10 research outputs found

    Makers at School, Educational Robotics and Innovative Learning Environments

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    This open access book contains observations, outlines, and analyses of educational robotics methodologies and activities, and developments in the field of educational robotics emerging from the findings presented at FabLearn Italy 2019, the international conference that brought together researchers, teachers, educators and practitioners to discuss the principles of Making and educational robotics in formal, non-formal and informal education. The editors’ analysis of these extended versions of papers presented at FabLearn Italy 2019 highlight the latest findings on learning models based on Making and educational robotics. The authors investigate how innovative educational tools and methodologies can support a novel, more effective and more inclusive learner-centered approach to education. The following key topics are the focus of discussion: Makerspaces and Fab Labs in schools, a maker approach to teaching and learning; laboratory teaching and the maker approach, models, methods and instruments; curricular and non-curricular robotics in formal, non-formal and informal education; social and assistive robotics in education; the effect of innovative spaces and learning environments on the innovation of teaching, good practices and pilot projects

    Electroacústica: la expresión del gesto sonoro

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    El vínculo que existe entre la percepción sonora y la visual en entornos de creación musical ha constituido uno de los argumentos más recurrentes y naturales en cuanto a comprensión, análisis y valoración estética de una obra musical. Parámetros referentes al espacio, manipulación sensorial y cognitiva y gestualidad interpretativa, a través de dispositivos de registro e interacción, como sensores, establecen un marco renovado en los planteamientos de expresión musical. La investigación se ha realizado en 6 partes: en el ensayo O se presenta el contexto teórico, que definirá los caminos por los que discurrirá la investigación y en el que se acotarán los conceptos y planteamientos que servirán como cimiento en los siguientes 5 capítulos. Los siguientes 5 capítulos conforman la parte práctica. En el primer ensayo titulado Contrapunto Acusmático en Vivo se aborda el diseño y composición de una obra para soporte grabado (cinta) de tipo abierto en el que se cuestiona la flexibilidad y adaptabilidad de los medios fijados (fixed media) y el análisis de parámetros ajenos a la producción sonora. En este caso, una persona lee un poema asociado a una temática concreta (cultura Peranakan en Singapur). En el siguiente ensayo, TanGram, se investiga el escenario interpretativo de un cuarteto de percusión con electroacústica; en este se desarrolla una obra para 4 tam tams y 4 mandos de control remoto Wii de Nintendo, que los 4 intérpretes llevan asido al brazo y que permite explorar la gestualidad y las posibilidades expresivas en una interpretación musical para grupo instrumental con electrónica en vivo. En el tercer ensayo, Sonido Aumentado, se propone una instalación visual que reacciona al sonido y movimiento de los intérpretes de una formación jazzística; en este caso se crea un entorno sonoro de Realidad Aumentada. En el cuarto ensayo, Electroacústica y video--performanza, se investiga la creación musical electroacústica para una video--danza con un planteamiento y un perfil específico como es el site--specific. En el último ensayo, Espectromorfología y gesto visual, se investigan las concordancias y coherencias entre imagen y sonido a partir de los postulados de la espectromorfología del lenguaje electroacústico; el resultado de este ensayo dará lugar a la composición de la parte sonora de un video--documental titulado 'Manos que dan forma'.Perales Cejudo, CD. (2011). Electroacústica: la expresión del gesto sonoro [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/10686Palanci

    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Usabilidade pedagógica: um fator determinante na adoção do e-Learning no ensino superior

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    O artigo que apresentamos neste simpósio doutoral surge no âmbito do Curso de Doutoramento em Educação, especialidade em Tecnologias de Informação e Comunicação na Educação, do Instituto de Educação da Universidade de Lisboa. O estudo tem como objetivo principal propor e testar um modelo que permita explicar a intenção comportamental dos docentes do Ensino Superior aquando da adoção e uso continuado das plataformas de e-Learning. Para o efeito procura-se compreender o contributo da usabilidade pedagógica como fator determinante no processo de adoção da tecnologia

    The Music Sound

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    A guide for music: compositions, events, forms, genres, groups, history, industry, instruments, language, live music, musicians, songs, musicology, techniques, terminology , theory, music video. Music is a human activity which involves structured and audible sounds, which is used for artistic or aesthetic, entertainment, or ceremonial purposes. The traditional or classical European aspects of music often listed are those elements given primacy in European-influenced classical music: melody, harmony, rhythm, tone color/timbre, and form. A more comprehensive list is given by stating the aspects of sound: pitch, timbre, loudness, and duration. Common terms used to discuss particular pieces include melody, which is a succession of notes heard as some sort of unit; chord, which is a simultaneity of notes heard as some sort of unit; chord progression, which is a succession of chords (simultaneity succession); harmony, which is the relationship between two or more pitches; counterpoint, which is the simultaneity and organization of different melodies; and rhythm, which is the organization of the durational aspects of music
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