839 research outputs found

    A multimodal framework for interactive sonification and sound-based communication

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    Generation of abstract geometric art based on exact aesthetics, gestalt theory and graphic design principles

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    In this thesis artificial intelligence ideas are applied to the domain of fine arts and especially modern art. First, we take a closer look at avant garde art movements of the late 19th and first half of the 20th century. After that, we make an analysis of the knowledge on which this art movement is partly based by considering the fields of aesthetics, gestalt psychology and graphic design. Having formalised general ideas about what a well-formed painting should consist of, we then look at ways of incorporate these ideas in a model for generating a composition. We design a formal framework to which we map the domain concepts. Based on the framework, we make a top-down knowledge decomposition. To demonstrate how our ideas can be applied in a practical situation, we have implemented a prototype system. Theoretically, this system is split up into the front-end part, in which the actual output is generated, and the back-end part, in which artificial intelligence techniques are applied to the actual concepts of composing an artwork. The front-end is partly based on the multimedia generation system called Cuypers, which was developed at the Centrum voor Wiskunde en Informatica (CWI) in Amsterdam. Cuypers was made to generate dynamic presentations and therefore generates XML, which subsequently is transformed into a desired format (XHTML, TIME, SMIL) using XSLT transformation stylesheets. Our system generates output in the Scalable Vector Graphics (SVG) format, which is an XML based standard for vector graphics and animation. The back-end part is based on the formal ideas about art described above. It is implemented in Eclipse Prolog. Finally, we discuss the artistic significance of our results. We conclude this thesis by discussing the advantages and disadvantages of the conceptual decisions, as well as suggesting directions for future research, including ideas for the evaluation of the generated composition

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    ISCR Annual Report: Fical Year 2004

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    Synchronous Digital Circuits as Functional Programs

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    Functional programming techniques have been used to describe synchronous digital circuits since the early 1980s and have proven successful at describing certain types of designs. Here we survey the systems and formal underpinnings that constitute this tradition. We situate these techniques with respect to other formal methods for hardware design and discuss the work yet to be done
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