8,317 research outputs found
Tangible user interfaces : past, present and future directions
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 ļ¬eld. 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
16th Sound and Music Computing Conference SMC 2019 (28–31 May 2019, Malaga, Spain)
The 16th Sound and Music Computing Conference (SMC 2019) took place in Malaga, Spain, 28-31 May 2019 and it was organized by the Application of Information and Communication Technologies Research group (ATIC) of the University of Malaga (UMA). The SMC 2019 associated Summer School took place 25-28 May 2019. The First International Day of Women in Inclusive Engineering, Sound and Music Computing Research (WiSMC 2019) took place on 28 May 2019. The SMC 2019 TOPICS OF INTEREST included a wide selection of topics related to acoustics, psychoacoustics, music, technology for music, audio analysis, musicology, sonification, music games, machine learning, serious games, immersive audio, sound synthesis, etc
Indexing, browsing and searching of digital video
Video is a communications medium that normally brings together moving pictures with a synchronised audio track into a discrete piece or pieces of information. The size of a āpiece ā of video can variously be referred to as a frame, a shot, a scene, a clip, a programme or an episode, and these are distinguished by their lengths and by their composition. We shall return to the definition of each of these in section 4 this chapter. In modern society, video is ver
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Measuring impact of academic research in computer and information science on society
Academic research in computer & information science (CIS) has
contributed immensely to all aspects of society. As academic
research today is substantially supported by various government
sources, recent political changes have created ambivalence
amongst academics about the future of research funding. With
uncertainty looming, it is important to develop a framework to
extract and measure the information relating to impact of CIS
research on society to justify public funding, and demonstrate the
actual contribution and impact of CIS research outside academia.
A new method combining discourse analysis and text mining of a
collection of over 1000 pages of impact case study documents
written in free-text format for the Research Excellence
Framework (REF) 2014 was developed in order to identify the
most commonly used categories or headings for reporting impact
of CIS research by UK Universities (UKU). According to the
research reported in REF2014, UKU acquired 83 patents in
various areas of CIS, created 64 spin-offs, generated Ā£857.5
million in different financial forms, created substantial
employment, reached over 6 billion users worldwide and has
helped save over Ā£1 billion Pounds due to improved processes etc.
to various sectors internationally, between 2008 and 2013
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Recommended from our members
An AudioWorklet-based signal engine for a live coding language ecosystem
This paper reports on early advances in the design of an ecosystem for creating new live coding languages, optimal for audio synthesis, machine learning and machine listening. We present the design rationale and challenges when applying the Web Audio API, and in particular, an AudioWorklet-based solution to refactoring our digital signal processing library Maximilian.js for our high-performance signal synthesis engine. Furthermore, we contribute with a new system implementation, engineered for modern web applications, and for the live coding community to design their own idiosyncratic languages and interfaces applying our signal engine. The evaluation shows that the system runs with high reliability, efficiency and low latency
- ā¦