60,747 research outputs found

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    e-Health for Rural Areas in Developing Countries: Lessons from the Sebokeng Experience

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    We report the experience gained in an e-Health project in the Gauteng province, in South Africa. A Proof-of-Concept of the project has been already installed in 3 clinics in the Sebokeng township. The project is now going to be applied to 300 clinics in the whole province. This extension of the Proof-of-Concept can however give rise to security aws because of the inclusion of rural areas with unreliable Internet connection. We address this problem and propose a safe solution

    'The Coolest Way to Watch Movie Trailers in the World': Trailers in the Digital Age

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    At a time of uncertainty over film and television texts being transferred online and on to portable media players, this article examines one of the few visual texts that exist comfortably on multiple screen technologies: the trailer. Adopted as an early cross-media text, the trailer now sits across cinema, television, home video, the internet, games consoles, mobile phones and iPods. Exploring the aesthetic and structural changes the trailer has undergone in its journey from the cinema to the iPod screen, the article focuses on the new mobility of these trailers, the shrinking screen size, and how audience participation with these texts has influenced both trailer production and distribution techniques. Exploring these texts, and their technological display, reveals how modern distribution techniques have created a shifting and interactive relationship between film studio and audience

    Gamification in project management: experiences from business and training

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    Cada vez se aplican más conceptos de gamificación o ludificación en los más diversos ámbitos desde la salud, la enseñanza, el mundo empresarial, etc. En la misma forma, se pueden aplicar estrategias de gamificación para la Gestión de Proyectos. Este documento refleja la experiencia de aplicar distintos conceptos de gamificación en la práctica como la aplicación de lego serious play en las distintas etapas de la gestión de un proyecto: iniciación, planificación, ejecución y cierre de un proyecto en una empresa de ingeniería. Igualmente se muestra experiencias de aplicación de juegos de tablero en cursos de Gestión de Proyectos.More and more concepts of gamification or ludification are applied in the most diverse areas from health, education, the business world, etc. In the same way, gamification strategies can be applied for Project Management. This document reflects the experience of applying different concepts of gamification in practice such as the application of lego serious play in the different stages of project management: initiation, planning, execution and closing of a project in an engineering company. It also shows experiences of application of board games in courses of Project Management

    Octopus - an energy-efficient architecture for wireless multimedia systems

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    Multimedia computing and mobile computing are two trends that will lead to a new application domain in the near future. However, the technological challenges to establishing this paradigm of computing are non-trivial. Personal mobile computing offers a vision of the future with a much richer and more exciting set of architecture research challenges than extrapolations of the current desktop architectures. In particular, these devices will have limited battery resources, will handle diverse data types, and will operate in environments that are insecure, dynamic and which vary significantly in time and location. The approach we made to achieve such a system is to use autonomous, adaptable modules, interconnected by a switch rather than by a bus, and to offload as much as work as possible from the CPU to programmable modules that is placed in the data streams. A reconfigurable internal communication network switch called Octopus exploits locality of reference and eliminates wasteful data copies

    The CosmicWatch Desktop Muon Detector: a self-contained, pocket sized particle detector

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    The CosmicWatch Desktop Muon Detector is a self-contained, hand-held cosmic ray muon detector that is valuable for astro/particle physics research applications and outreach. The material cost of each detector is under $100 and it takes a novice student approximately four hours to build their first detector. The detectors are powered via a USB connection and the data can either be recorded directly to a computer or to a microSD card. Arduino- and Python-based software is provided to operate the detector and an online application to plot the data in real-time. In this paper, we describe the various design features, evaluate the performance, and illustrate the detectors capabilities by providing several example measurements.Comment: 11 pages, 8 figure
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