401 research outputs found

    Review of three-dimensional human-computer interaction with focus on the leap motion controller

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    Modern hardware and software development has led to an evolution of user interfaces from command-line to natural user interfaces for virtual immersive environments. Gestures imitating real-world interaction tasks increasingly replace classical two-dimensional interfaces based on Windows/Icons/Menus/Pointers (WIMP) or touch metaphors. Thus, the purpose of this paper is to survey the state-of-the-art Human-Computer Interaction (HCI) techniques with a focus on the special field of three-dimensional interaction. This includes an overview of currently available interaction devices, their applications of usage and underlying methods for gesture design and recognition. Focus is on interfaces based on the Leap Motion Controller (LMC) and corresponding methods of gesture design and recognition. Further, a review of evaluation methods for the proposed natural user interfaces is given

    EXPLORING MATERIALITY BY CONSTRUCTING THE VISUAL THROUGH SOUND

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    This thesis provides an autoethnographic account of my exploration into sound and its capacity to shape the experience of materiality in audiovisual media. I demonstrate through film and installation works how different sound and image combinations facilitate ways of viewing that blur the boundary between seeing and hearing to form imaginative and engaging sensory experiences. The project expands on phenomenological frameworks examining the connection between embodiment and cinematic experiences, by positing how sound materiality is capable of manipulating the processes through which experience is formed. I argue that synchronous sound heightens or skews the experience a viewer has of visual objects, depending on the level of congruence observed between their respective materialities. The project has implications for the development of sound in video and artistic virtual reality works, where scoring techniques are sought to enhance immersion and expressive embodied experience. This project will be of particular interest to creative coders in the Processing and Csound community who seek to incorporate sound or visuals into their art works

    EXPLORING MATERIALITY BY CONSTRUCTING THE VISUAL THROUGH SOUND

    Get PDF
    This thesis provides an autoethnographic account of my exploration into sound and its capacity to shape the experience of materiality in audiovisual media. I demonstrate through film and installation works how different sound and image combinations facilitate ways of viewing that blur the boundary between seeing and hearing to form imaginative and engaging sensory experiences. The project expands on phenomenological frameworks examining the connection between embodiment and cinematic experiences, by positing how sound materiality is capable of manipulating the processes through which experience is formed. I argue that synchronous sound heightens or skews the experience a viewer has of visual objects, depending on the level of congruence observed between their respective materialities. The project has implications for the development of sound in video and artistic virtual reality works, where scoring techniques are sought to enhance immersion and expressive embodied experience. This project will be of particular interest to creative coders in the Processing and Csound community who seek to incorporate sound or visuals into their art works

    Xeero: A 3D Action-Puzzle-Platforming Game

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    This report discusses the design and development of Xeero, a 3D action-puzzle- platforming game constructed from our own custom engine, original art and sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. We explain the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal

    Xeero

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    This paper discusses the design and development of the action-puzzle-platforming game Xeero, constructed from our own custom engine, original art, and original sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. This paper discusses the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal

    Investigating User Experiences Through Animation-based Sketching

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