13,961 research outputs found

    Advanced Media Control Through Drawing: Using a graphics tablet to control complex audio and video data in a live context

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    This paper demonstrates the results of the authors’ Wacom tablet MIDI user interface. This application enables users’ drawing actions on a graphics tablet to control audio and video parameters in real-time. The programming affords five degrees (x, y, pressure, x tilt, y tilt) of concurrent control for use in any audio or video software capable of receiving and processing MIDI data. Drawing gesture can therefore form the basis of dynamic control simultaneously in the auditory and visual realms. This creates a play of connections between parameters in both mediums, and illustrates a direct correspondence between drawing action and media transformation that is immediately apparent to viewers. The paper considers the connection between drawing technique and media control both generally and specifically, postulating that dynamic drawing in a live context creates a performance mode not dissimilar to performing on a musical instrument or conducting with a baton. The use of a dynamic and physical real-time media interface re-inserts body actions into live media performance in a compelling manner. Performers can learn to “draw/play” the graphics tablet as a musical and visual “instrument”, creating a new and uniquely idiomatic form of electronic drawing. The paper also discusses how to practically program the application and presents examples of its use as a media manipulation tool

    Toward a Semiotic Framework for Using Technology in Mathematics Education: The Case of Learning 3D Geometry

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    This paper proposes and examines a semiotic framework to inform the use of technology in mathematics education. Semiotics asserts that all cognition is irreducibly triadic, of the nature of a sign, fallible, and thoroughly immersed in a continuing process of interpretation (Halton, 1992). Mathematical meaning-making or meaningful knowledge construction is a continuing process of interpretation within multiple semiotic resources including typological, topological, and social-actional resources. Based on this semiotic framework, an application named VRMath has been developed to facilitate the learning of 3D geometry. VRMath utilises innovative virtual reality (VR) technology and integrates many semiotic resources to form a virtual reality learning environment (VRLE) as well as a mathematical microworld (Edwards, 1995) for learning 3D geometry. The semiotic framework and VRMath are both now being evaluated and will be re-examined continuously

    Interactive visualisation and exploration of biological data

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    Diagrammatic Reasoning and Modelling in the Imagination: The Secret Weapons of the Scientific Revolution

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    Just before the Scientific Revolution, there was a "Mathematical Revolution", heavily based on geometrical and machine diagrams. The "faculty of imagination" (now called scientific visualization) was developed to allow 3D understanding of planetary motion, human anatomy and the workings of machines. 1543 saw the publication of the heavily geometrical work of Copernicus and Vesalius, as well as the first Italian translation of Euclid

    Modelling Cell Cycle using Different Levels of Representation

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    Understanding the behaviour of biological systems requires a complex setting of in vitro and in vivo experiments, which attracts high costs in terms of time and resources. The use of mathematical models allows researchers to perform computerised simulations of biological systems, which are called in silico experiments, to attain important insights and predictions about the system behaviour with a considerably lower cost. Computer visualisation is an important part of this approach, since it provides a realistic representation of the system behaviour. We define a formal methodology to model biological systems using different levels of representation: a purely formal representation, which we call molecular level, models the biochemical dynamics of the system; visualisation-oriented representations, which we call visual levels, provide views of the biological system at a higher level of organisation and are equipped with the necessary spatial information to generate the appropriate visualisation. We choose Spatial CLS, a formal language belonging to the class of Calculi of Looping Sequences, as the formalism for modelling all representation levels. We illustrate our approach using the budding yeast cell cycle as a case study

    An Arithmetization of Logical Oppositions

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    An arithmetic theory of oppositions is devised by comparing expressions, Boolean bitstrings, and integers. This leads to a set of correspondences between three domains of investigation, namely: logic, geometry, and arithmetic. The structural properties of each area are investigated in turn, before justifying the procedure as a whole. Io finish, I show how this helps to improve the logical calculus of oppositions, through the consideration of corresponding operations between integers

    Community-driven approaches to open source archaeological imaging

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    Hybrid 3D visualisations of archaeological sites: dynamic 3D visualisations of Harris Matrix data for rescue town excavations, Gdansk / Szafarnia site, Poland

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    In our solution a rich database model is used to represent stratigraphic data. This allows for the easy selection of ranges and types of data for visualisation. Using a simple data management application, several archaeologists can easily share the same dataset, enabling group work. Using a database management system for data storage instantly gives numerous benefits, which, among others, include efficient data representation, robust data access, transactional processing and data integrity constraints (verification of possible values, their constraints, their relationships, etc.). A prototype of an X-VR based Harris Matrix visualisation system has been developed. 3D diagrams can be displayed using standard VRML plug-ins to internet browsers without installing any specific software. The system has been tested on data from Gdańsk town excavations – Szafarnia (Schaferei) site

    Using airborne LiDAR Survey to explore historic-era archaeological landscapes of Montserrat in the eastern Caribbean

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    This article describes what appears to be the first archaeological application of airborne LiDAR survey to historic-era landscapes in the Caribbean archipelago, on the island of Montserrat. LiDAR is proving invaluable in extending the reach of traditional pedestrian survey into less favorable areas, such as those covered by dense neotropical forest and by ashfall from the past two decades of active eruptions by the Soufrière Hills volcano, and to sites in localities that are inaccessible on account of volcanic dangers. Emphasis is placed on two aspects of the research: first, the importance of ongoing, real-time interaction between the LiDAR analyst and the archaeological team in the field; and second, the advantages of exploiting the full potential of the three-dimensional LiDAR point cloud data for purposes of the visualization of archaeological sites and features
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