171 research outputs found

    Interactive Sonic Environments: Sonic artwork via gameplay experience

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    The purpose of this study is to investigate the use of video-game technology in the design and implementation of interactive sonic centric artworks, the purpose of which is to create and contribute to the discourse and understanding of its effectiveness in electro-acoustic composition highlighting the creative process. Key research questions include: How can the language of electro-acoustic music be placed in a new framework derived from videogame aesthetics and technology? What new creative processes need to be considered when using this medium? Moreover, what aspects of 'play' should be considered when designing the systems? The findings of this study assert that composers and sonic art practitioners need little or no coding knowledge to create exciting applications and the myriad of options available to the composer when using video-game technology is limited only by imagination. Through a cyclic process of planning, building, testing and playing these applications the project revealed advantages and unique sonic opportunities in comparison to other sonic art installations. A portfolio of selected original compositions, both fixed and open are presented by the author to complement this study. The commentary serves to place the work in context with other practitioners in the field and to provide compositional approaches that have been taken

    Supporting Collaborative Learning in Computer-Enhanced Environments

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    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested

    Determining principles for the development of virtual environments for future clinical applications

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    The aim of the present research was to determine a range of principles for the development of virtual natural environments (VNEs), using low-cost commercial-off-the-shelf simulation technologies, for bedside and clinical healthcare applications. A series of studies have been conducted to systematically investigate different aspects of the VNEs on a wide variety of participants, ranging from undergraduate and postgraduate students, hospital patients and clinicians, to West Country villagers. The results of these studies suggest that naturalistic environmental spatial sounds can have a positive impact on user ratings of presence and stress levels. High visual fidelity and real-world-based VNEs can increase participants’ reported ratings of presence, quality and realism. The choice of input devices also has a significant impact on usability with these types of virtual environment (VE). Overall, the findings provide a strong set of principles supporting the future development of VNEs. Highly transferrable tools and techniques have also been developed in order to investigate the exploitation of new digital technology approaches in the generation of believable and engaging real-time, interactive virtual natural environments that can be modified and updated relatively easily, thereby delivering a system that can be regularly modified and updated to meet the needs of individual patients

    An Interactive Augmented Reality Alphabet 3-Dimensional Pop-up Book For learning and Recognizing the English Alphabet

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    This document describes the process developing an Augmented Reality (AR) alphabet book mobile application. Using only an android phone camera, the child could view the superimposed virtual alphabet 3 dimensional objects in a fun and interactive manner using the marker-less physical alphabet book as the interaction tool. The reason behind choosing alphabet teaching as the topic of the book is that the Alphabet knowledge is the core knowledge of any language. It is a jump-start for children to start reading and recognizing words and sentences, thus learning the alphabet is extremely important, for many researchers, emphasizing on how early, child’s education shapes the child’s successful future. Though there are, a great deal of technology based alphabet books; parents still prefer buying the old style physical books or some might use a virtual technology based book application. The problem is that though the physical book possesses many benefits, that our generation and the generations long before us, have experienced, yet from the current generation children’s point of view, they may in fact find it dull and boring. For, it is commonly recognized, that the current generation children are surrounded all around by technology and gadgets, that can make them board, easily distracted, and may refuse to willingly use a plain non-technology book to learn, and if using a virtual application, they will lose the benefits offered by a physical book. Knowing this, the use of Augmented Reality should solve such a problem. For Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical book, combining the benefits of both and meeting the child and the parent midway. Although AR technology is not new, its possible potential in education is just beginning to be investigated. The main aim of this research is to develop an interactive 3-Dimentional alphabet pop-up book, and using digital storytelling, to help teach children to learn and recognize the alphabets. The objectives of the study are to enhance the interactions of the alphabet book, by creating an android application that contains animated interactive 3-Dimentional models, interactive sounds, songs and music. Furthermore, to investigate the use of digital storytelling (music, sounds), interactions and animation effect in learning engagement, through using the augmented reality technology. The scope of this project and research is very wide, it includes the 3D modeling, texturing, rigging & animation, book design and content decision research, furthermore, Augmented Reality and Android applicatio

    Virtual Reality Methods

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    ePDF and ePUB available Open Access under CC-BY-NC-ND licence. Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology

    Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective

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    The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices. To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms. In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal

