9,876 research outputs found
Immersive Composition for Sensory Rehabilitation: 3D Visualisation, Surround Sound, and Synthesised Music to Provoke Catharsis and Healing
There is a wide range of sensory therapies using sound, music and visual stimuli. Some focus on soothing or distracting stimuli such as natural sounds or classical music as analgesic, while other approaches emphasize the
active performance of producing music as therapy. This paper proposes an immersive
multi-sensory Exposure Therapy for people suffering from anxiety disorders, based on a rich, detailed surround-soundscape. This soundscape is composed to include the users’ own idiosyncratic anxiety triggers as a form of
habituation, and to provoke psychological catharsis, as a non-verbal, visceral and enveloping exposure. To accurately pinpoint the most effective sounds and to optimally compose the soundscape we will monitor the participants’ physiological responses such as electroencephalography, respiration, electromyography, and heart rate during exposure. We hypothesize that such physiologically optimized sensory landscapes will aid the development of future immersive therapies for various psychological conditions, Sound is a major trigger of anxiety, and auditory hypersensitivity is an extremely problematic symptom. Exposure to stress-inducing sounds can free anxiety sufferers from entrenched avoidance behaviors, teaching physiological coping strategies and encouraging resolution of the psychological issues agitated by the sound
Autonomous characters in virtual environments: The technologies involved in artificial life and their affects on perceived intelligence and playability of computer games
Computer games are viewed by academics as un֊grounded hack and patch experiments. "The industry lacks the formalism and requirement for a "perfect" solution often necessary in the academic world " [Woob]. Academic Artifical Intelligence (AI) is often viewed as un-implementable and narrow minded by the majority of ทon-AI programmer. "Historically, AI tended to be focused, containing detailed problems and domain-specific techniques. This focus makes for easier study - or engineering - of particular solutions. " [СһаОЗ .By implementing several well known AI techniques into the same gaming environment and judging users reactions this project aims to make links between the academic nature of AI, as well as investigate the nature of practical implementation in a gaming environment. An online Java implemented version of the 1970'ร classic Space Invaders has been developed and tested, with the Aliens being controlled by 6 different approaches to modelling AI functions. In total information from 334 individuals games was recorded. Different types of games AI can create highly varied gaming experience as highlighted by the range of values and high standard deviation values seen in the results. The link between complex behaviour, complex control systems and perceived intelligence was not supported. A positive correlation identified between how fun the users found the game and how intelligent they perceived the Aliens to be, would seem to be logical. As games get visually more and more impressive, the need for intelligent characters cannot be denied because it is one of the few way in which games can set themselves apart from the competition. Conclusions identified that computer games must remain focussed on their end- goal, that of producing a fun game. Whilst complex and clever AI can help to achieve it, the AI itself can never overshadow the end result
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
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
Graphical modelling of modular machines
This research is aimed at advancing machine design through specifying and implementing
(in "proof of concept" form) a set of tools which graphically model modular machines.
The tools allow mechanical building elements (or machine modules) to be selected and
configured together in a highly flexible manner so that operation of the chosen configuration
can be simulated and performance properties evaluated. Implementation of the tools
has involved an extension in capability of a proprietary robot simulation system. This research has resulted in a general approach to graphically modelling manufacturing machines
built from modular elements.
A focus of study has been on a decomposition of machine functionality leading to the establishment
of a library of modular machine primitives. This provides a useful source of
commonly required machine building elements for use by machine designers. Study has
also focussed on the generation of machine configuration tools which facilitate the construction
of a simulation model and ultimately the physical machine itself. Simulation aspects
of machine control are also considered which depict methods of manipulating a
machine model in the simulation phase. In addition methods of achieving machine programming
have been considered which specify the machine and its operational tasks.
Means of adopting common information data structures are also considered which can facilitate
interfacing with other systems, including the physical machine system constructed
as an issue of the simulation phase. Each of these study areas is addressed in its own context,
but collectively they provide a means of creating a complete modular machine design
environment which can provide significant assistance to machine designers.
