1,416 research outputs found

    Geolocation Adaptive Music Player

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    date-added: 2017-12-22 20:02:39 +0000 date-modified: 2017-12-22 20:05:50 +0000 keywords: adaptive music, intelligent music player, semantic audio, feature extraction bdsk-url-1: https://smartech.gatech.edu/bitstream/handle/1853/54586/WAC2016-47.pdfdate-added: 2017-12-22 20:02:39 +0000 date-modified: 2017-12-22 20:05:50 +0000 keywords: adaptive music, intelligent music player, semantic audio, feature extraction bdsk-url-1: https://smartech.gatech.edu/bitstream/handle/1853/54586/WAC2016-47.pdfWe present a web-based cross-platform adaptive music player that combines music information retrieval (MIR) and audio processing technologies with the interaction capabilities offered by GPS-equipped mobile devices. The application plays back a list of music tracks, which are linked to geographic paths in a map. The music player has two main enhanced features that adjust to the location of the user, namely, adaptable length of the songs and automatic transitions between tracks. Music tracks are represented as data packages containing audio and metadata (descriptive and behavioral) that builds on the concept of Digital Music Object (DMO). This representation, in line with nextgeneration web technologies, allows for exible production and consumption of novel musical experiences. A content provider assembles a data pack with music, descriptive analysis and action parameters that users can experience and control within the restrictions and templates defined by the provider

    Utilising gamification approaches to derive crowd pattern/crowd context from aerial images of major events

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    Dissertation submitted in partial fulfilment of the requirements for the degree of Master of Science in Geospatial TechnologiesA large number of casualties occur during emergencies in highly-crowded public spaces of major events like annual anniversaries, religious festivals, big parties and football matches due to stampedes. It has been often observed that poor resource management is one of the key areas that could be improved to solve this problem. In this study,a geo-game-based approach has been adopted to alert responsible authorities of highly crowded regions as an early warning system and also provide them with optimal dispersal routes. In the Android-based game that was developed for this study, the players could draw polygons on real-time imageries of the area under study obtained from unmanned aerial vehicles and classify them into categories based on how crowded the region is. This data is submitted to a web server which is processed to find suitable least-cost routes by which the people in the crowded regions can be brought to safety in case of an emergency. The spatial distribution of people could be forwarded to appropriate authorities in-charge of the administration highlighting extremely crowded regions which need their attention thereby prompting redirection of security personnel. Additionally, the calculated dispersal routes could be used by them as suggestions to avoid a stampede and ensure safety in case the situation turns worse

    Standards for educational, edutainment, and developmentally beneficial computer games

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    The results of a comprehensive review of the body of research concerning the developmental and educational value of computer gaming for children is reported. Based on the review, design criteria are proposed for educational and edutainment computer games. In addition, a hierarchy of educational, edutainment, and entertainment game categories is introduced. It is argued that a standard educational labeling system is needed to assist parents and teachers with selecting computer games. A gap in the research is highlighted with regard to the affordances of computer games to facilitate the development of young children’s higher order thinking. It is recommended that further research be conducted to identify foundational educational theories for the design and assessment of games. And finally, it is argued that teachers need both training and encouragement to build the confidence required to guide computer game use

    Nü Soundworks: Using spectators smartphones as a distributed network of speakers and sensors during live performances

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    This paper presents the Nu ̈ framework. The objective of the framework is to provide composers with a tool to con- trol web-based audio processes on spectators smartphones during live performances. Connecting their devices to a web- page broadcasted by the performer’s laptop, spectators become part of the composition: from simple sound sources to active musicians. From a Max based interface, the performer can then control the behaviours of conceptual units, referred to as Nu ̈ modules, designed for live composition (distributed room reverb, granular synthesis, etc.). Each module is composed of a pair of JavaScript classes – one for the client, another for the server – relying on the Web Audio API for audio processing, and OSC messages for parameters control. Nu ̈ is an open source project based on the Soundworks framework

    How Should You plan Your App’s Features? Selecting and Prioritizing A Mobile App’s Initial Features Based on User Reviews

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    The app market is extremely competitive, with users typically having several alternative app possibilities. To attract and retain users, it is imperative for developers to consider the ratings and reviews their apps receive. App reviews frequently contain feature requests, sometimes hidden among complaints. Developers use these complaints and requests to improve their apps, thus increasing their rating which is incredibly important for attracting new users. Unfortunately, developers of new apps are at a severe disadvantage: They do not have the benefit of existing reviews, with only the reviews of similar apps to potentially rely upon. To address this problem, we conducted a study and developed a novel technique that extracts feature requests from similar, existing apps to help prioritize the features and requirements important in an initial app release. We compared different classification models in order to identify most appropriate classifier for classifying reviews category-wise. We found that there is not one single classifier that could have a higher accuracy than others for all categories.Our study also involved extracting features from user reviews in the Google Play store. The features were presented to 17 Android developers twice; once without applying our technique and once after applying our technique. Our proposed technique created a 48\% reduction in the number of features considered high priority by participants; helping developers focus on what features to consider for their apps. We surprisingly found that the frequency of requested features did not impact the developer\u27s decisions in prioritizing the features in the inclusion of new apps

    Investigating Flow, Presence, and Engagement in Independent Video Game Mechanics

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    Video games are being studied today more than ever before. The engagement that they generate with the user, if harnessed, is thought to have applications across numerous other fields. Educators especially wish to implement elements of gaming into supplemental activities to help further interest students in the learning process. Many claim that this is because classroom’s today are in direct contradiction with the real home life of students. Student’s today were born into the fast paced world of the digital realm, frequently multi-tasking between watching television, playing games, doing homework, and socializing. As educators begin to create game like experiences to drive student engagement they will seek to create interactions that foster the psychological phenomena of flow, presence, and engagement. Each of these three processes helps play a key role in what makes video games the attention-grabbing medium that they are. When creating games it would be beneficial to know which type of game mechanics reinforce these phenomena the most. The goal of this study is to investigate, Super Meat Boy and Limbo, two very similar games with very different mechanical representations and see which game is more engaging in these three areas. Twentynine participants played one of the two games for forty-five minutes, completed three separate measurements, and were observed throughout the process. The results were analyzed and found one game to indeed be more engaging than the other

    A Spectrum of Audience Interactivity for entertainment domains

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    The concept of audience interactivity has been rediscovered across many domains of storytelling and entertainment—e.g. digital games, in-person role-playing, film, theater performance, music, and theme parks—that enrich the form with new idioms, language, and practices. In this paper, we introduce a Spectrum of Audience Interactivity that establishes a common vocabulary for the design space across entertainment domains. Our spectrum expands on an early vocabulary conceptualized through co-design sessions for interactive musical performances. We conduct a cross-disciplinary literature review to evaluate and iterate upon this vocabulary, using our findings to develop our validated spectrum

    Channeling Passions: Developing a Successful Social Media Strategy

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    Libraries often struggle with developing a consistent message that communicates their relevance and value to their patrons. When it comes to a social media strategy it’s understood that consistency is an essential aspect in library branding, but how to do it? What measures need to be in place to decide to use new social media tools like Instagram and Pinterest? In 2012, Albertsons Library worked with Web and social media teams in the library and across the Boise State University campus to develop a strategy that works for today’s busy library staff and librarians. By channeling the passion of library staff members from units throughout the library, creating a shared calendar of themes, and asking for volunteers, the authors, who are the social media strategy coordinators, created a unified voice across all social media, the Library’s Web presence, and on the screen savers in the computer labs
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