural designs. “Form” has always been the most critical focus in architectural design, and this focus has also been a major driver behind the application computational design in Architecture. Nonetheless, this research will interpret the term “Form” in architecture as a continual “information processor” rather than the result of information processing. In other words, “Form” should not be perceived only as an expressive appearance based computational outcome but rather as a real-time process of information processing, akin to organic “Formation”. Architecture embodying kinetic ability for adjusting or changing its shape with the ability to process the surroundings and feedback in accordance with its free will with an inherent interactive intelligent movement of a living body. Additionally, it is also crucial to address the question of whether computational technologies are being properly harnessed, if they are only used for form-generating purposes in architecture design, or should this be replaced with real-time information communication and control systems to produce interactive architectures, with embodied computation abilities?   “Embodiment” in the context of this research is embedded in Umberto Eco’s vision on Semiotics, theories underlying media studies in Marshall McLuhan’s “Body Extension” (McLuhan, 1964), the contemporary philosophical thought of “Body Without Organs” (Gilles Deleuze and FĂ©lix Guattari, 1983), the computational Logic of ‘Swarm Behavior’ and the philosophical notion of “Monadology” proposed by Gottfried Leibniz (Leibniz, 1714). Embodied computation and design are predominant today within the wearable computing and smart living domains, which combine Virtual and Real worlds. Technical progress and prowess in VR development also contribute to advancing 3D smart architectural design and display solutions. The proposed ‘Organic body-like architectural spaces’ emphasize upon the realization of a body-like interactive space. Developing Interactive Architecture will imply eliciting the collective intelligence prevalent in nature and the virtual world of Big Data. Interactive Architecture shall thus embody integrated Information exchange protocols and decision-making systems in order to possess organic body-like qualities.   “Biology”, in this research explores biomimetic principles intended to create purposedriven kinetic and organic architecture. This involves a detailed study/critique of organic architecture, generating organic shapes, performance optimization based digital fabrication techniques and kinetic systems. A holistic bio-inspired architecture embodies multiple performance criteria akin to natural systems, which integrate structural, infrastructure performances throughout the growth of an organic body. Such a natural morphogenesis process of architectural design explores what Janine M. Benyus described as “learning the natural process”. Profoundly influenced by the processes behind morphogenesis, the research further explores Evolutionary Development Biology (Evo-Devo) explaining how embryological regulation strongly affect the resulting formations. Evo-Devo in interactive architecture implies the development of architecture based on three fundamental principles: “Simple to Complex”, “Geometric Information Distribution”, and “On/Off Switch and Trigger.” The research seeks to create a relatively intelligent architectural body, and the tactile interactive spatial environment by applying the extracted knowledge from the study of the aforementioned principles of Evo-Devo in the following fashion: A. Extract a Self-Similar Componential System based approach from the “Simple to Complex” principle of Evo-Devo B. Extract the idea of “Collective Intelligence” from “Geometric information Distribution” principle of Evo-Devo C. Extract the principle of “Assembly Regulation” from “On/Off switch and trigger” principle of Evo-Devo The “HyperCell” research, through an elaborate investigation on the three aforementioned topics, develops a design framework for developing real-time adaptive spatial systems. HyperCell does this, by developing a system of transformable cubic elements which can self-organize, adapt and interact in real-time. These Hypercells shall comprise an organic space which can adjust itself in relation to our human bodies. The furniture system is literally reified and embodied to develop an intra-active space that proactively provokes human movement. The space thus acquires an emotive dimension and can become your pet, partner, or even friend, and might also involve multiple usabilities of the same space. The research and its progression were also had actively connected with a 5-year collaborative European Culture project: “MetaBody”. The research thus involves exploration of Interactive Architecture from the following perspectives: architectural design, digital architectural history trajectory, computational technology, philosophical discourse related to the embodiment, media and digital culture, current VR and body-related technology, and Evolutionary Developmental Biology. “HyperCell” will encourage young architects to pursue interdisciplinary design initiatives via the fusion of computational design, embodiment, and biology for developing bio-inspired organic architectures
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