scholarly journals Kepler Concordia: Designing an Immersive Modular Musical and Scientific Instrument Using Novel Blockchain and Sonification Technologies in XR

Author(s):  
Kelly Snook ◽  
Tarik Barri ◽  
Joachim Goßmann ◽  
Jason Potts ◽  
Margaret Schedel ◽  
...  

This paper describes the first steps in the creation of a new scientific and musical instrument to be released in 2019 for the 400th anniversary of Johannes Kepler's Harmonies of the World, which laid out his three laws of planetary motion and launched the field of modern astronomy. Concordia is a musical instrument that is modularly extensible, with its first software and hardware modules and underlying framework under construction now. The instrument is being designed in an immersive extended-reality (XR) environment with scientifically accurate visualizations and datatransparent sonifications of planetary movements rooted in the musical and mathematical concepts of Johannes Kepler [1], extrapolated into visualizations by Hartmut Warm [2], and sonified. Principles of game design, data sonification/visualization optimization, and digital and analog music synthesis are used in the 3D presentation of information, the user interfaces (UX), and the controls of the instrument, with an optional DIY hardware “cockpit” interface. The instrument hardware and software are both designed to be modular and open source; Concordia can be played virtually without the DIY cockpit on a mobile platform, or users can build or customize their own interfaces, such as traditional keyboards, button grids, or gestural controllers with haptic feedback to interact with the system. It is designed to enable and reward practice and virtuosity through learning levels borrowed from game design, gradually building listening skills for decoding sonified information. The frameworks for uploading, verifying, and accessing the data; programming and verifying hardware and software module builds; tracking of instrument usage; and managing the instrument's economic ecosystem are being built using a combination of distributed computational technologies and peer-to-peer networks, including blockchain and the Interplanetary Filesystem (IPFS). Participants in Concordia fall into three general categories, listed here in decreasing degrees of agency: 1) Contributors; 2) Players; and 3) Observers. This paper lays out the broad structure of Concordia, describes progress on the first software module, and explores the creative, social, economic, and educational potential of Concordia as a new type of creative ecosystem.




Author(s):  
Joan J. Erickson

Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational implications include helping educators (a) select Internet math games with a heightened awareness of Internet games' motivational factors and concept-building potential during gameplay and (b) incorporate game-based technology to foster meaningful immersion when students explore mathematical concepts.





interactions ◽  
2013 ◽  
Vol 20 (2) ◽  
pp. 16-21 ◽  
Author(s):  
Dagmar Kern ◽  
Bastian Pfleging


Author(s):  
Tanasha Taylor ◽  
Shana Smith ◽  
Karljohan L. Palmerius

The goal of this research study was to develop a music therapy tool using a computer-generated harp which could provide users with visual, audio, and haptic feedback during interaction with the virtual instrument. Realistic 3D visual and haptic feedback was provided through immersion in a portable augmented reality-based system composed of a video see-through head mounted display (HMD) and a Sensable Phantom Omni haptic device. Users play the virtual harp by using the Phantom Omni haptic device to pluck or strum the strings of the harp. Users can also freely move the harp in the augmented reality environment to provide a more realistic experience, similar to that of playing a traditional musical instrument. The system will be used to provide interactive musical experiences and to develop motor skills among individuals with disabilities through music therapy. A virtual therapist feature was developed which can be used by a therapist without musical knowledge to observe a user during therapy exercises or by a user to engage in self-motivated therapy exercises outside the therapy room. With the virtual therapy feature, users can follow a simple pre-determined sequence of notes using color-coded strings. User testing was completed to study usability, therapeutic effectiveness, and patients’ therapy motivation.



Abjadia ◽  
2021 ◽  
Vol 6 (2) ◽  
pp. 144-159
Author(s):  
Devita Amalia ◽  
Dwi Noviani ◽  
M. Fadil Djamali ◽  
Imam Rofiki

Ethnomathematics are different ways of doing mathematics taking into account the academic mathematical knowledge developed by different sectors of society as well as taking into account the different modes in which different cultures negotiate their mathematical practices (ways of grouping, counting, measuring, designing tools, or playing). Based on this research, this study aims to describe the results of ethnomathematics exploration in Jember batik motifs. The method of analysis used in this research was a qualitative approac with an ethnographic design. Data collection techniques were observation, documentation, and interviews. This research was conducted at Rumah Batik Rolla Jember and Rezti'z Batik Tegalsari Ambulu Jember. The research was conducted for one week. The results of this study indicate that the ethnomathematics in the Jember batik motif has a philosophical value that describes the natural wealth of Jember Regency in each of its motifs, and there are mathematical concepts in the form of geometric transformation concepts (reflection, translation, rotation, and dilation) along with the concept of number patterns.



