202 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    The Rise of iWar: Identity, Information, and the Individualization of Modern Warfare

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    During a decade of global counterterrorism operations and two extended counterinsurgency campaigns, the United States was confronted with a new kind of adversary. Without uniforms, flags, and formations, the task of identifying and targeting these combatants represented an unprecedented operational challenge for which Cold War era doctrinal methods were largely unsuited. This monograph examines the doctrinal, technical, and bureaucratic innovations that evolved in response to these new operational challenges. It discusses the transition from a conventionally focused, Cold War-era targeting process to one optimized for combating networks and conducting identity-based targeting. It analyzes the policy decisions and strategic choices that were the catalysts of this change and concludes with an in depth examination of emerging technologies that are likely to shape how this mode of warfare will be waged in the future.https://press.armywarcollege.edu/monographs/1436/thumbnail.jp

    Seeing the City Digitally

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    This book explores what's happening to ways of seeing urban spaces in the contemporary moment, when so many of the technologies through which cities are visualised are digital. Cities have always been pictured, in many media and for many different purposes. This edited collection explores how that picturing is changing in an era of digital visual culture. Analogue visual technologies like film cameras were understood as creating some sort of a trace of the real city. Digital visual technologies, in contrast, harvest and process digital data to create images that are constantly refreshed, modified and circulated. Each of the chapters in this volume examines a different example of this processual visuality is reconfiguring the spatial and temporal organisation of urban life

    Social World Sensing via Social Image Analysis from Social Media

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    Social imagery, the visuals shared by users via various platforms and applications, may be analyzed to elicit something of massmind (and individual) thinking. This work involves the exploration of seven topics from various subject areas (global public health, environmentalism, human rights, political expression, and human predation) through social imagery and data from social media. The coding techniques involve manual coding, the integration of multiple social data streams, computational text analysis, data visualizations, and other combinations of approaches.https://newprairiepress.org/ebooks/1037/thumbnail.jp

    Seeing the City Digitally

    Get PDF
    This book explores what's happening to ways of seeing urban spaces in the contemporary moment, when so many of the technologies through which cities are visualised are digital. Cities have always been pictured, in many media and for many different purposes. This edited collection explores how that picturing is changing in an era of digital visual culture. Analogue visual technologies like film cameras were understood as creating some sort of a trace of the real city. Digital visual technologies, in contrast, harvest and process digital data to create images that are constantly refreshed, modified and circulated. Each of the chapters in this volume examines a different example of this processual visuality is reconfiguring the spatial and temporal organisation of urban life

    Advertising in computer games

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.Includes bibliographical references (leaves [67]-[74]).This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.by Ilya Vedrashko.S.M

    Ubiquity

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    From its invention to the internet age, photography has been considered universal, pervasive, and omnipresent. This anthology of essays posits how the question of when photography came to be everywhere shapes our understanding of all manner of photographic media. Whether looking at a portrait image on the polished silver surface of the daguerreotype, or a viral image on the reflective glass of the smartphone, the experience of looking at photographs and thinking with photography is inseparable from the idea of ubiquity—that is, the apparent ability to be everywhere at once. While photography’s distribution across cultures today is undeniable, the insidious logics and pervasive myths that have governed its spread demand our critical attention, now more than ever

    Strategic Latency Unleashed: The Role of Technology in a Revisionist Global Order and the Implications for Special Operations Forces

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    The article of record may be found at https://cgsr.llnl.govThis work was performed under the auspices of the U.S. Department of Energy by Lawrence Livermore National Laboratory in part under Contract W-7405-Eng-48 and in part under Contract DE-AC52-07NA27344. The views and opinions of the author expressed herein do not necessarily state or reflect those of the United States government or Lawrence Livermore National Security, LLC. ISBN-978-1-952565-07-6 LCCN-2021901137 LLNL-BOOK-818513 TID-59693This work was performed under the auspices of the U.S. Department of Energy by Lawrence Livermore National Laboratory in part under Contract W-7405-Eng-48 and in part under Contract DE-AC52-07NA27344. The views and opinions of the author expressed herein do not necessarily state or reflect those of the United States government or Lawrence Livermore National Security, LLC. ISBN-978-1-952565-07-6 LCCN-2021901137 LLNL-BOOK-818513 TID-5969

    Security and defence research in the European Union: a landscape review

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    This landscape report describes the state of play of the European Union’s policies and activities in security and defence and the EU-funded research aimed at supporting them, with an exclusive focus on intentional harm. It is organised around several thematic building blocks under the umbrella of the three core priorities defined in the European agenda on security. The report reviews the current main risks and threats but also those that may emerge within the next 5 years, the policy and operational means developed to combat them, the main active stakeholders and the EU legislation in force. In this context, a short history of EU research on security and defence is presented, followed by an inventory of relevant research and development projects funded under the Horizon 2020 framework programme during the period 2014-2018. The specific contributions of the Joint Research Centre to security research are also highlighted. Finally, future avenues for security and defence research and development are discussed. Please note that the executive summary of this landscape report has been published simultaneously as a companion document.JRC.E.7-Knowledge for Security and Migratio

    Proceedings, MSVSCC 2015

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    The Virginia Modeling, Analysis and Simulation Center (VMASC) of Old Dominion University hosted the 2015 Modeling, Simulation, & Visualization Student capstone Conference on April 16th. The Capstone Conference features students in Modeling and Simulation, undergraduates and graduate degree programs, and fields from many colleges and/or universities. Students present their research to an audience of fellow students, faculty, judges, and other distinguished guests. For the students, these presentations afford them the opportunity to impart their innovative research to members of the M&S community from academic, industry, and government backgrounds. Also participating in the conference are faculty and judges who have volunteered their time to impart direct support to their students’ research, facilitate the various conference tracks, serve as judges for each of the tracks, and provide overall assistance to this conference. 2015 marks the ninth year of the VMASC Capstone Conference for Modeling, Simulation and Visualization. This year our conference attracted a number of fine student written papers and presentations, resulting in a total of 51 research works that were presented. This year’s conference had record attendance thanks to the support from the various different departments at Old Dominion University, other local Universities, and the United States Military Academy, at West Point. We greatly appreciated all of the work and energy that has gone into this year’s conference, it truly was a highly collaborative effort that has resulted in a very successful symposium for the M&S community and all of those involved. Below you will find a brief summary of the best papers and best presentations with some simple statistics of the overall conference contribution. Followed by that is a table of contents that breaks down by conference track category with a copy of each included body of work. Thank you again for your time and your contribution as this conference is designed to continuously evolve and adapt to better suit the authors and M&S supporters. Dr.Yuzhong Shen Graduate Program Director, MSVE Capstone Conference Chair John ShullGraduate Student, MSVE Capstone Conference Student Chai
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