scholarly journals A Meta-interactive Compositional Approach that Fosters Musical Emergence through Ludic Expressivity

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-32
Author(s):  
Mário Escarce Junior ◽  
Georgia Rossmann Martins ◽  
Leandro Soriano Marcolino ◽  
Elisa Rubegni

The concept of gamified interactive models and its novel extensions, such as playification, has been widely approached in order to engage users in many fields. In fields such as HCI and AI, however, these approaches were not yet employed for supporting users to create different forms of artworks, like a musical corpus. While allowing novel forms of interactivity with partially-autonomous systems, these techniques could also foster the emergence of artworks not limited to experts. Hence, in this paper we introduce the concept of meta-interactivity for compositional interfaces, which extends an individual's capabilities by the translation of an effort into a proficiency. We present how this approach can be effective through a novel system that enables non-experts to compose coherent musical pieces through the use of imagetic elements in a virtual environment. We conduct experiments with a population of musical experts and non-experts, showing that non-experts were able to learn and create high-quality musical productions through our interactive approach.

Author(s):  
Leo T.W. Hin ◽  
R. Subramaniam ◽  
Sharlene Anthony

A multimedia system based on the Cave Automated Virtual Environment is shown to be useful for learning science in the informal setting of a science center. Using the theme of water, concepts such as atomic structure, electron processing, bonding and phase transformations have been used to provide a framework for scaffolding content in a dynamic manner among students. The high quality visualizations, immersive experiences, interactivity and stereoscopic imagery in this virtual environment also contributes towards experiential learning, and it is suggested that this has constructivist implications.


2021 ◽  
Author(s):  
Débora Pereira ◽  
Arianna Bozzato ◽  
Paolo Dario ◽  
Gastone Ciuti

This paper was motivated by a critical need in <b>foodservice</b>: the ability to produce consistent and high-quality meals <i>ad-hoc</i>, without overloading the workers or harming their health. Robotic and autonomous systems are promising technologies to solve this. However, there is not a unified framework in robotics research focused on the professional foodservice environment. This paper provides <b>two tools for researchers and engineers in this field</b>: <b><i>(i)</i></b> a taxonomy of basic actions that foodservice workers perform during their physical tasks; and <i><b>(ii)</b></i> a systematic review of mechatronic systems being developed or already in use in foodservice. The taxonomy can be immediately useful to divide research and development by the classes of actions. In addition, we found specific categories of actions that have been rarely automated so far and need further investigation. The results of our review can be readily applied in industry, too: presently, most equipment is a custom-built machine with limited adaptiveness; when systems include industrial robots, cobots are being preferred; the implementation of collaborative operations between humans and robots is not common yet and its applicability may be suitable only for certain contexts; finally, we identify scientific publications introducing adaptive control strategies and movement policies for some actions that can be implemented today to achieve a more robust actuation.


Virtual Teams ◽  
2011 ◽  
pp. 316-342 ◽  
Author(s):  
Peter Murphy

Virtual teams need trust in order to function. Trust is an efficient way of gaining group cooperation. Online, trust is more effective than instruction or authority or status in getting people who are largely strangers to one another to work together. But trust is not a simple quality. The kind of trust that is the cement of distance relations of a global or virtual kind is different from the type of trust that binds face-to-face interactions and from the procedural kind of trust that operates in regional or national organizations of a traditional managerial kind. This study looks at the ways in which trust between virtual team members is generated. “Trust between strangers” is optimally generated when persons are allowed to self-organize complex orders and create objects and processes of high quality. Also looked at are the kinds of personalities best suited to working in a virtual collaborative environment. The study concludes that persons who prefer strong social or procedural environments will be less effective in a virtual environment. In contrast, self-steering (“stoic”) personality types have characteristics that are optimally suited to virtual collaboration.