2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Frank Steinicke

The mission of the Immersive Media Group (IMG) is to develop virtual locomotion user interfaces which allow humans to experience arbitrary 3D environments by means of the natural walking metaphor. Traveling through immersive virtual environments (IVEs) by means of real walking is an important activity to increase naturalness of virtual reality (VR)-based interaction. However, the size of the virtual world often differs from the size of the tracked lab space so that a straightforward implementation of omni-directional and unlimited walking is not possible. Redirected walking is one concept to address this issue by inconspicuously guiding the user on a physical path that may differ from the path the user perceives in the virtual world. For example, intentionally rotating the virtual camera to one side causes the user to unknowingly compensate by walking on a circular arc into the opposite direction. In the scope of the LOCUI project, which is funded by the German Research Foundation, we analyze how gains of locomotor speed, turns and curvatures can gradually alter the physical trajectory with respect to the path perceived in the virtual world without the users observing any discrepancy. Thus, users can be guided in order to avoid collisions with physical obstacles (e.g., lab walls) or they can be guided to arbitrary locations in the physical space. For example, if the user approaches a virtual object, she can be guided to a real proxy prop that is registered to and aligned with its virtual counterpart. Hence, the user can interact with a virtual object by touching the corresponding real-world proxy prop that provides haptic feedback. Based on the results of psychophysical experiments we plan With such a user interface it becomes possible to intuitively interact with any virtual object by touching registered real-world props.



2020 ◽  
Vol 142 (12) ◽  
Author(s):  
Meera C S ◽  
Pinisetti Swami Sairam ◽  
Vineeth Veeramalla ◽  
Adarsh Kumar ◽  
Mukul Kumar Gupta

Abstract The design perspective of interfaces has strong implications on operator intuition and safety. Haptics enabled user interfaces can enhance operator skills and enhance interactivity. In this paper, an innovative method of haptic feedback in joysticks is presented for excavator control. Haptic illusion in the device is generated with the concept of the variable stiffness actuation mechanism. The force feedback (FFB) is rendered through “haptic links,” based on the effect of digging force at each joint. The stiffness in the device varies dynamically with the load and restricts the operator motion with a resistive torque in the range of 0–0.9 Nm. The haptic joystick aims to render high-fidelity kinesthetic feedback that can help to mitigate the operator error in loading operations. The user evaluation with the joystick showed an improvement of 40% in the volume of material removed and a significant drop in error rate related to force patterns and collisions.



Author(s):  
Len Annetta ◽  
James Minogue ◽  
Shawn Holmes ◽  
Meng-Tzu Cheng ◽  
Elizabeth Folta ◽  
...  

This chapter will provide concrete examples of how a research group at North Carolina State University is using case studies as the narrative/backstory for video game design and development. The chapter will begin with a background on video games for learning, followed by a description of case-based learning, and will conclude with five specific examples from games created through three different funded projects. The first example is a simulated case where a haptic feedback device was used to enhance student learning. The second case was derived from a video case on racial and ethical sensitivity. Cases on training and development for adult learners are explained in the next two descriptions. Finally, a case from a field trip was turned into a game for entomology students.



Author(s):  
Bruce H. Thomas

Cartoon animation techniques have previously been used to enhance the illusion of direct manipulation in 2D graphical user interfaces. In particular, animation may be used to convey a feeling of substance to the objects being manipulated by the user. To lay a solid framework for this work, an extensive review of current applications of animation to user interfaces is presented. This chapter goes on to present an expansion of the 2D animation concepts to the domain of 3D interfaces for multimedia and virtual reality. This chapter focuses on the improvement of the legibility of users’ actions in 3D multimedia and virtual reality applications, and details animation effects to support this legibility. In particular, I present animation effects for 3D graphical object manipulation. These effects include a standard set of 3D direct manipulation operations which have been extended to include animated visual feedback to add substance, operation cues for the user and constraint visualisation. The visual feedback effects using 3D warping can substitute for haptic feedback, as in the case of the squashing of an object when pressed against a wall, or the stretching of an object to show frictional forces. Finally, a pinning effect is explored for multiple users’ manipulating a common object in a collaborative environment.



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