435 research outputs found

    Interactive Museum

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    This project aims to initiate an effort for WPI to design and implement its own campus museum. A university museum should mean more than showing paintings or antiquated artifacts. In this manner this paper includes museum and exhibit ideas for WPI, which we believe would generate awareness and excitement to students, faculty, and visitors through interactive and involved concepts. Additionally, we will design attention-grabbing installations for presentation to the Worcester Art Museum. These exhibit ideas will combine art and technology to add a contemporary edge to the museum, attracting college students in the area. An adjacent goal of this Interactive Qualifying Project is to create an interactive exhibition for placement on the WPI campus

    Universal Event and Motion Editor for Robots\u27 Theatre

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    Most of work on motion of mobile robots is to generate plans for avoiding obstacles or perform some meaningful and useful actions. In modern robot theatres and entertainment robots the motions of the robot are scripted and thus the performance or behavior of the robot is always the same. In this work we want to propose a new approach to robot motion generation. We want our robot to behave more like real people. People do not move in mechanical way like robots. When a human is supposed to execute some motion, these motions are similar to one another but always slightly or not so slightly different. We want to reproduce this property based on the introduced by us new concept of probabilistic regular expression, a method to describe sets of interrelated similar actions instead of single actions. Our goal is not only to create motions for humanoid robots that will look more naturally and less mechanically, but also to program robots that will combine basic movements from certain library in many different and partially random ways. While the basic motions were created ahead of time, their combinations are specified in our new language. Although now our method is only for motions and does not take inputs from sensors into account, in future the language can be extended to input/output sequences, thus the robot will be able to adapt the motion in different ways, to some sets of sequences of input stimuli. The inputs will come from sensors, possibly attached to limbs of controlling humans from whom the patterns of motion will be acquired

    PABI: Developing a New Robotic Platform for Autism Therapy

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    Autism Spectrum Disorder affects many children across the world. Through the use of Applied Behavioral Analysis (ABA) therapy, improvements in behavior and social outcomes have been observed. We have developed a new, robust, and durable research platform designed to interact with children through basic ABA therapy in order to test the effectiveness of robots in autism therapy. This platform is able to log therapy sessions while interacting with the child in an innovative way through multiple degrees of freedom. The platform is also designed to be expandable by future researchers with the ability to integrate both additional actuators and sensors. Lastly, the entire structure is modular in its construction, meaning entire modules can be removed and added in the future with minimal effort

    Thirty-third Annual Symposium of Trinity College Research

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    2020 annual volume of abstracts for science research projects conducted by students at Trinity College

    Analyzing compositional strategies in video game music

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    Composers of music for video games face a unique set of challenges, including issues of interactivity, non-linearity, diegesis, and versatility. This study explores several possible correlations among these challenges and the compositional strategies used to address them (i.e., thematic attachment, adaptive seaming, and deliberate silence). These approaches are analyzed across several popular gaming genres to determine how composers devise and implement a combination of compositional methods that most appropriately amplify the player's sense of immersion. With thematic attachment, for instance, the composer draws upon the player's feelings of nostalgia that are developed through their exposure to previous games within a franchise. To develop a greater understanding of the representation of musical genre, one-on-one interviews and written correspondence with selected game composers (Joshua Mancell, Martin O'Donnell, and Trevor Gureckis) working in targeted types of games provided evidence to suggest and explore specific techniques they used to develop greater diegesis and immersion. Current scholarship focuses primarily on the cultural and psychological implications and influences associated with video game music. Developing a greater understanding of these three strategies and their various forms of implementation expands and helps to standardize the field of ludomusicology within the broader discipline of musicology.Includes bibliographical references

    SAGA: Smart gateway for adaptive environments

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    The development of adaptive environments has the main objective of providing well-being to an individual, improving the environmental conditions of indoor environments and facilitating/automating any activity. In order to implement such systems, the use of devices capable of intercommunication and acquisition of environment-related parameters around the user is essential. Using wireless sensor networks, it is possible to monitor the various quality indices of indoor environments that can be used to develop strategies to improve quality of life of the users in personalized way. In this dissertation, a system based on a wireless sensor network that analyses and improves the environmental quality of indoor spaces, as well as evaluating the health status of an individual is presented. The system acquires and acts upon air quality and illumination quality-related parameters, as well as physiological data of a user, using sensor nodes and actuators distributed throughout the environment. Several wireless communication protocols have been implemented to enable intercommunication between the several elements present in the sensor network, such as actuators, sensor nodes and a coordinating / gateway node. Several warning mechanisms have been configured to alert the user to the presence of factors that may endanger their health, namely the presence of pollutants and thermal conditions that may trigger respiratory distress. In order to provide real-time system control including additional warning mechanisms, data analysis, a dedicated web application has been developed for this system. The user can control the environment according with his own needs and preferences through profiles configuration. The whole process of system development, hardware, software, experimental tests and contributions are included in this dissertation.A criação de ambientes adaptativos tem o principal objetivo de providenciar o bem-estar a um indivíduo, melhorar as condições do ambiente em seu redor e de facilitar/automatizar qualquer atividade. De forma a implementar tais sistemas, a utilização de dispositivos com capacidade de intercomunicação e de recolha de parâmetros relacionados com o ambiente em redor do utilizador é essencial. Com a utilização de redes de sensores sem fios, é possível monitorizar os diversos índices de qualidade de um ambiente interior e dessa forma melhorar a qualidade de vida. Nesta dissertação será apresentado um sistema baseado numa rede de sensores sem fios que permite analisar e melhorar a qualidade ambiental de espaços interiores e avaliar o estado de saúde de um indivíduo. O sistema adquire e atua sobre parâmetros relacionados com a qualidade do ar e qualidade de iluminação, assim como dados fisiológicos de um utilizador, através da utilização de nós de sensores e atuadores distribuídos pelo ambiente. Foram implementados diversos protocolos de comunicação sem fios para possibilitar a intercomunicação com outros elementos da rede, nomeadamente o nó coordenador/gateway. Foram configurados diversos mecanismos de alerta de forma a avisar o utilizador para a presença de fatores que possam colocar em risco a sua saúde, nomeadamente a presença de poluentes e condições térmicas que possam desencadear desconforto respiratório. De forma a proporcionar uma análise de dados em tempo real, controlo do sistema e dispor de mecanismos de alerta adicionais, foi desenvolvida uma aplicação Web dedicada a este sistema. Através desta, o utilizador poderá tornar o ambiente adaptável às suas características e de acordo com as suas preferências, através da configuração de perfis. Todo o processo de desenvolvimento do sistema, hardware, software, testes experimentais e contribuições serão incluídos nesta dissertação

    The programmable LEGO brick : ubiquitous computing for kids

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1995.Includes bibliographical references (p. 87-88).by James Randal Sargent.M.S

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Circuits to control--learning engineering by designing LEGO robots

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1994.Includes bibliographical references (leaves 251-255).by Fred Garth Martin.Ph.D

    Review: Development and technical design of tangible user interfaces in wide-field areas of application

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    A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI's real-world applications sorted into ten main application areas-teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI's technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.Web of Science2113art. no. 425
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