85 research outputs found

    Comparative analysis of the quality of recorded sound in the function of different recording formats

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    In article, the quality of the following encoders was analyzed: mp3, AAC, wma and OGG Vorbis. An original graphic method was used to carry out the quantitative research. It consists in comparing the number of pixels (representing data) between the spectrogram of a wav file and the spectrograms of files compressed with different codecs and bit rates. It has been shown that the Ogg Vorbis encoder retains the most data from the uncompressed wav sample in all tested bit rates (128KBit / s, 160KBit / s, 320KBit / s)

    Contactless interfaces in virtual reality

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    This work presents the results  research on interfaces enabling navigation in virtual reality. An original program presenting a typical museum gallery has been written. It implemented a number of different moving scenarios. The paper analyzes which of these methods is best for the user. The optimal speed was tested and determined, using the user feels comfortable and does not lose the sense of control over the program

    Comparison of the most popular operating systems in terms of functionalities

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    The main purpose of research is comparison of the following modern operating systems: Windows 10, Windows 11, MacOS Catalina and Linux Ubuntu 20.04 LTS. An analysis was made in terms of functionalities and time needed to perform basic activities. The systems were selected on the basis on performed popularity analysis, by using StatCounter [1] statistic. To study each operating system it was necessary to create two test stands corresponding to the requirements of the systems. Conducted research were divided on two sections. In the first one, analysis of the possessed functionalities, assessment of the advancement and ease of using them was performed. In the second section, examination was carried out to compare the operating system in terms of the time of performing specific activities

    Comparative analysis of interface sketch design tools in the context of User Experience

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    The design stage plays a significant role in software development. Making skeleton models helps to understand the specification and requirements of the product. Design tools, as well as any other tools, should focus on User Experience. The aim of the publication is to compare tools for sketching interfaces taking into account User Experience. The main criterion for the evaluation of the tools was a test consisting in measuring the time and distance of a computer mouse during the execution of a given application sketch in 8 selected tools. Then, the respondents assessed the possibilities and experiences resulting from working in a given tool. This was supplemented by the assessment of the technical criteria. Ultimately, the best and the worst tools were selected according to the research subgroups. The level of education has been proven to influence the evaluation of interface sketch design tools

    Comparative analysis of selected human-computer interfaces

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    This article deals with the comparison of two technologies for manipulating 3D objects in terms of ease of use, ergonomics and intuitiveness. The comparison was based on the results obtained from the outcome of test tasks and questionnaires performed on the group of 15 people. Detailed research and test scenarios and additional questionnaires have been made. Each of the respondents had the opportunity to familiarize themselves with the device by performing three tests in two test scenarios (one per device)

    Methods of creating realistic spaces – 3D scanning and 3D modelling

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    Article shows two modern methods of creating realistic 3D spaces. The comparison includes 3D scanning with FARO Focus 3D X330 and 3D modelling in Blender 2.8. Analysis of methods for creating realistic 3D spaces can be useful in many fields e.g.: architecture, 3D printing, games industry, visualization, criminalistics, reverse engineering or monument documentation. The paper also describes process of generating a chosen space for each method. Each of the two approaches is assessed in terms of the expenses, precision and degree of reflecting reality.. Article includes an analysis of encountered problems and their possible sources. The paper also evaluate usefulness and profitability for each method. A research was carried out and focused on degree of immersion for VR visualizations depending on the used method

    Wykorzystanie kontrolera Kinect do interakcji z uĪytkownikiem w VR

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    The article presents the author's method of studying human reaction to spatial sound. Public devices such as: Kinect sensor, Creativesurround sound set were used. A research method, method of analysis and necessary research scenarios were developed. In addition, twoquestionnaires were proposed: before and after the study. Next, the results of the research were developed and the conclusions were formulated on their basis.W artykule przedstawiono autorską metodę badania reakcji człowieka na dĨwięk przestrzenny. Wykorzystano ogólnodostępne urządzenia takie jakŚ sensor Kinect, zestaw dĨwięku przestrzennego Creative. Opracowano metodę badawczą, metodę analizy oraz niezbędnescenariusze badawcze. Ponadto zaproponowano dwie ankietyŚ przed i po badaniu. Następnie opracowano wyniki badań, a na ich podstawiesformułowano wnioski

