82 research outputs found

    Virtual Reality Vertical Jump Measurement using Microsoft Kinectâ„¢ for Children (Kinect Vertex)

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    This research project studied the usability of vertical jump equipment for children and how it would work virtually using Microsoft Kinect. This research provides information on the vertical jump, and how it is directly concerned for the children. Based on the literature in this project, an in-depth analysis on vertical jumping and its measurement methods are also discussed. The advantages and disadvantages of different methods are highlighted to show the relevancy of the project. Besides that, this paper also covers the development of the vertical jump ability among children and the importance of harnessing the potential of their ability through a fun and exciting method vertical jumping testing that is virtual reality. The paper provides both the technical aspects of the project and the academic challenges in making the application enjoyable to children as a game and useful to researchers as an archiving tool. This system presents children with an attractive and intuitive interface, which they caninteract and record their physical attributes as well as vertical jump

    Virtual Reality Vertical Jump Measurement using Microsoft Kinectâ„¢ for Children (Kinect Vertex)

    Get PDF
    This research project studied the usability of vertical jump equipment for children and how it would work virtually using Microsoft Kinect. This research provides information on the vertical jump, and how it is directly concerned for the children. Based on the literature in this project, an in-depth analysis on vertical jumping and its measurement methods are also discussed. The advantages and disadvantages of different methods are highlighted to show the relevancy of the project. Besides that, this paper also covers the development of the vertical jump ability among children and the importance of harnessing the potential of their ability through a fun and exciting method vertical jumping testing that is virtual reality. The paper provides both the technical aspects of the project and the academic challenges in making the application enjoyable to children as a game and useful to researchers as an archiving tool. This system presents children with an attractive and intuitive interface, which they caninteract and record their physical attributes as well as vertical jump

    Copyright Protection of Operating Software, Copyright Misuse, and Antitrust

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    Copyright Protection of Operating Software, Copyright Misuse, and Antitrust

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    2006 NASA Range Safety Annual Report

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    Throughout 2006, Range Safety was involved in a number of exciting and challenging activities and events, from developing, implementing, and supporting Range Safety policies and procedures-such as the Space Shuttle Launch and Landing Plans, the Range Safety Variance Process, and the Expendable Launch Vehicle Safety Program procedures-to evaluating new technologies. Range Safety training development is almost complete with the last course scheduled to go on line in mid-2007. Range Safety representatives took part in a number of panels and councils, including the newly formed Launch Constellation Range Safety Panel, the Range Commanders Council and its subgroups, the Space Shuttle Range Safety Panel, and the unmanned aircraft systems working group. Space based range safety demonstration and certification (formerly STARS) and the autonomous flight safety system were successfully tested. The enhanced flight termination system will be tested in early 2007 and the joint advanced range safety system mission analysis software tool is nearing operational status. New technologies being evaluated included a processor for real-time compensation in long range imaging, automated range surveillance using radio interferometry, and a space based range command and telemetry processor. Next year holds great promise as we continue ensuring safety while pursuing our quest beyond the Moon to Mars

    Cash Box, September 27, 1969

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    The international music record weeklyPublication ceased with Nov. 199

    You are likely to be eaten by a grue: How computer games are consuming modern culture

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    Computer games represent an area of untapped, unappreciated potential in the human-computer relationship. Having long been considered low culture and unworthy of scholarly attention, the focus on games is intensifying as the field of ludology emerges. The first game was created forty years ago, and since then games have branched out from their traditionally young male user base and gained popularity with both adults and females. Violence in and addiction to games remain controversial topics, but the threat posed by games fades a bit in comparison to the fascinating insights they give us into literature, art, and cinema. Their cultural impact is also evidenced by the wave of nostalgia that is bringing back video games from the 1970\u27s and 80\u27s. Online gaming is changing the way people experience interactive entertainment in their homes, and massive multi-player online worlds are edging closer to becoming simulations of offline society. The significance of computer games can no longer be denied, and their future is bright as technology and game theory continue to create astounding and entertaining virtual worlds

    The Cord Weekly (March 12, 1997)

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