40 research outputs found

    Virtual reality and program comprehension: application using spreadsheet visualisation

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    Program comprehension is an important function undertaken in the process of software maintenance. Compared to other research subjects, program comprehension has received little attention even though it is one of the biggest influences on a programmer's output. Research into aiding program comprehension has led to software visualisations, but these are mainly two-dimensional views and overload the viewer with information. With the advent of more powerful computers, virtual reality can be used to create three dimensional visualisations, in which the viewer is able to navigate freely. Spreadsheets were studied in this work on visualisation because programming languages are extremely complex and a model employing spreadsheets was developed. Spreadsheets offer many similarities to programming languages, for example, cell referencing and formulas in spreadsheets are similar to procedure calls, variable referencing and data manipulation in conventional programming languages. Common mistakes made in spreadsheets have been shown to be very difficult to locate, mainly because the spreadsheet user has a reduced ability to make hypotheses about the computational domain of a spreadsheet. Therefore, in order to address this shortcoming a visualisation model was developed to allow a spreadsheet user to be able to view both the problem domain (the what) and the computational domain (the how) simultaneously. A spreadsheet, a spreadsheet description language and a virtual reality system were the objects in the model, and a generator and translator were the links between those objects. Implementing the model indicated that spreadsheets could be visualised in virtual reality, and this technique was shown to improve the process of spreadsheet comprehension

    April 3, 1989

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    The Breeze is the student newspaper of James Madison University in Harrisonburg, Virginia

    Dan Graham\u27s Video-Installations of the 1970s

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    This dissertation examines the video-installations created by American artist Dan Graham in the 1970s. It investigates the artist\u27s relationship to Minimalism by analyzing themes Graham highlights in his own writings and in interviews. In particular, I explore how the artist\u27s understanding of Herbert Marcuse, Walter Benjamin, and R.D. Laing informed his post-Minimalist work and how concepts gleaned from these sources are manifest in his video-installations. Also undertaken are discussions of the artist\u27s interest in aestheticized play, the just-past present, the debate between Behaviourism and phenomenology, surveillance, and Modern architecture. In addition, I investigate Graham\u27s position in Conceptual art, use of site-specificity, and the practice of institutional critique. At the outset, I provide an in-depth analysis of two of Graham\u27s magazine pieces, Schema (March 1966) and Homes For America, that ties together the artist\u27s reading of Marcuse and his rejection of Minimalist phenomenology. Next, I give an account of the artist\u27s connection to early video art and his use of time-delay in works such as Present Continuous Past(s) and Two Viewing Rooms as a means to highlight the just-past present. Finally, I examine Graham\u27s architectural video-installations Yesterday/Today, Video Piece for Showcase Windows in a Shopping Arcade, and Video Piece for Two Glass Office Buildings as instances of site-specific art and as part of the artist\u27s practice of institutional critique. I also explore his references to the notions of art-as-window and art-as-mirror as an expansion of his engagement with Minimalism. Throughout, my discussion includes comparisons between Graham\u27s work and that of other artists like Vito Acconci, Bruce Nauman, and Hans Haacke. In sum, this study offers an expanded understanding of how Graham employed video and installation in his art as a means to move beyond Minimalism and to interrogate contemporary American society

    Digital Storytelling: Enriching Reflection And Reentry For Princeton In Africa Fellowship Participants

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    Princeton in Africa’s digital storytelling reentry project was designed to fill gaps in reentry programming by encouraging returned fellowship participants to reflect on their experiences living and working in Africa and by helping them identify areas of personal growth and transformation. This project also aims to strengthen the connection Fellows feel to the Princeton in Africa community and their cohort of Fellows. The digital storytelling project will assist the organization with marketing, recruitment, attracting attention from potential partner organizations, engaging donors and other program needs. A pilot digital storytelling project took place at the end of the 2010-11 fellowship year to determine the project’s feasibility. The second iteration of this program will take place at the conclusion of Princeton in Africa’s 2012-13 fellowships. The project involves producing a digital story based on individual fellowship experiences using photos, narration, text and music. Fellows will be asked to describe a learning experience related to their fellowships that had a deep, lasting impact on them and translate it to a digital story. Participation is optional. The Princeton in Africa program manager will facilitate this project for the Fellows who choose to participate and will advise them via email, phone and Skype through each stage of creation: brainstorming, story-writing, preproduction, digital story creation and digital story sharing. The project’s foundations are based on theories of reentry, experiential learning, holistic learning and student development, constructivism, and storytelling as a tool for reflection, among others. Through this digital storytelling project, Fellows will be invited to analyze how their Princeton in Africa fellowships were unique learning experiences that affected their values, belief systems and future goals

