2,445 research outputs found
Recommended from our members
Astigmatism and Pseudoaccommodation in Pseudophakic Eyes
noAdvanced IOLs with circumferential zones of different power provide pseudoaccommodation. We investigated the potential for power variation with meridian, namely astigmatism, to provide pseudo-accommodation. With appropriate power and axis orientations, acceptable pseudo-accommodation can be achieved
Introduction to Gravity Models of Migration & Trade
This lesson introduces gravity models as a means for determining the probable distribution of entities across space in historical datasets. It does so through a case study of historical migration patterns.Peer reviewe
Recommended from our members
In The Care of Rabbits The Relationship of Chance, Icons, and Surreal Imagery in the Narrative of the Individual
Cassidy Robison
Abstract
In the following document I justify the context of my work and outline the development of a visual language and a narrative system. This system was developed through the utilization of chance and Dadaist deconstruction. Medieval Iconography, childrenās literature and media, surrealist imagery, and the works of painter Hieronymus Bosch influenced the imagery generated within this system. The purpose of the work was to develop paintings, which are translated into a deck of cards. Each image is ascribed meaning based of personal experiences and memories. Each card has a rule associated with it and interacts in a specific way with other cards. Random selection of cards provides opportunity for a limitless potential of future narrative paintings. Each painting is built upon icons and characters extracted from my own history and experience. The images and characters are shaped into icons, through paring-down elements and rebuilding in a stylized manner. This system is effective as it allows the viewer to decipher the meaning behind the imagery while bringing his or her own contexts and history to the work. The imagery of the paintings, the tangibility and utility of the cards, and, the specificity of the rules, all provide a viable framework for a system in which the truth of personal history becomes a fantastic and surreal narrative
Dermis
I create situations that hold onto spaces or things. That psychic energy can be transferred to a viewer. Iām curious about this transference and The Aesthetics of Disengagement and the empathetic nature of making work.
I often engage the viewer through overwhelm (such as: texturally, amount of objects, length of performance, mark makingā¦) to create anxiety/tension around a body or around how a body relates to space. To create this overwhelm, I use ritual, repetitive labor that is between obsessive and meditative. In this boundary, I wonder about whether art is healing or can be. Iām interested in creating spaces for the viewer that are nest, but also partially tenuous or, sometimes, trap-likeā comfortable and uncomfortable. This spatial and bodily tension parallels the Gothic genreās claustrophobic spaces and Elaine Scarry. Finally, Iām also curious, in relation to the extreme time scales I use, about the line between art and life.
The Puppets Look Like Flowers At Last
The urge to uncover aspects of human condition permeates my work, from the fundamental curiosity of a child tearing apart their doll to uncover what lies within to continuing a quest in uncovering basic human urges through my puppet animated dramas and tragedies. There is a controversial line between the childlike and the adult-like that can be ambiguous, and at some times more discernible while other times less. I create handcrafted stop-frame puppet animations that explore self-conscious emotions such as embarrassment, shame, and envy within unpredictable life scenarios. These are animations about inner life, attempting to resolve conflicting elements of the human psyche. At first glance, these puppets might appear scary, but upon closer observation the viewer may realize it is the puppet who is scared
Gaze in a real-world social interaction: A dual eye-tracking study
People communicate using verbal and non-verbal cues, including gaze cues. Gaze allocation can be influenced by social factors; however, most research on gaze cueing has not considered these factors. The presence of social roles was manipulated in a natural, everyday collaborative task while eye movements were measured. In pairs, participants worked together to make a cake. Half of the pairs were given roles (āChefā or āGathererā) and the other half were not. Across all participants we found, contrary to the results of static-image experiments, that participants spent very little time looking at each other, challenging the generalisability of the conclusions from lab-based paradigms. However, participants were more likely than not to look at their partner when receiving an instruction, highlighting the typical coordination of gaze cues and verbal communication in natural interactions. The mean duration of instances in which the partners looked at each other (partner gaze) was longer in the roles condition, and these participants were quicker to align their gaze with their partners (shared gaze). In addition, we found some indication that when hearing spoken instructions, listeners in the roles condition looked at the speaker more than listeners in the no roles condition. We conclude that social context can affect our gaze behaviour during a social interaction
Real-time Body Tracking and Projection Mapping in the Interactive Arts
Projection mapping, a subtopic of augmented reality, displays computer-generated light visualizations from projectors onto the real environment. A challenge for projection mapping in performing interactive arts is dynamic body movements. Accuracy and speed are key components for an immersive application of body projection mapping and dependent on scanning and processing time.
This thesis presents a novel technique to achieve real-time body projection mapping utilizing a state of the art body tracking device, Microsoftās Azure Kinect DK, by using an array of trackers for error minimization and movement prediction. The device\u27s Sensor and Bodytracking SDKs allow multiple device synchronization. We combine our tracking results from this feature with motion prediction to provide an accurate approximation for body joint tracking. Using the new joint approximations and the depth information from the Kinect, we create a silhouette and map textures and animations to it before projecting it back onto the user. Our implementation of gesture detection provides interaction between the user and the projected images.
Our results decreased the lag time created from the devices, code, and projector to create a realistic real-time body projection mapping. Our end goal was to display it in an art show. This thesis was presented at Burning Man 2019 and Delfines de San Carlos 2020 as interactive art installations
- ā¦