20,525 research outputs found

    The Performance of Knowledge: Pointing and Knowledge in Powerpoint Presentations

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    Dieser Beitrag ist mit Zustimmung des Rechteinhabers aufgrund einer (DFG gefƶrderten) Allianz- bzw. Nationallizenz frei zugƤnglich.This publication is with permission of the rights owner freely accessible due to an Alliance licence and a national licence (funded by the DFG, German Research Foundation) respectively.Powerpoint and similar technologies have contributed to a profound transformation of lecturing and presenting information. In focusing on pointing in powerpoint presentations, the article addresses aspects of this transformation of speech into 'presentations'. As opposed to popular attacks against powerpoint, the analysis of a large number of audio-visually recorded presentations (mainly in German) demonstrates the creativity of these 'performances', based on the interplay of slides (and other aspects of this technology), speech, pointing and body formations. Pointing seems to be a particular feature of this kind of presentation, allowing knowledge to be located in space. Considering powerpoint as one of the typical technologies of so-called 'knowledge societies', this aspect provides some indication as to the social understanding of knowledge. Instead of 'representing' reality, knowledge is defined by the circularity of speaking and showing, thus becoming presented knowledge rather than representing knowledge

    Virtual Meeting Rooms: From Observation to Simulation

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    Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting

    Virtual Meeting Rooms: From Observation to Simulation

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    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud As an example of social perception research in the VMR, we describe an experiment to assess human observersā€™ accuracy for head orientation

    Ambient Gestures

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    We present Ambient Gestures, a novel gesture-based system designed to support ubiquitous ā€˜in the environmentā€™ interactions with everyday computing technology. Hand gestures and audio feedback allow users to control computer applications without reliance on a graphical user interface, and without having to switch from the context of a non-computer task to the context of the computer. The Ambient Gestures system is composed of a vision recognition software application, a set of gestures to be processed by a scripting application and a navigation and selection application that is controlled by the gestures. This system allows us to explore gestures as the primary means of interaction within a multimodal, multimedia environment. In this paper we describe the Ambient Gestures system, define the gestures and the interactions that can be achieved in this environment and present a formative study of the system. We conclude with a discussion of our findings and future applications of Ambient Gestures in ubiquitous computing

    Sensing and mapping for interactive performance

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    This paper describes a trans-domain mapping (TDM) framework for translating meaningful activities from one creative domain onto another. The multi-disciplinary framework is designed to facilitate an intuitive and non-intrusive interactive multimedia performance interface that offers the users or performers real-time control of multimedia events using their physical movements. It is intended to be a highly dynamic real-time performance tool, sensing and tracking activities and changes, in order to provide interactive multimedia performances. From a straightforward definition of the TDM framework, this paper reports several implementations and multi-disciplinary collaborative projects using the proposed framework, including a motion and colour-sensitive system, a sensor-based system for triggering musical events, and a distributed multimedia server for audio mapping of a real-time face tracker, and discusses different aspects of mapping strategies in their context. Plausible future directions, developments and exploration with the proposed framework, including stage augmenta tion, virtual and augmented reality, which involve sensing and mapping of physical and non-physical changes onto multimedia control events, are discussed

    BitBox!:A case study interface for teaching real-time adaptive music composition for video games

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    Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ā€˜BitBox!ā€™, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications
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