923 research outputs found
Adaptive Non-Linear High Gain Observer Based Sensorless Speed Estimation of an Induction Motor
International audienc
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 â October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
History of Computer Art
A large text presents the history of Computer Art. The history of the artistic uses of computers and computing processes is reconstructed from its beginnings in the fifties to its present state. It points out hypertextual, modular and generative modes to use computing processes in Computer Art and features examples of early developments in media like cybernetic sculptures, video tools, computer graphics and animation (including music videos and demos), video and computer games, pervasive games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than is usual in such histories. From October 2011 to December 2012 the chapters have been published successively in German (The English translation started in August 2013 and was completed in June 2014)
Abstracts of National PhD Students Days 2018 (NPSDâ2018) 1st Edition, May 4-5, 2018, UniversitĂ© Ibn Zohr Agadir Maroc, Ouarzazate, Morocco
Abstracts of National PhD Students Days 2018 (NPSDâ2018)
1st Edition, May 4-5, 2018, Université Ibn Zohr Agadir Maroc, Ouarzazate, Morocc
Change processes in relationships: a relational-historical research approach
Journal ArticleThis work was supported by grants to Alan Fogel from the National Institute of Health (R01 HD21036), the National Science Foundation (BNS9006756) and the National Institute of Mental Health (R01MH48680), and by a grant to Andrea Garvey from the National Science Foundation of Brazil (CNPq). We gratefully acknowledge the comments and suggestions of Yolanda van Beek, Antonella Brighi, George Butterworth, Ken Critchfield, Maria Luisa Genta, Shane Roller, Manuela Lavelli, Marc Lewis, Sarah Lucas, G. Christina Nelson-Goens, Marie-Germaine Pecheaux, Josette Ruel, Lisa Taylor, and Dankert Vedeler
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Immersion and interaction: Creating virtual 3d worlds for stage performances
This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This thesis formulates an approach towards the creation of a gesture activated and body movement controlled real time virtual 3d world in a dance performance context. It investigates immersion and navigation techniques derived from modern video games and methodologies and proposes how they can be used to further involve a performer into a virtual space as well as simultaneously offer a stimulating visual spectacle for an audience. The argument presented develops through practice-based methodology and artistic production strategies in interdisciplinary and collaborative contexts.
Two choreographic performance/installations are used as cases studies to demonstrate in practice the proposed methodologies. First, the interactive dance work Suna No Onna, created in collaboration with Birringer/Danjoux and the Dap Lab, investigates the use of interactive pre-rendered animations in a real time setting and in real time by incorporating wearable sensors in the performance. Secondly, the potentials offered by the sensor technology and real time rendering engines led to the âcreation scene", a key scene in the choreographic installation UKIYO (Moveable Worlds).
This thesis investigates the design, creation and interaction qualities of virtual 3d spaces by exploring the potentialities offered by a shared space, between an intelligent space and a dancer in a hybrid world. The methodology applied uses as a theoretical base the phenomenological approach of Merleau-Ponty and Mark Hansenâs mixed reality paradigm proposing the concept of the âspace schema", a system which replicates and embeds proprioception, perception and motility into the space fabric offering a world which âlivesâ, functions and interacts with the performer.
The outcome of the research is the generation of an interactive, non-linear, randomized 3d virtual space that collaborates with a technologically embedded performer in creating a 3d world which evolves and transforms, driven by the performerâs intention and agency. This research contributes to the field of interactive performance art by making transparent the methodology, the instruments and the code used, in a non-technical terminology, making it accessible for both team members with less technological expertise as well as artists aspiring to engage interactive 3d media promoting further experimentation and conceptual discussions
Heroism, Gaming, and the Rhetoric of Immortality
This dissertation examines rhetorics of heroism and immortality as they are negotiated through a variety of (new) media contexts. The dissertation demonstrates that media technologies in general, and videogames in particular, serve an existential or âdeath denyingâ function, which insulates individuals from the terror of mortality. The dissertation also discusses the hero as a rhetorical trope, and suggests that its relationship with immortality makes it a particularly powerful persuasive device. Chapter one provides a historical overview of the hero figure and its relationship with immortality, particularly within the context of ancient Greece. Chapter two examines the material means by which media technologies serve a death denying function, via âsymbolic immortalityâ (inscription), and the McLuhanian concept of extension. Chapter three examines the prevalence of the hero and villain figures in propaganda, with particular attention paid to the use of visual propaganda in the twentieth and twenty-first centuries. Chapter four situates the videogame as an inherently heroic, death denying medium; videogames can extend the playerâs sense of self, provide quantifiable victory criteria, and allow players to participate in âheroicâ events. Chapter five examines the soldier-as-hero motif as it appears in two popular genres, the First Person Shooter, and Role-Playing Game. Particular attention is paid to the Call of Duty series and The Elder Scrolls V: Skyrim. Chapter six outlines an âepistemological exercise,â which attempts to empirically test the claims made in the previous chapters via Terror Management Theory, an experimental paradigm which examines the relationship between mortality, self-esteem, and ideology. The conclusion discusses how videogames can contest prevailing views of the heroic, and calls for a departure from contemporary game design practices
Digital Humanities and Digital Media: Conversations on Politics, Culture, Aesthetics and Literacy
There is no doubt that we live in exciting times: Ours is the age of many âsilent revolutionsâ triggered by startups and research labs of big IT companies; revolutions that quietly and profoundly alter the world we live in. Another ten or five years, and self-tracking will be as normal and inevitable as having a Facebook account or a mobile phone. Our bodies, hooked to wearable devices sitting directly at or beneath the skin, will constantly transmit data to the big aggregation in the cloud. Permanent recording and automatic sharing will provide unabridged memory, both shareable and analyzable. The digitization of everything will allow for comprehensive quantification; predictive analytics and algorithmic regulation will prove themselves effective and indispensable ways to govern modern mass society. Given such prospects, it is neither too early to speculate on the possible futures of digital media nor too soon to remember how we expected it to develop ten, or twenty years ago. The observations shared in this book take the form of conversations about digital media and culture centered around four distinct thematic fields: politics and government, algorithm and censorship, art and aesthetics, as well as media literacy and education. Among the keywords discussed are: data mining, algorithmic regulation, sharing culture, filter bubble, distant reading, power browsing, deep attention, transparent reader, interactive art, participatory culture. The interviewees (mostly from the US, but also from France, Brazil, and Denmark) were given a set of common questions as well specific inquiries tailored to their individual areas of interest and expertise. As a result, the book both identifies different takes on the same issues and enables a diversity of perspectives when it comes to the intervieweesâ particular concerns.
