687 research outputs found

    Theoretical Engineering and Satellite Comlink of a PTVD-SHAM System

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    This paper focuses on super helical memory system's design, 'Engineering, Architectural and Satellite Communications' as a theoretical approach of an invention-model to 'store time-data'. The current release entails three concepts: 1- an in-depth theoretical physics engineering of the chip including its, 2- architectural concept based on VLSI methods, and 3- the time-data versus data-time algorithm. The 'Parallel Time Varying & Data Super-helical Access Memory' (PTVD-SHAM), possesses a waterfall effect in its architecture dealing with the process of voltage output-switch into diverse logic and quantum states described as 'Boolean logic & image-logic', respectively. Quantum dot computational methods are explained by utilizing coiled carbon nanotubes (CCNTs) and CNT field effect transistors (CNFETs) in the chip's architecture. Quantum confinement, categorized quantum well substrate, and B-field flux involvements are discussed in theory. Multi-access of coherent sequences of 'qubit addressing' in any magnitude, gained as pre-defined, here e.g., the 'big O notation' asymptotically confined into singularity while possessing a magnitude of 'infinity' for the orientation of array displacement. Gaussian curvature of k(k<0) is debated in aim of specifying the 2D electron gas characteristics, data storage system for defining short and long time cycles for different CCNT diameters where space-time continuum is folded by chance for the particle. Precise pre/post data timing for, e.g., seismic waves before earthquake mantle-reach event occurrence, including time varying self-clocking devices in diverse geographic locations for radar systems is illustrated in the Subsections of the paper. The theoretical fabrication process, electromigration between chip's components is discussed as well.Comment: 50 pages, 10 figures (3 multi-figures), 2 tables. v.1: 1 postulate entailing hypothetical ideas, design and model on future technological advances of PTVD-SHAM. The results of the previous paper [arXiv:0707.1151v6], are extended in order to prove some introductory conjectures in theoretical engineering advanced to architectural analysi

