5,395 research outputs found
Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality
Analisis Komparatif Respon Suara dari Algoritma Sederhana dan Algoritma Fuzzy di Saron Virtual Reality. Game virtual reality dengan konsep alat musik memerlukan respon suara yang dinamis karena musik tidak lepas dari perasaan manusia dalam memainkannya. Suara yang bagus dalam sebuah game tergantung pada kesesuaiannya dengan situasi game. Keterbatasan waktu dan tempat menjadi permasalahan dalam melakukan variasi perekaman sampel suara. Jika sampel suara yang diambil terbatas dan diterapkan dengan algoritma sederhana kemungkinan terdengar repetitif dan kurang sesuai dengan dinamika suara musik sesuai kehidupan nyata manusia. Oleh karena itu, pada penelitian ini dilakukan komparasi implementasi antara algoritma sederhana dengan algoritma fuzzy pada suara game Gamelan Saron. Metode pengolahan data yang digunakan adalah analisis komparatif dan data diperoleh dari hasil eksperimen responden. Pada skala persetujuan satu sampai lima, mayoritas responden setuju adanya perubahan signifikan yang lebih baik setelah diberikan algoritma fuzzy yang digambarkan dengan nilai rata-rata 4,1.Kata Kunci: suara, gamelan, Saron, dinamika, fuzzy
Comparative Analysis of Sound Response from Simple and Fuzzy Algorithm in Saron Virtual Reality. Virtual reality games with musical instruments require a dynamic sound response because playing the instrument requires real human feelings. A good sound in a game depends on its suitability for the game situation. Time and place limitations are a problem in recording variations in sound sample recording. If the sound samples taken are limited and a simple algorithm is applied, it may sound repetitive and not match the dynamics of music according to real human life. Therefore, in this study, a comparison of a simple algorithm with the fuzzy algorithm was carried out in the Gamelan Saron game. The data processing method used is a comparative analysis obtained from the experimental results of the respondents. On the agreement scale of one to five, most respondents agree that there is a better significant change after being given a fuzzy algorithm described by a mean value of 4.1.
Keywords: sound, gamelan, Saron, dynamics, fuzz
Neurocognitive Informatics Manifesto.
Informatics studies all aspects of the structure of natural and artificial information systems. Theoretical and abstract approaches to information have made great advances, but human information processing is still unmatched in many areas, including information management, representation and understanding. Neurocognitive informatics is a new, emerging field that should help to improve the matching of artificial and natural systems, and inspire better computational algorithms to solve problems that are still beyond the reach of machines. In this position paper examples of neurocognitive inspirations and promising directions in this area are given
DeReFrame: a design-research framework to study game mechanics and game aesthetics in an engineering design process
The main aim of this research is to study gaming techniques and elements that may
potentially be beneficial to the future development of CAD systems for engineering
design, in particular to maintain cognitive engagement. A design-research framework,
called DeReFrame, was employed to construct an experimental game-based CAD
framework exploring this. This research is based on reviews from the literature and
experimental studies and include quantitative and qualitative data analysis methods
measuring engineersâ performance and emotional responses.
The thesis presents the construction process of the framework (DeReframe) to study a
set of game mechanics and game aesthetics in an engineering design process and
compare this with the traditional CAD. The framework was used to design and
implement a game-based CAD system, called ICAD which was embedded with the
following game mechanics of Directional Goals, Progression, Performance-Feedback and
Rewards-Achievement.
The DeReFrame and ICAD evolved through the experimental studies. In each case,
selected game mechanics were at the core of each interaction and iteration which gave
rise to feelings of progress, competence and mastery. The final results from the
DeReFrame framework and ICAD indicated that gamified approaches should be included
in engineering design with CAD: in particular the game mechanics of performance
feedback and rewards-achievements influence engineersâ behaviour by supporting
them within the problem-solving process creating an engaging-challenging interaction.
In conclusion, this research has shown that a framework, that includes both engineering
requirements and gamified aspects into consideration, cam serve as a basis for
implementing game-based CAD to facilitate performance by providing engaging
experiences for engineers
Virtual Reality Games for Motor Rehabilitation
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 productâs 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
What is this thing called âheterodox economicsâ?
This paper conducts a type of meta-analysis of a sample of commentaries on heterodox economics, also drawing on biological literature and other treatments of classification. The paper contrasts what might be called a âclassicalâ category with a âmodernâ category and then analyses treatments of HE as a category. It is argued that though HE appears to be a complex object â and that authors recognise this â HE as a category is most often classical even though modern would appear more appropriate. That this is the case may reflect choices of levels of abstraction which in turn reflect instrumental purposes of influencing the reality of Economics. While arguments for the rejection of HE as a category are too strong, current treatments of HE are perhaps not careful enough in recognising its provisional and fluid nature. The paper considers these issues in turn.heterodox economics, taxonomy, complexity, meta-analysis
Assessing partnership alternatives in an IT network employing analytical methods
One of the main critical success factors for the companies is their ability to build and maintain an effective collaborative network. This is more critical in the IT industry where the development of sustainable competitive advantage requires an integration of various resources, platforms, and capabilities provided by various actors. Employing such a collaborative network will dramatically change the operations management and promote flexibility and agility. Despite its importance, there is a lack of an analytical tool on collaborative network building process. In this paper, we propose an optimization model employing AHP and multiobjective programming for collaborative network building process based on two interorganizational relationshipsâ theories, namely, (i) transaction cost theory and (ii) resource-based view, which are representative of short-term and long-term considerations. The five different methods were employed to solve the formulation and their performances were compared. The model is implemented in an IT company who was in process of developing a large-scale enterprise resource planning (ERP) system. The results show that the collaborative network formed through this selection process was more efficient in terms of cost, time, and development speed. The framework offers novel theoretical underpinning and analytical solutions and can be used as an effective tool in selecting network alternatives
How psychophysiology can aid the design process of casual games : a tale of stress, facial muscles, and paper beasts
Psychophysiological measurements have so far been used to express player experience quantitatively in game genres such as shooter games and race games. However, these methods have not yet been applied to casual video games. From a development point of view, games developed in the casual sector of the games industry are characterized by very short production cycles which make them ill-suited for complex and lengthy psychophysiological testing regimes.
This paper discusses some methodological innovations that lead to the application of psychophysiological measurements to enhance the design of a commercially released casual game for the Apple iPad, called âGua-Le-Niâ; or, The Horrendous Paradeâ. The game was tested in different stages of its development to dry-run a cycle of design improvements derived from psychophysiological data. The tests looked at the correlation between stress levels and the contraction of facial muscles with in-game performance in order to establish whether âGua-Le-Niâ offered the cognitive challenge, the learning curve, and the enjoyment the designers had in mind for this product. In this paper, we discuss the changes that were made topeer-reviewe
- âŠ