Among the questions offered to everybody were: What is your favored neologism of digital media culture? If you could go back in history of new media and digital culture in order to prevent something from happening or somebody from doing something, what or who would it be? If you were a minister of education, what would you do about media literacy? What is the economic and political force of personalization and transparency in digital media and what is its personal and cultural cost? Other recurrent questions address the relationship between cyberspace and government, the Googlization, quantification and customization of everything, and the culture of sharing and transparency. The section on art and aesthetics evaluates the former hopes for hypertext and hyperfiction, the political facet of digital art, the transition from the âpassiveâ to âactiveâ and from âsocialâ to âtransparent readingâ; the section on media literacy discusses the loss of deep reading, the prospect of âdistant readingâ and âalgorithmic criticismâ as well as the response of the university to the upheaval of new media and the expectations or misgivings towards the rise of the Digital Humanities
Virtual Touch: Embodied Experiences of (dis)Embodied Intimacy in Mediatized Performance
In this dissertation, I explore a phenomenon I call virtual touch, in which embodied sensations of touch are felt through non-tactile senses. In the digital age, online interactivity has expanded the ways in which individuals experience connection, intimacy, and touch. Digital media, which have traditionally been thought of as disembodied, nevertheless have the ability to elicit intense feelings of touch. Through analysis of digital and virtual installation art, I examine the ways that non-tactile touch remains rooted in the embodied experience. The works I include in this study create a feeling of virtual touch through a co-functioning of the senses, and through what Brian Massumi terms âthe superiority of the analog,â in which all experience is inherently rooted in the body.
Grounded in Merleau-Pontyâs theory of the embodied subject, I focus on three broad categories of installation art, each of which creates an affective response of virtual touch through senses of sight and proprioception: telematic performance using video-conferencing technology, digitally reactive animations, and immersive sculptures of light designed to decenter the perceptual and visual senses. Along with works by artists Paul Sermon, Adrien M & Claire B, teamLab, and James Turrell, I include analyses of two research performances I created, Being Present (2016) and (dis)embodied in space (2019), both of which entangled live and mediatized bodies through telematic video technology. Each of the artworks that I include place an emphasis on the embodied experience, engaging bodies in interactions of virtual touch with other bodies, with digitally reactive artworks, and with light and space. Throughout this dissertation, I argue for a rethinking of concepts of touch, intimacy, and connection in the digital age
The techno-centred imagination: a multi-sited ethnographic study of technological human enhancement advocacy (THEA)
This thesis explores the social construction and performance of Technological Human Enhancement Advocacy through multi-sited ethnographically inspired participant observation across a range of sites. It argues that advocacy efforts surrounding the ideal of technological human enhancement share the ideational feature of Techno-centrism â an object-level belief embedded in the material present while simultaneously future-oriented and thus principally immaterial. This purposive neo-dualism blurs âreal' and âimagined' futures to satiate the materialist ontological grounding associated with the scientific worldview, while granting extended licence to more indulgent, compelling visions for technology as an enabler of affirmative, forward-facing action â including revivifying pursuit of humanist ideals associated with the modernisation project. The thesis makes contributions to three areas. Firstly, in substantive terms, it contributes towards sociological knowledge by detailing the intersubjective values, semiotic framing mechanisms and narrative tropes evoked to both justify and promote the notion of Technological Human Enhancement Advocacy (THEA), an area which remains under-researched.
Secondly, the thesis makes a theoretical contribution through its modelling of a non- spatially determined constant which recurs across sites associated with THEA: The Techno-centred Imagination (TCI). Finally, the thesis offers a methodological contribution through its novel and creative application of multi-sited research strategy for the study of non-spatially determined cultures of extreme support for science and technology. A 24-month programme of fieldwork was undertaken, comprising multi-locational participant-observation, interviews and surveys. The thesis concludes that far from being new, the emerging social forms associated with THEA capture ambivalences which have long cast a shadow over late-modern society and culture. Although TCI appears most pronounced in the practice of transhumanism â where it is acted out in extreme, almost hyperbolic ways â the phenomena mirrors broader concerns around the future of science, technology and human self-identity in the new millennium. As such, it is deserving of further study
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