41,823 research outputs found

    Reconfiguring experimental archaeology using 3D reconstruction

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    Experimental archaeology has long yielded valuable insights into the tools and techniques that featured in past peoples’ relationship with the material world around them. We can determine, for example, how many trees would need to be felled to construct a large round-house of the southern British Iron Age (over one hundred), infer the exact angle needed to strike a flint core in order to knap an arrowhead in the manner of a Neolithic hunter-gatherer, or recreate the precise environmental conditions needed to store grain in underground silos over the winter months, with only the technologies and materials available to Romano-Briton villagers (see Coles 1973; Reynolds 1993). However, experimental archaeology has, hitherto, confined itself to rather rigid, empirical and quantitative questions such as those posed in these examples. This is quite understandable, and in line with good scientific practice, which stipulates that any ‘experiment’ must be based on replicable data, and be reproducible. Despite their potential in this area however, it is notable that digital reconstruction technologies have yet to play a significant role in experimental archaeology. Whilst many excellent examples of digital 3D reconstruction of heritage sites exist (for example the Digital Roman Forum project: http://dlib.etc.ucla.edu/projects/Forum) most, if not all, of these are characterized by a drive to establish a photorealistic re-creation of physical features. This paper will discuss possibilities that lie beyond straightforward positivist re-creation of heritage sites, in the experimental reconstruction of intangible heritage. Between 2010 and 2012, the authors led the Motion in Place Platform project (MiPP: http://www.motioninplace.org/), a capital grant under the AHRC's DEDEFI scheme developing motion capture and analysis tools for exploring how people move through spaces. In the course of MiPP, a series of experiments were conducted using motion capture hardware and software at the Silchester Roman town archaeological excavation in Hampshire, and at the Butser Ancient Farm facility, where Romano-British and Iron Age dwellings have been constructed according to the best experimental practice. As well as reconstructing such Roman and early British dwellings in 3D, the authors were able to use motion capture to reconstruct the kind of activities that – according to the material evidence – are likely to have been carried out by the occupants who used them. Bespoke motion capture suits developed for the project were employed, and the traces captured and rendered with a combination of Autodesk and Unity3D software. This sheds new light on how the reconstructed spaces - and, by inference, their ancient counterparts - were most likely to have been used. In particular the exercises allowed the evaluation and visualisation of changes in behaviour which occur as a result of familiarity with an environment and the acquisition of expertise over time; and to assess how interaction between different actors affects how everyday tasks are carried out

    Accounting for the Specious Present: A Defense of Enactivism

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    I argue that conscious visual experience is essentially a non-representational demonstration of a skill. The explication and defense of this position depends on both phenomenological and empirical considerations. The central phenomenological claim is this: as a matter of human psychology, it is impossible to produce a conscious visual experience of a mind-independent object that is sufficiently like typical cases, without including concomitant proprioceptive sensations of the sort of extra-neural behavior that allows us to there and then competently detect such objects. I then argue that this view, which is a version of enactivism, best explains the temporality of conscious experience—what is often called the specious present

    Sparse Inertial Poser: Automatic 3D Human Pose Estimation from Sparse IMUs

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    We address the problem of making human motion capture in the wild more practical by using a small set of inertial sensors attached to the body. Since the problem is heavily under-constrained, previous methods either use a large number of sensors, which is intrusive, or they require additional video input. We take a different approach and constrain the problem by: (i) making use of a realistic statistical body model that includes anthropometric constraints and (ii) using a joint optimization framework to fit the model to orientation and acceleration measurements over multiple frames. The resulting tracker Sparse Inertial Poser (SIP) enables 3D human pose estimation using only 6 sensors (attached to the wrists, lower legs, back and head) and works for arbitrary human motions. Experiments on the recently released TNT15 dataset show that, using the same number of sensors, SIP achieves higher accuracy than the dataset baseline without using any video data. We further demonstrate the effectiveness of SIP on newly recorded challenging motions in outdoor scenarios such as climbing or jumping over a wall.Comment: 12 pages, Accepted at Eurographics 201

    ConXsense - Automated Context Classification for Context-Aware Access Control

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    We present ConXsense, the first framework for context-aware access control on mobile devices based on context classification. Previous context-aware access control systems often require users to laboriously specify detailed policies or they rely on pre-defined policies not adequately reflecting the true preferences of users. We present the design and implementation of a context-aware framework that uses a probabilistic approach to overcome these deficiencies. The framework utilizes context sensing and machine learning to automatically classify contexts according to their security and privacy-related properties. We apply the framework to two important smartphone-related use cases: protection against device misuse using a dynamic device lock and protection against sensory malware. We ground our analysis on a sociological survey examining the perceptions and concerns of users related to contextual smartphone security and analyze the effectiveness of our approach with real-world context data. We also demonstrate the integration of our framework with the FlaskDroid architecture for fine-grained access control enforcement on the Android platform.Comment: Recipient of the Best Paper Awar

    Integrating art into bodily interactions : exploring digital art in HCI design to foster somaesthetic experiences

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    PhD ThesisMy interdisciplinary doctoral research of this thesis explored how interaction design – with a combination of digital art, body-centred practice and biophysical sensing technology – cultivates self-awareness and self-reflection to foster somaesthetic experiences in everyday walking. My research followed a Research through Design (RtD) approach to provide design artefacts as examples of research in the expanded territory of Somaesthetic Design, technology-enhanced body-centred practices and digital art applied in interaction design. Background research included a critical review of Affective Computing, the concept of somaesthetic experience, existing body-centred practices (e.g. mindfulness and deep listening), HCI designs for somaesthetic experiences, and interactive digital art applications (using biophysical data as input) to express bodily activities. In methodological terms the research could be summarized as a process of ‘making design theories’ (Redström, 2017) that draws upon a Research through Design (RtD) approach. The whole research process could be described with a ‘bucket’ model in making design theories (Redström, 2017): identified initial design space as the initial ‘bucket’; derived the first design artefact ‘Ambient Walk’ as a ‘fact’ to represent the initial design space and the cause of transitioning, re-accenting process from mindfulness to ‘adding a sixth-sense’ (i.e. to extend the initial ‘bucket’); the making of second design artefact ‘Hearing the Hidden’ as a ‘fact’ to represent the re-accented research rationale in designing for somaesthetic experience by ‘adding a sixth sense’. I followed a qualitative approach to evaluate individual user feedbacks on enhancing somaesthetic experiences, the aspects to be considered in designing for experiences, and how my design process contributed to refining design for experiences. At the end of this thesis, I discuss the findings from the two practical projects regarding the somaesthetic experiences that have been provoked during users’ engagement with ‘Ambient Walk’ and ‘Hearing the Hidden’; the inclusion of bodily interactions with surroundings in somaesthetic design; the use of ‘provotypes’ in experience-centred design practices; and the benefit of integrating digital art into technology for body-centred practices

    Retreating to nature : rethinking 'therapeutic landscapes'

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    There is a long history of removing oneself from ‘society’ in order to recuperate or repair. This paper considers a yoga and massage retreat in Southern Spain, and what opportunities this retreat experience might offer for recuperation and the creation of healthy bodies. The paper positions ‘nature’ as an active participant, and as ‘enrolled’ in the experiences of the retreat as a ‘therapeutic landscape’, and questions how and what particular aspects of yoga practice (in intimate relation with place) give rise to therapeutic experiences
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