    User-Environment Relations : A Postphenomenology of Virtual Reality

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    Innen HCI blir interaksjon tradisjonelt forstått som noe som skjer mellom de forhåndsantatte enhetene «menneskelig bruker» og «teknologisk objekt». Særlig tvinger omsluttende VR-teknologi oss til å revurdere disse antagelsene, ettersom den menneskelige brukeren og det virtuelle miljøet former hverandre gjensidig i relasjonene som konstitueres mellom dem. Postfenomenologien ser ut til å være en lovende kandidat for det å redegjøre for kompleksiteten til VR-mediering ettersom den tilbyr et mer helhetlig syn, og tar hensyn til hvordan teknologier tar del i konstitueringen av menneskers livsverdener. Ettersom virtuelle miljøer ikke bare er verktøy vi samhandler med eller bruker, men miljøer hvor vi eksisterer og som vi blir formet gjennom, ser postfenomenologien ut til å tilby et lovende perspektiv for å fremme vår forståelse av hvordan VR tar del i å endre vår opplevelse av hvem vi er i forhold til våre verdener. Denne doktorgradsavhandlingen undersøker hvordan postfenomenologi kan tas i bruk konstruktivt for å få en kvalitativ forståelse av brukeropplevelse i omsluttende VR-teknologi. Avhandlingen presenterer teoretiske, metodiske og empiriske bidrag. Teoretisk sett introduseres menneske-teknologi-relasjonen som VR utgjør som bruker-miljø-relasjoner. Gjennom en analyse av menneske-teknologi-relasjonen som VR utgjør, demonstreres det hvordan forskere kan dra nytte av en postfenomenologisk forståelse av VR, samt hvordan VR-mediet selv krever en revurdering av tradisjonelle postfenomenologiske kategorier av menneske-teknologi-relasjoner. Metodisk sett, foreslås «VR Go-along»-metoden som en passende tilnærming for å gi kvalitative vurderinger av brukeropplevelsen som mediert i de konstituerte bruker-miljø-relasjonene. Empirisk sett, presenterer avhandlingen en kvalitativ og utforskende «in-the-wild»-studie av omsluttende VR-bruk over to måneder, hvor «VR Go-along»-metoden brukes til å undersøke deltakernes brukeropplevelse slik de er mediert i de konstituerte bruker-miljø-relasjonene. Denne avhandlingen fungerer som en refleksiv redegjørelse av forfatterens undersøkelse om bruken av postfenomenologi for å gi en forståelse av mediering i omsluttende VR-teknologi. Den demonstrerer det gjensidig fordelaktige forholdet mellom postfenomenologi og omsluttende VR og illustrerer hvordan postfenomenologiske undersøkelser av omsluttende VR-mediering kan gjennomføres. Gjennom avhandlingen argumenteres det for at forskere kan få en mer helhetlig forståelse av hvordan VR medierer brukeropplevelse ved å se på hvordan brukeropplevelsen i omsluttende VR medieres i de konstituerte bruker-miljø-relasjonene. Bidraget til denne avhandlingen fungerer som en foreløpig undersøkelse av hvordan postfenomenologi kan brukes fruktbart innen HCI for å forstå og spørre om brukeropplevelsen i omsluttende VR og relasjonene som omsluttende VR gir opphav til.In HCI, interaction is traditionally understood as something that occurs between the pre-given entities of a human user and a technological object. The technology of Immersive Virtual Reality (VR), in particular, forces us to reconsider these presuppositions, as the human user and the virtual environment mutually shape each other in the relations constituted between them. Postphenomenology seems to be a promising candidate to account for the complexities of VR mediation as it takes a more holistic view, attending to how technologies mediate human beings' lifeworlds. As virtual environments are not just tools we interact with or use, but environments in which we exist and through which we are shaped, postphenomenology seems to offer a promising perspective for furthering our understanding of how VR takes part in altering our experience of who we are in relation to our worlds. This doctoral dissertation presents an inquiry into how postphenomenology can be constructively used to gain a qualitative understanding of user experience in Immersive VR. The dissertation presents theoretical, methodical and empirical contributions. Theoretically, the human-technology relation that VR constitute is introduced as user-environment relations. Through an analysis of the human-technology relation that VR constitutes, it is demonstrated how researchers can benefit from a postphenomenological understanding of VR as well as how VR prompts a reconsideration of traditional postphenomenological categories of human-technology relations. Methodically, it proposes the VR Go-along method as an approach to qualitatively assessing the user experience as mediated in the constituted user-environment relations. Empirically, this dissertation presents a qualitative and explorative in-the-wild study of Immersive VR use over two months, where the VR Go-along is utilised to inquire into the participants' user experience as mediated in the constituted user-environment relations. This dissertation serves as a reflexive account of the author's inquiry into the use of postphenomenology to provide an understanding of Immersive VR mediation. It demonstrates the mutually beneficial relationship between postphenomenology and Immersive VR and illustrates how postphenomenological inquiries into Immersive VR mediation can be conducted. Throughout the dissertation, it is argued that researchers can gain a more holistic understanding of how VR mediates user experience by attending to how the user experience in Immersive VR is mediated in the constituted user-environment relations. The contribution of this dissertation serves as a preliminary inquiry into how postphenomenology can be fruitfully employed in HCI to understand and inquire into the user experience in Immersive VR and the relations to which it gives rise.Doktorgradsavhandlin

    Pheno-data:Using tomatoes to rethink data and data practice for ecological worlds

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    Notions of data increasingly revolve around digital representations prioritizing the efficiency and productivity of global economic-systems, often side-lining tangible and local information that is crucial for ‘more-than-human’ worlds. To challenge this, we propose the concept of “Pheno-data,” which aims to embody the livingness of the lifeworld through the evolving characteristics and responses of organisms. We also introduce, “Pheno-fication”, as a means to access Pheno-data, and use tomatoes to exemplify the process. Through a fabulation workshop, we integrate these concepts into design practice in order to tangibly explore their potential for shifting perspectives from an anthropocentric to an ecological viewpoint

