694 research outputs found
Magnetic field swimmer positioning
Several projects have tracked the movement of swimmers in pools using body worn inertial measurement units. In swimming, inertial sensing is subject to large amounts of drift and accumulated error which can only be corrected for after a complete length has been swum. In this article, we present a new method for tracking swimmers by detecting variations in the magnetic field caused by the structure of pools. This method is complementary to inertial positioning, as it allows the direct extraction of position without requiring post-processing, and unlike inertial sensing which loses accuracy over time, magnetic field tracking becomes increasingly accurate towards the end of a length
Touchomatic: interpersonal touch gaming in the wild
Direct touch between people is a key element of social behaviour. Recently a number of researchers have explored games which sense aspects of such interpersonal touch to control interaction with a multiplayer computer game. In this paper, we describe a long term, in-the-wild study of a two-player arcade game which is controlled by gentle touching between the body parts of two players. We ran the game in a public videogame arcade for a year, and present a thematic analysis of 27 hours of gameplay session videos, organized under three top level themes: control of the system, interpersonal interaction within the game, and social interaction around the game. In addition, we provide a quantitative analysis of observed demographic differences in interpersonal touch behaviour. Finally, we use these results to present four design recommendations for use of interpersonal touch in games
Urban Life Institute Newsletter August 1968
This is a newsletter from the Urban Life Institute of USF from August 19, 1968. The newsletter includes an estimate of incoming Black students, the Black Student Union\u27s involvement with Upward Bound, the first planned Black Cultural Week at USF, a BSU tutoring program, and an attempt at securing office space for the BSU
Generalized Logistic Models and its orthant tail dependence
The Multivariate Extreme Value distributions have shown their usefulness in
environmental studies, financial and insurance mathematics. The Logistic or
Gumbel-Hougaard distribution is one of the oldest multivariate extreme value
models and it has been extended to asymmetric models. In this paper we
introduce generalized logistic multivariate distributions. Our tools are
mixtures of copulas and stable mixing variables, extending approaches in Tawn
(1990), Joe and Hu (1996) and Foug\`eres et al. (2009). The parametric family
of multivariate extreme value distributions considered presents a flexible
dependence structure and we compute for it the multivariate tail dependence
coefficients considered in Li (2009)
Effects of compositional and microstructural variations on the mechanical and oxidation behavior of Mo-Si-B at elevated temperatures
Molybdenum matrix Mo-Si-B materials are promising candidates for high temperature applications in oxidizing environments. The three phase microstructure is an αMo matrix containing Mo3Si (A15) and Mo5SiB2 (T2) grains, resulting in high hot strength and creep resistance up to 1300C. At this temperature, the formation of a borosilicate surface scale from the two intermetallic phases provides oxidation resistance. Utilization of this material as structural components in gas turbines has the potential to increase the thermodynamic efficiency via increased turbine temperatures. Two efforts will be summarized which separately focused on improvements to the matrix plasticity and 1300C oxidation resistance. The matrix plasticity depends upon (1) the intrinsic ductile to brittle transition of the matrix phase and (2) the constraint placed upon its deformation by the intermetallic phases. To address these two factors, Mo-Si-B materials with varying metallic fractions were produced at reduced processing temperatures. Lowering the process temperatures reduces the amount of silicon solid solution and the subsequent degree of supersaturation. This is a significant factor in the intrinsic DBTT of molybdenum due to the embrittling effects of silicon. Additionally, the increased matrix volume fraction reduces the constraint on its plasticity, lowering the brittle to ductile transition temperature and increasing the toughness. The oxidation resistance was studied for a range of compositions in which the silicon to boron atomic ratio was varied from 1 to 5 and iron, nickel, cobalt, yttria, and manganese were included as minor additions. For the protective surface glass, a silica fraction of 80 to 85% was found to be necessary for the borosilicate to have a sufficiently high viscosity and low oxygen permeability. Higher viscosity compositions failed due to spallation of poorly attached, high silica scales. Lower viscosity compositions failed from continuous oxidation, either through open channels or molybdenum oxide bubbles. The additional minor additives substantially aided the initial spreading of the borosilicate
Designing the vertigo experience: vertigo as a design resource for digital bodily play
Vertigo can be described as an attempt to momentarily destroy the stability of perception and inflict a kind of voluptuous panic upon an otherwise lucid mind. Vertigo has, however, not been generally considered as a design resource and we believe it to be under-explored in the area of digital bodily play. To investigate how vertigo could be considered as a design resource in this context, we conducted a review of relevant literature and held a design workshop with nine students to explore the potential of vertigo as a design resource for digital bodily play. From our exploration we identify five key design themes that designers might consider when designing a Vertigo Experience. Through this work we hope to encourage designers of bodily play experiences to consider vertigo as a design resource in their games
Inner disturbance: towards understanding the design of vertigo games through a novel balancing game
The design space of vertigo games is under-explored, despite vertigo underlying many unique body based game experiences, such as rock climbing and dancing. In this paper we articulate the design and evaluation of a novel vertigo experience, Inner Disturbance, which uses Galvanic Vestibular Stimulation to affect the player’s balance. Following study observations and a thematic analysis of Inner Disturbance (N=10), we present four themes and associated design sensitivities that can be used to aid designers of future digital vertigo games. With this work we aim to encourage others to experiment within this exciting new design space for digital games
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