63 research outputs found

    Evaluation of Haptic and Visual Cues for Repulsive or Attractive Guidance in Nonholonomic Steering Tasks.

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    Remote control of vehicles is a difficult task for operators. Support systems that present additional task information may assist operators, but their usefulness is expected to depend on several factors such as 1) the nature of conveyed information, 2) what modality it is conveyed through, and 3) the task difficulty. In an exploratory experiment, these three factors were manipulated to quantify their effects on operator behavior. Subjects ( n=15n = {{15}}) used a haptic manipulator to steer a virtual nonholonomic vehicle through abstract environments, in which obstacles needed to be avoided. Both a simple support conveying near-future predictions of the trajectory of the vehicle and a more elaborate support that continuously suggests the path to be taken were designed (factor 1). These types of information were offered either with visual or haptic cues (factor 2). These four support systems were tested in four different abstracted environments with decreasing amount of allowed variability in realized trajectories (factor 3). The results show improvements for the simple support only when this information was presented visually, but not when offered haptically. For the elaborate support, equally large improvements for both modalities were found. This suggests that the elaborate support is better: additional information is key in improving performance in nonholonomic steering tasks

    Archaeology of Digital Environments: Tools, Methods, and Approaches

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    Digital archaeologists use digital tools for conducting archaeological work, but their potential also lies in applying archaeological thinking and methods to understanding digital built environments (i.e., software) as contemporary examples of human settlement, use, and abandonment. This thesis argues for digital spaces as archaeological artifacts, sites, and landscapes that can be investigated in both traditional and non-traditional ways. At the core of my research is the fundamental argument that human-occupied digital spaces can be studied archaeologically with existing and modified theory, tools, and methods to reveal that human occupation and use of synthetic worlds is similar to how people behave in the natural world. Working digitally adds new avenues of investigation into human behavior in relation to the things people make, modify, and inhabit. In order to investigate this argument, the thesis focuses on three video game case studies, each using different kinds of archaeology specifically chosen to help understand the software environments being researched: 1) epigraphy, stylometry, and text analysis for the code-artifact of Colossal Cave Adventure; 2) photogrammetry, 3D printing, GIS mapping, phenomenology, and landscape archaeology within the designed, digital heritage virtual reality game-site of Skyrim VR; 3) actual survey and excavation of 30 heritage sites for a community of displaced human players in the synthetic landscape of No Man’s Sky. My conclusions include a blended approach to conducting future archaeological fieldwork in digital built environments, one that modifies traditional approaches to archaeological sites and material in a post/transhuman landscape. As humanity continues trending towards constant digital engagement, archaeologists need to be prepared to study how digital places are settled, used, and abandoned. This thesis takes a step in that direction using the vernacular of games as a starting point

    The Outer Space Film as a Mythology for Human Destiny

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    The modern outer space film uniquely explores the future and destiny of humanity as shown in 2001: A Space Odyssey, Contact, and Interstellar through their themes and invocation of the sublime. It functions as a modern mythology for human destiny

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    IKUWA6. Shared Heritage

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    Celebrating the theme ‘Shared heritage’, IKUWA6 (the 6th International Congress for Underwater Archaeology), was the first such major conference to be held in the Asia-Pacific region, and the first IKUWA meeting hosted outside Europe since the organisation’s inception in Germany in the 1990s. A primary objective of holding IKUWA6 in Australia was to give greater voice to practitioners and emerging researchers across the Asia and Pacific regions who are often not well represented in northern hemisphere scientific gatherings of this scale; and, to focus on the areas of overlap in our mutual heritage, techniques and technology. Drawing together peer-reviewed presentations by delegates from across the world who converged in Fremantle in 2016 to participate, this volume covers a stimulating diversity of themes and niche topics of value to maritime archaeology practitioners, researchers, students, historians and museum professionals across the world
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