    NASA Tech Briefs, February 2001

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    The topics include: 1) Application Briefs; 2) National Design Engineering Show Preview; 3) Marketing Inventions to Increase Income; 4) A Personal-Computer-Based Physiological Training System; 5) Reconfigurable Arrays of Transistors for Evolvable Hardware; 6) Active Tactile Display Device for Reading by a Blind Person; 7) Program Automates Management of IBM VM Computer Systems; 8) System for Monitoring the Environment of a Spacecraft Launch; 9) Measurement of Stresses and Strains in Muscles and Tendons; 10) Optical Measurement of Temperatures in Muscles and Tendons; 11) Small Low-Temperature Thermometer With Nanokelvin Resolution; 12) Heterodyne Interferometer With Phase-Modulated Carrier; 13) Rechargeable Batteries Based on Intercalation in Graphite; 14) Signal Processor for Doppler Measurements in Icing Research; 15) Model Optimizes Drying of Wet Sheets; 16) High-Performance POSS-Modified Polymeric Composites; 17) Model Simulates Semi-Solid Material Processing; 18) Modular Cryogenic Insulation; 19) Passive Venting for Alleviating Helicopter Tail-Boom Loads; 20) Computer Program Predicts Rocket Noise; 21) Process for Polishing Bare Aluminum to High Optical Quality; 22) External Adhesive Pressure-Wall Patch; 23) Java Implementation of Information-Sharing Protocol; 24) Electronic Bulletin Board Publishes Schedules in Real Time; 25) Apparatus Would Extract Water From the Martian Atmosphere; 26) Review of Research on Supercritical vs Subcritical Fluids; 27) Hybrid Regenerative Water-Recycling System; 28) Study of Fusion-Driven Plasma Thruster With Magnetic Nozzle; 29) Liquid/Vapor-Hydrazine Thruster Would Produce Small Impulses; and 30) Thruster Based on Sublimation of Solid Hydrazin

    NASA Tech Briefs, May 1989

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    This issue contains a special feature on the flight station of the future, discussing future enhancements to Aircraft cockpits. Topics include: Electronic Components and Circuits. Electronic Systems, Physical Sciences, Materials, Computer Programs, Mechanics, Machinery, Fabrication Technology, and Mathematics and Information Sciences

    Me, Myself, and Interface: The Role of Affordances in Digital Visual Self-Representational Practices

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    A growing number of digital games and virtual worlds allow users to create a virtual self, commonly referred to as an ‘avatar.’ Essentially, the avatar is a digital entity which is controlled by the user to attain agency within the virtual world. Avatars are visually customized by users via interfaces, referred to within the body of this work as Character Creation Interfaces (CCIs). CCIs are often framed as tools that are utilized by players to create a desired avatar. In other words, the popular approach is one that is anthropocentric in nature and neglects to take into account the ways in which interface affordances - the action possibilities afforded by an artifact - potentially constrain our interactions with them. In my dissertation, I argue that CCIs co-construct avatars with players. I mobilize Actor-Network Theory in order to re-position these interfaces as actors, rather than benign tools in digital-visual self-representational practices. In order to investigate the interface-as-actor I present an analytical framework: the Avatar Affordances Framework, and apply this framework to 20 CCIs in order to systematically study their affordances. In the second phase of this investigation, I present data on two user studies: the first, a within-subjects study investigating self-representational practices in the Massively-Multiplayer-Onlne-Game (MMOG) Rift (n = 39), the other, a between-subjects study of self-representational practices on the Nintendo WiiU console's MiiCreator (n = 24). Results of these two studies are presented alongside analytical data derived from both interfaces via the Avatar Affordances Framework in order to illustrate how interface affordances are negotiated by players. A final study, an autoethnographic chapter, situates myself within the dissertation as both a researcher and user of the technology, addressing how my own experiences with these games, and my own self-representational practices, have come to shape this research. Data from the aforementioned studies was then utilized in order to generate a list of best practices for game developers. To date, such documentation is absent from game design literature. It is my hope that the practices outlined herein help developers make design choices that invite opportunities for identity play without simultaneously creating socially exclusive spaces
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