    Transmitting Digital Lutherie Knowledge: The Rashomon Effect for DMI Designers

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    As the field around computer-mediated musical interaction drives attention to its sociotechnical, political and epistemological exigencies, it becomes important to be guided by disability studies, and for researchers and designers of accessible digital musical instruments (ADMIs) to foreground the lived experience of disabled musicians. This resonates with the movement to promote disability justice in HCI. In this paper, we introduce a case study of the design of a string-less guitar, which was developed in collaboration with a guitarist who lost his ability to play due to impairment. We present this work as an exploration of the Rashomon effect, a term that refers to the phenomenon of multiple witnesses describing the same event from their own perspective. We argue that the Rashomon effect is a useful way to explore how digital musical instrument (DMI) designers respond to NIME's interdisciplinarity, and to reflect on how we produce and transmit knowledge within our field

    Sonic Interactions in Virtual Environments: the Egocentric Audio Perspective of the Digital Twin

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    The relationships between the listener, physical world and virtual environment (VE) should not only inspire the design of natural multimodal interfaces but should be discovered to make sense of the mediating action of VR technologies. This chapter aims to transform an archipelago of studies related to sonic interactions in virtual environments (SIVE) into a research field equipped with a first theoretical framework with an inclusive vision of the challenges to come: the egocentric perspective of the auditory digital twin. In a VE with immersive audio technologies implemented, the role of VR simulations must be enacted by a participatory exploration of sense-making in a network of human and non-human agents, called actors. The guardian of such locus of agency is the auditory digital twin that fosters intra-actions between humans and technology, dynamically and fluidly redefining all those configurations that are crucial for an immersive and coherent experience. The idea of entanglement theory is here mainly declined in an egocentric-spatial perspective related to emerging knowledge of the listener's perceptual capabilities. This is an actively transformative relation with the digital twin potentials to create movement, transparency, and provocative activities in VEs. The chapter contains an original theoretical perspective complemented by several bibliographical references and links to the other book chapters that have contributed significantly to the proposal presented here.Comment: 46 pages, 5 figures. Pre-print version of the introduction to the book "Sonic Interactions in Virtual Environments" in press for Springer's Human-Computer Interaction Series, Open Access license. The pre-print editors' copy of the book can be found at https://vbn.aau.dk/en/publications/sonic-interactions-in-virtual-environments - full book info: https://sive.create.aau.dk/index.php/sivebook

    A Hybrid Computer Case Study for Unconventional Virtual Computing

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    Improvements in computer efficiency are not always due to increasing computation speed. The mouse and GUI approach to OS’s actually slowed down computation, but sped up computing. This paper highlights the concept of Unconventional Virtual Computation (UVC). With the increasing virtualization of computers, and the recognition that this year’s virtual computers are as fast as the hardware computers of 10 years ago, it becomes clear that we are only limited in our modes of computation by our imagination. A form of UVC is presented called Pulsed Melodic Affective Processing, which utilizes melodies to perform affective computations. PMAP makes computation more human-friendly by making it audible – a PMAP data stream sounds like the emotion it represents. A hybrid computation system is presented combining UVC PMAP with a Photonic Quantum Computer, in which the PMAP musico-logic circuit keeps the QC in a state of entanglement

    Corseto: A Kinesthetic Garment for Designing, Composing for, and Experiencing an Intersubjective Haptic Voice

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    We present a novel intercorporeal experience - an intersubjective haptic voice. Through an autobiographical design inquiry, based on singing techniques from the classical opera tradition, we created Corsetto, a kinesthetic garment for transferring somatic reminiscents of vocal experience from an expert singer to a listener. We then composed haptic gestures enacted in the Corsetto, emulating upper-body movements of the live singer performing a piece by Morton Feldman named Three Voices. The gestures in the Corsetto added a haptics-based \u27fourth voice\u27 to the immersive opera performance. Finally, we invited audiences who were asked to wear Corsetto during live performances. Afterwards they engaged in micro-phenomenological interviews. The analysis revealed how the Corsetto managed to bridge inner and outer bodily sensations, creating a feeling of a shared intercorporeal experience, dissolving boundaries between listener, singer and performance. We propose that \u27intersubjective haptics\u27 can be a generative medium not only for singing performances, but other possible intersubjective experiences
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