Part of the methodology employed in the study is based on the use of the discrete event
simulation technique. To easily and effectively describe a modular machine and its activity
in a simulation model, a hierarchical ring and tree data structure has been designed and
implemented. The modularity and reconfigurability are accommodated by the data structure,
and homogeneous transformations are adopted to determine the spatial location and
orientation of each of the machine elements.
A three-level machine task programming approach is used to describe the machine's activities.
A common data format method is used to interface the machine design environment
with the physical machine and other building blocks of manufacturing systems (such as
CAD systems) where systems integration approaches can lead to enhanced product realisation.
The study concludes that a modular machine design environment can be created by employing
the graphical simulation approach together with a set of comprehensive configuration.
tools. A generic framework has been derived which outlines the way in which
machine design environments can be constructed and suggestions are made as to how the
proof of concept design environment implemented in this study can be advanced
Experiencing Belugas: Action selection for an interactive aquarium exhibit
This paper presents a case study of an action selection
system designed with adaptive techniques to create a
virtual beluga aquarium exhibit. The beluga interactive
exhibit uses a realistic 3D simulation system that
allows the virtual belugas, in a natural pod context, to
learn and alter their behavior based on contextual
visitor interaction. Ethogram information on beluga
behavior was incorporated into the simulation, which
uses physically based systems for natural whale
locomotion and water, artificial intelligence systems
including modified neural networks and a reactive
hierarchical action selection mechanism to simulate
real-time natural individual beluga and group behavior.
The beluga’s behavioral system consists of two layers:
a low-level navigation system and a high-level reaction
hierarchical action selection system. The system is
designed to be run on consumer level hardware while
maintaining real-time speeds
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Towards 3-D Sound: Spatial Presence and the Space Vacuum
This chapter demonstrates the evolution of relationships between sound design and music in cinematic representations of the interstellar space vacuum. Mera provides a framework for understanding how audiences believe they are physically present in the represented environment and argues that, in the late 2000s, we move towards three-dimensional (3-D) sound, an aesthetic and technical extension of the superfield and the ultrafield as defined by Chion and Kerins, respectively. 3-D Sound’s primary characteristic is the emancipation of music from a fixed sound-stage spatialization, resulting in greater fluidity between sound design and music. This chapter examines the relationship between two types of spatial presence, articulating both the audience’s suspension of disbelief within a film’s narrative world and the spatial presence of sound and music within a multichannel cinema environme
Serpent, Shadow, & Cyborg: Active Interpretation in a Sea of Information
This analysis discusses the themes and symbols presented in the short animated film Serpent, Shadow, and Cyborg by Sara Karl. Jungian theory about the archetype and shadow archetype are juxtaposed with Donna Haraway\u27s cyborg myth to subvert the notion of dualistic perception and focus on the process of interpretation. By interpreting symbols presented in stories, the mind engages in play, or practice, of engaging with the archetype so that it may better connect with information that is presented in various other forms in daily life. Dualistic perception is becoming ever more problematic in our society and harming the relationship with the archetype. The cyborg suggests a multifaceted sensory perception that can account and integrate all aspects of the archetype therefore balancing the health of the archetype
DataLev: Mid-air Data Physicalisation Using Acoustic Levitation
Data physicalisation is a technique that encodes data through the
geometric and material properties of an artefact, allowing users
to engage with data in a more immersive and multi-sensory way.
However, current methods of data physicalisation are limited in
terms of their reconfgurability and the types of materials that can
be used. Acoustophoresis—a method of suspending and manipulating materials using sound waves—ofers a promising solution
to these challenges. In this paper, we present DataLev, a design
space and platform for creating reconfgurable, multimodal data
physicalisations with enriched materiality using acoustophoresis.
We demonstrate the capabilities of DataLev through eight examples and evaluate its performance in terms of reconfgurability and
materiality. Our work ofers a new approach to data physicalisation, enabling designers to create more dynamic, engaging, and
expressive artefacts
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