    Audiovisual object

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    The ʻaudiovisual objectʼ is a fusion of sound object and visual object to create an identifiable perceptual phenomenon, which can be treated as a ʻbuilding blockʼ in the creation of audiovisual work based primarily on electroacoustic composition practice and techniques. This thesis explores how the audiovisual object can be defined and identified in existing works, and offers an examination of how it can be used as a compositional tool. The historical development of the form and the effect of the performance venue on audience immersion is also explored. The audiovisual object concept builds upon theories of electroacoustic composition and film sound design. The audiovisual object is defined in relation to existing concepts of the sound object and visual object, while synaesthesia and cross-modal perception are examined to show how the relationship between sound and vision in the audiovisual object can be strengthened. Electroacoustic composition and animation both developed through technological advances, either the manipulation of recorded sounds, or the manipulation of drawn/photographed objects. The key stages in development of techniques and theories in both disciplines are examined and compared against each other, highlighting correlations and contrasts. The physical space where the audiovisual composition is performed also has a bearing on how the work is perceived and received. Current standard performance spaces include acousmatic concert systems, which emphasize the audio aspect over the visual, and the cinema, which focuses on the visual. Spaces which afford a much higher level of envelopment in the work include hemispheric projection, while individual experience through virtual reality systems could become a key platform. The key elements of the audiovisual object, interaction between objects and their successful use in audiovisual compositions are also investigated in a series of case studies. Specific audiovisual works are examined to highlight techniques to create successful audiovisual objects and interactions. As this research degree is in creative practice, a portfolio of 4 composed works is also included, with production notes explaining the inspiration behind and symbolism within each work, along with the practical techniques employed in their creation. The basis for each work is a short electroacoustic composition which has then been developed with abstract 3D CGI animation into an audiovisual composition, demonstrating the development of my own practice as well as exploring the concept of the audiovisual object. The concept of the audiovisual object draws together existing theories concerning the sound object, visual perception, and phenomenology. The concept, the associated investigation of how audiovisual compositions have evolved over time, and the analysis and critique of case studies based on this central concept contribute both theory and creative practice principles to this form of artistic creativity. This thesis forms a basis for approaching the creative process both as a creator and critic, and opens up a research pathway for further investigation

    An Interactive Augmented Reality Alphabet 3-Dimensional Pop-up Book For learning and Recognizing the English Alphabet

    Get PDF
    This document describes the process developing an Augmented Reality (AR) alphabet book mobile application. Using only an android phone camera, the child could view the superimposed virtual alphabet 3 dimensional objects in a fun and interactive manner using the marker-less physical alphabet book as the interaction tool. The reason behind choosing alphabet teaching as the topic of the book is that the Alphabet knowledge is the core knowledge of any language. It is a jump-start for children to start reading and recognizing words and sentences, thus learning the alphabet is extremely important, for many researchers, emphasizing on how early, child’s education shapes the child’s successful future. Though there are, a great deal of technology based alphabet books; parents still prefer buying the old style physical books or some might use a virtual technology based book application. The problem is that though the physical book possesses many benefits, that our generation and the generations long before us, have experienced, yet from the current generation children’s point of view, they may in fact find it dull and boring. For, it is commonly recognized, that the current generation children are surrounded all around by technology and gadgets, that can make them board, easily distracted, and may refuse to willingly use a plain non-technology book to learn, and if using a virtual application, they will lose the benefits offered by a physical book. Knowing this, the use of Augmented Reality should solve such a problem. For Augmented Reality (AR) is considered the best of both worlds, where, real and virtual objects are combined in the real environment, that will allow the use of both technology based application and a traditional physical book, combining the benefits of both and meeting the child and the parent midway. Although AR technology is not new, its possible potential in education is just beginning to be investigated. The main aim of this research is to develop an interactive 3-Dimentional alphabet pop-up book, and using digital storytelling, to help teach children to learn and recognize the alphabets. The objectives of the study are to enhance the interactions of the alphabet book, by creating an android application that contains animated interactive 3-Dimentional models, interactive sounds, songs and music. Furthermore, to investigate the use of digital storytelling (music, sounds), interactions and animation effect in learning engagement, through using the augmented reality technology. The scope of this project and research is very wide, it includes the 3D modeling, texturing, rigging & animation, book design and content decision research, furthermore, Augmented Reality and Android applicatio
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