    Wykorzystanie elektronicznego pulsometru oraz dĨwięku przestrzennego do interakcji z uĪytkownikiem w VR

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    Article shows a way of use an electronic heart rate monitor and surround sound to interact with user in virtual reality. The method ofinteract was presented on the basis of four scenarios. In the first two scenarios the behawior of objects in virtual reality depended on theindications of heart rate monitor in the next two scenarios heart rate monitor was just a measurer. The article attempts to find an answer to the question whether virtual reality affects the pulse of the examined person and whether surround sound affects the pulse of the examined person, and if so which factor influences the pulse to a greater extent. The individual resting pulse was measured and then was determined the pulse variability for each scenario. In the research, an analysis was carried for each person individually and collective analysis for each scenario. In addition, inference was also based on questionnaires before and after research.Artykuł przedstawia sposób wykorzystania elektronicznego pulsometru oraz dĨwięku przestrzennego do interakcji z uĪytkownikiem w wirtualnej rzeczywistoĞci. Sposób interakcji został przedstawiony na podstawie czterech scenariuszy badawczych. W dwóch pierwszych scenariuszach badawczych zachowanie obiektów wirtualnej rzeczywistoĞci zaleĪało od wskazań pulsometru, w kolejnych dwóch scenariuszach pulsometr był tylko miernikiem. W artykule starano się znaleźć odpowiedź na pytania czy wirtualna rzeczywistość wpływa na puls osoby badanej oraz czy dĨwięk przestrzenny wpływa na puls osoby badanej, a jeĪeli tak to, który z czynników w większym stopniu wpływa na puls. Dokonano pomiaru pulsu spoczynkowego kaĪdej osoby, a następnie wyznaczono zmiennoĞć pulsu dla kaĪdego scenariusza. W badaniach przeprowadzono analizę dla kaĪdej osoby indywidualnie, a takĪe zbiorczą dla kaĪdego ze scenariusza. Dodatkowo wnioskowanie oparte było równieĪ na ankietach przed badaniami i po badaniach

    Multi-Tool (LA-ICPMS, EMPA and XRD) Investigation on Heavy Minerals from Selected Holocene Peat-Bog Deposits from the Upper Vistula River Valley, Poland

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    Peat sediments represent important environmental and climatic archives, as well as recording information on the processes a ecting the formation of these deposits; combined these data can be used for paleoreconstruction of peat-bogs. In this paper we characterize heavy mineral-rich sandy layers from two peat-bog sites in Mizerów and Strumie´n (Poland). In both cases, the most common identified mineral suite is: epidote, staurolite, tourmaline (dravite and schörl), garnet, spinel, Al2SiO5 polymorphs (sillimanite, kyanite, andalusite), amphibole (mainly hornblende), pyroxene (e.g., richterite, diopside), perovskite, topaz, cordierite, apatite, monazite, chromite, ilmenite, chlorite, iron oxides, rutile and siderite. This mineral suite is characteristic of a metamorphic aureole surrounding a magmatic body. Pyrite is likely authigenic in origin. Apatite and monazite were employed for U-Pb and CHIME dating, respectively. Based on the U-Pb age information composition and textural features of selected minerals, di erent provenance areas were indicated: the Tatra Massif, the Bohemian Massif, and the Silesian Basin area. Transport of the investigated mineral phases was linked to development of both the Odra (praOdra) and the Vistula valleys

    Zróżnicowanie ekologiczne flory i roślinności wyrobiska po eksploatacji piasków "Siemonia"

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    The paper presented the ecological differentiations of flora and vegetation in the area of Siemonia sandpit. The investigations carried out the surfaces with spontaneous succession. The result of researches showed occurrences of 233 species of vascular plants which belonged in more 50 families. The diversity of species in the area is conditioned by phases/stages of vegetation succession, features of ground and exterior factors. There also were noticed the formation of initial plant associations which participations protected plant species
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