16,256 research outputs found

    Graphic study and geovisualization of the old windmills of La Mancha (Spain)

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    In Spain, one can find geographical diversity and unique sites of great significance and cultural heritage. Many of the nation’s treasured places, however, have deteriorated or have even disappeared. What is left, then, should be studied and documented both graphically and infographically. It is important to preserve and document Spain’s unique locations, especially those related to vernacular heritage, to transhumance and visual impact assessment in many national infrastructures projects. Windmills are important examples of agro-industrial heritage and are sometimes found in the beds of streams and rivers but can also be found high in the hills. Their presence is constant throughout the Iberian Peninsula. These mills are no longer in use due to technological advances and the emergence of new grinding systems. The aim of this study was to present a specific methodology for the documentation of windmills, to create a graphical representation using computer graphics, as well as to disseminate knowledge of this agro-industrial heritage. This research has integrated graphic materials, including freehand sketches, photographs, digital orthophotos, computer graphics and multimedia in the creation of a specific methodology based on cutting-edge technology such as a digital photogrammetric workstation (DPW), global navigation satellite systems (GNSS), computer-aided design (CAD) and computer animation

    Experimental Approaches to the Composition of Interactive Video Game Music

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    This project explores experimental approaches and strategies to the composition of interactive music for the medium of video games. Whilst music in video games has not enjoyed the technological progress that other aspects of the software have received, budgets expand and incomes from releases grow. Music is now arguably less interactive than it was in the 1990’s, and whilst graphics occupy large amounts of resources and development time, audio does not garner the same attention. This portfolio develops strategies and audio engines, creating music using the techniques of aleatoric composition, real-time remixing of existing work, and generative synthesisers. The project created music for three ‘open-form’ games : an example of the racing genre (Kart Racing Pro); an arena-based first-person shooter (Counter-Strike : Source); and a real-time strategy title (0 A.D.). These games represent a cross-section of ‘sandbox’- type games on the market, as well as all being examples of games with open-ended or open-source code

    Sonic autoethnographies: personal listening as compositional context

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    This article discusses a range of self-reflexive tendencies in field recording, soundscape composition and studio production, and explores examples of sonic practices and works in which the personal listening experiences of the composer are a key contextual and compositional element. As broad areas for discussion, particular attention is given to soundscape composition as self-narrative (exploring the representation of the recordist in soundscape works) and to producing the hyperreal and the liminal (considering spatial characteristics of contemporary auditory experience and their consequences for sonic practice). The discussion then focuses on the specific application of autoethnographic research methods to the practice and the understanding of soundscape composition. Compositional strategies employed in two recent pieces by the author are considered in detail. The aim of this discussion is to link autoethnography to specific ideas about sound and listening, and to some tendencies in field recording, soundscape composition and studio production, while also providing context for the discussion of the author’s own practice and works. In drawing together this range of ideas, methods and work, sonic autoethnography is aligned with an emerging discourse around reflexive, embodied sound work

    Looking Good, Feeling Good – Tac Map: a navigation system for the blind

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    This paper describes the research and development of a navigation system for the blind that provides a tactile and visual language that can be understood by both sighted and blind users. It describes key work and issues in the development of graphical symbols and in particular the pioneering work of Neurath‟s ISOTYPES, as well as more specific communication systems for blind people. The paper focuses on the development of "TacMap‟, a navigation system for the blind. User engagement has been fundamental in the research and the paper discusses the methodology, the research findings and product‟s potential future opportunities and impact

    The ixiQuarks: merging code and GUI in one creative space

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    This paper reports on ixiQuarks; an environment of instruments and effects that is built on top of the audio programming language SuperCollider. The rationale of these instruments is to explore alternative ways of designing musical interaction in screen-based software, and investigate how semiotics in interface design affects the musical output. The ixiQuarks are part of external libraries available to SuperCollider through the Quarks system. They are software instruments based on a non- realist design ideology that rejects the simulation of acoustic instruments or music hardware and focuses on experimentation at the level of musical interaction. In this environment we try to merge the graphical with the textual in the same instruments, allowing the user to reprogram and change parts of them in runtime. After a short introduction to SuperCollider and the Quark system, we will describe the ixiQuarks and the philosophical basis of their design. We conclude by looking at how they can be seen as epistemic tools that influence the musician in a complex hermeneutic circle of interpretation and signification
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