260 research outputs found

    High-level scripting environments for interactive multimedia systems

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    Thesis (M.S.)--Massachusetts Institute of Technology, Program in Media Arts & Sciences, 1996.Includes bibliographical references (leaves 174-176).by Stefan Panyiotis Agamanolis.M.S

    Isis, Cabbage and Viper : new tools and strategies for designing responsive media

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (p. 127-132).Responsive media are media that can sense and react intelligently to factors like presentation conditions or equipment, audience identity or profile, direct interaction, history or anticipation of involvement, and so on. The emergence of modern computational devices and communication networks, with their power to manipulate media signals and objects, has spurred the development of new forms of responsive media. But a lack of a broad framework for understanding the characteristics of and motivations for these media has resulted in computer-based design tools that do not mirror the character of our projects and working practices and, in turn, compromise our ability to communicate effectively with these media. This research strives to build such a framework and use it as a foundation for a suite of three new tools that better reflect the multi-layered, multi-sensory, and multi-person nature of responsive media. Aiming to rethink the principles underlying one of the most primary building blocks in the design process, the centerpiece of this suite, Isis, is a new programming language tailored to serve as a basis for responsive media.(cont.) The second tool, Cabbage, is an experiment in employing a purist form of case-based reasoning in a system for creating responsive graphical layouts. Lastly, Viper is a new tool for making responsive video programs that can re-edit themselves to adapt to different viewing situations. These tools seek to enable the development of complex and meaningful input-output relationships through simple, elegant interfaces that emphasize visibility, accessibility, and extensibility.by Stefan Panayiotis Agamanolis.Ph.D

    Designing Mediated Combat Play

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    ABSTRACT Supporting physical exertion is a growing trend in digital technology design. However, most experiences focus on bodily actions in which participants act independently of each other. In contrast, we focus on virtual body-to-body interactions between multiple participants, inspired by combat-oriented sports such as boxing that highlight the need to act while avoiding reciprocal bodily action. Mediating such body-to-body interactions with technology is challenging, particularly when participants are not colocated. Prior systems have often involved a mixture of novel physical interfaces and interactions through virtual avatars. This paper charts a design space for virtual combat play experiences and offers a set of design dimensions and recommendations for future systems. We draw on our experiences of designing and evaluating Remote Impact -a boxing-style exertion game involving aggressive bodily interaction with a large force-sensing projection surface. By expanding our knowledge of mediated exertion with an understanding of combat interactions we extend the social experience space of exertion play

    Is the writing on the wall for tabletops?

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    We describe an ethnographic study that explores how low tech and new tech surfaces support participation and collaboration during a workshop breakout session. The low tech surfaces were post-it notes and large sheets of paper. The new tech surfaces were writeable walls and a multi-touch tabletop. Four groups used the different surfaces during three phases: i) brief presentation of position papers and discussion of themes, ii) the creation of a group presentation and iii) a report back session. Participation and collaboration varied depending on the physical, technological and social factors at play when using the different surfaces. We discuss why this is the case, noting how new shareable surfaces may need to be constrained to invite participation in ways that are simply taken for granted because of their familiarity when using low tech materials

    Microbial neuraminidase induces a moderate and transient myelin vacuolation independent of complement system activation

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    Aims: Some central nervous system pathogens express neuraminidase (NA) on their surfaces. In the rat brain, a single intracerebroventricular (ICV) injection of NA induces myelin vacuolation in axonal tracts. Here, we explore the nature, the time course, and the role of the complement system in this damage. Methods: The spatiotemporal analysis of myelin vacuolation was performed by optical and electron microscopy. Myelin basic protein-positive area and oligodendrocyte transcription factor (Olig2)-positive cells were quantified in the damaged bundles. Neuronal death in the affected axonal tracts was assessed by Fluoro-Jade B and anti-caspase-3 staining. To evaluate the role of the complement, membrane attack complex (MAC) deposition on damaged bundles was analyzed using anti-C5b9. Rats ICV injected with the anaphylatoxin C5a were studied for myelin damage. In addition, NA-induced vacuolation was studied in rats with different degrees of complement inhibition: normal rats treated with anti-C5-blocking antibody and C6-deficient rats. Results: The stria medullaris, the optic chiasm, and the fimbria were the most consistently damaged axonal tracts. Vacuolation peaked 7 days after NA injection and reverted by day 15. Olig2+ cell number in the damaged tracts was unaltered, and neurodegeneration associated with myelin alterations was not detected. MAC was absent on damaged axonal tracts, as revealed by C5b9 immunostaining. Rats ICV injected with the anaphylatoxin C5a displayed no myelin injury. When the complement system was experimentally or constitutively inhibited, NA-induced myelin vacuolation was similar to that observed in normal rats. Conclusion: Microbial NA induces a moderate and transient myelin vacuolation that is not caused either by neuroinflammation or complement system activation

    Respiratory Insufficiency Correlated Strongly with Mortality of Rodents Infected with West Nile Virus

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    West Nile virus (WNV) disease can be fatal for high-risk patients. Since WNV or its antigens have been identified in multiple anatomical locations of the central nervous system of persons or rodent models, one cannot know where to investigate the actual mechanism of mortality without careful studies in animal models. In this study, depressed respiratory functions measured by plethysmography correlated strongly with mortality. This respiratory distress, as well as reduced oxygen saturation, occurred beginning as early as 4 days before mortality. Affected medullary respiratory control cells may have contributed to the animals' respiratory insufficiency, because WNV antigen staining was present in neurons located in the ventrolateral medulla. Starvation or dehydration would be irrelevant in people, but could cause death in rodents due to lethargy or loss of appetite. Animal experiments were performed to exclude this possibility. Plasma ketones were increased in moribund infected hamsters, but late-stage starvation markers were not apparent. Moreover, daily subcutaneous administration of 5% dextrose in physiological saline solution did not improve survival or other disease signs. Therefore, infected hamsters did not die from starvation or dehydration. No cerebral edema was apparent in WNV- or sham-infected hamsters as determined by comparing wet-to-total weight ratios of brains, or by evaluating blood-brain-barrier permeability using Evans blue dye penetration into brains. Limited vasculitis was present in the right atrium of the heart of infected hamsters, but abnormal electrocardiograms for several days leading up to mortality did not occur. Since respiratory insufficiency was strongly correlated with mortality more than any other pathological parameter, it is the likely cause of death in rodents. These animal data and a poor prognosis for persons with respiratory insufficiency support the hypothesis that neurological lesions affecting respiratory function may be the primary cause of human WNV-induced death

    Equal opportunities: Do shareable interfaces promote more group participation than single users displays?

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    Computers designed for single use are often appropriated suboptimally when used by small colocated groups working together. Our research investigates whether shareable interfaces–that are designed for more than one user to inter-act with–can facilitate more equitable participation in colocated group settings compared with single user displays. We present a conceptual framework that characterizes Shared Information Spaces (SISs) in terms of how they constrain and invite participation using different entry points. An experiment was conducted that compared three different SISs: a physical-digital set-up (least constrained), a multitouch tabletop (medium), and a laptop display (most constrained). Statistical analyses showed there to be little difference in participation levels between the three conditions other than a predictable lack of equity of control over the interface in the laptop condition. However, detailed qualitative analyses revealed more equitable participation took place in the physical-digital condition in terms of verbal utterances over time. Those who spoke the least contributed most to the physical design task. The findings are discussed in relation to the conceptual framework and, more generally, in terms of how to select, design, and combine different display technologies to support collaborative activities
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