2021 ◽  
Author(s):  
Débora Pereira ◽  
Arianna Bozzato ◽  
Paolo Dario ◽  
Gastone Ciuti

This paper was motivated by a critical need in <b>foodservice</b>: the ability to produce consistent and high-quality meals <i>ad-hoc</i>, without overloading the workers or harming their health. Robotic and autonomous systems are promising technologies to solve this. However, there is not a unified framework in robotics research focused on the professional foodservice environment. This paper provides <b>two tools for researchers and engineers in this field</b>: <b><i>(i)</i></b> a taxonomy of basic actions that foodservice workers perform during their physical tasks; and <i><b>(ii)</b></i> a systematic review of mechatronic systems being developed or already in use in foodservice. The taxonomy can be immediately useful to divide research and development by the classes of actions. In addition, we found specific categories of actions that have been rarely automated so far and need further investigation. The results of our review can be readily applied in industry, too: presently, most equipment is a custom-built machine with limited adaptiveness; when systems include industrial robots, cobots are being preferred; the implementation of collaborative operations between humans and robots is not common yet and its applicability may be suitable only for certain contexts; finally, we identify scientific publications introducing adaptive control strategies and movement policies for some actions that can be implemented today to achieve a more robust actuation.


Author(s):  
Bradley Vender ◽  
Otto Borchert ◽  
Ben Dischinger ◽  
Guy Hokanson ◽  
Phillip McClean ◽  
...  

One of the World Wide Web Instructional Committee (WWWIC) at North Dakota State University’s (NDSU) long running projects is the Virtual Cell, a desktop immersive virtual environment developed for biology education. The focus of the content in the Virtual Cell is cellular biology, and the underlying focus of the content modules is the scientific method and analytical reasoning. However, the technical challenges encountered during the course of the project include designing deployable server architectures, designing robust simulations, and developing high quality animations without losing interactivity.


Author(s):  
L. M. Chetoshnikova ◽  
N. I. Smolentsev ◽  
S. A. Chetoshnikov ◽  
G. V. Gusarov

The use of modern devices and technologies in power supply systems will provide consumers with high-quality energy. Especially effective in this direction will be the construction of autonomous systems using renewable energy sources and local smart grids. The coordinated work of all elements of systems and optimal control of energy flows is solved by mathematical modeling methods.


Author(s):  
AmirHossein MajidiRad ◽  
Yimesker S. Yihun

Abstract This study is aimed at reviewing the various literature on the robot-based rehabilitation and the associated technical issues, augmentation, utilization, and safeties. During recent years, Biorobotics and Collaborative Robots have played a remarkable role to provide fast, accurate and efficient therapy and assistance. Most of these robots are equipped with various types of devices to control the intensity, duration, and precision of the training while some feedback systems have also been used to monitor the efficiency of the process and help physicians and therapists to furnish a high quality treatment. Haptic devices, Electromyography (EMG)/Electroencephalography (EEG) sensors, virtual environment and other interactive approaches have been utilized to optimize the process and to investigate different mental as well as physiological aspects. This review paper provides a comprehensive background on the human robot interactions and their outcomes in medical settings and potential research areas in the domain.


2011 ◽  
pp. 1060-1077
Author(s):  
Bradley Vender ◽  
Otto Borchert ◽  
Ben Dischinger ◽  
Guy Hokanson ◽  
Phillip McClean ◽  
...  

One of the World Wide Web Instructional Committee (WWWIC) at North Dakota State University’s (NDSU) long running projects is the Virtual Cell, a desktop immersive virtual environment developed for biology education. The focus of the content in the Virtual Cell is cellular biology, and the underlying focus of the content modules is the scientific method and analytical reasoning. However, the technical challenges encountered during the course of the project include designing deployable server architectures, designing robust simulations, and developing high quality animations without losing interactivity.


2019 ◽  
Vol 6 (3) ◽  
pp. 279-289 ◽  
Author(s):  
Congyue Deng ◽  
Jiahui Huang ◽  
Yong-Liang Yang

AbstractModeling the complete geometry of general shapes from a single image is an ill-posed problem. User hints are often incorporated to resolve ambiguities and provide guidance during the modeling process. In this work, we present a novel interactive approach for extracting high-quality freeform shapes from a single image. This is inspired by the popular lofting technique in many CAD systems, and only requires minimal user input. Given an input image, the user only needs to sketch several projected cross sections, provide a “main axis”, and specify some geometric relations. Our algorithm then automatically optimizes the common normal to the sections with respect to these constraints, and interpolates between the sections, resulting in a high-quality 3D model that conforms to both the original image and the user input. The entire modeling session is efficient and intuitive. We demonstrate the effectiveness of our approach based on qualitative tests on a variety of images, and quantitative comparisons with the ground truth using synthetic images.


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