scholarly journals A Study on Audio Feedback System for Engineering Test Satellite VII

2000 ◽  
Vol 36 (7) ◽  
pp. 609-618
Author(s):  
Yasufumi NAGAI ◽  
Shigeru TSUCHIYA ◽  
Takashi IIDA ◽  
Shinichi KIMURA
Author(s):  
Aparajithan Sivanathan ◽  
Mohamed Abdel-Wahab ◽  
Frederic Bosche ◽  
Theodore Lim

Introducing serious gaming systems (SGS) has the potential to enhance trainee experience and performance across the construction industry and its supply chain, such as mechanical engineering services. SGS as an ‘enabler’ in architectural engineering has received limited research in its role to assess and enhance the performance of its workforce. In a personnel high-risk environment, improving training standards to eliminate or reduce health and safety risks, in addition to providing an understanding of workers’ ergonomics, ensures sustainability of both the project and its workforce. This paper presents an activity tracking and feedback system that captures the physical activity of a construction worker climbing a ladder. Climbing is captured with a 3D motion capture system and processed in real-time to identify potential areas of underperformance. A simple and representative scoring method was established as a reporting method (game statistics) for giving feedback about the correctness of the activity. It can nonetheless be tuned to characterise and adjust to various complexity levels in-line with the required training standards. Furthermore, the motion data and feedback information are fed into a virtual gaming environment enabling the real-time visualisation of the trainee’s motion and experiential learning of the performance through visual and audio feedback. The gaming concepts are employed here with multiple purposes, particularly for accelerating and facilitating the learning process of the trainee. In addition to the 3D motion capturing system, this paper outlines and tests a proposed serious cyber-physical gaming system that incorporates wearable technologies that has the potential to support both construction training and practice.


1999 ◽  
Author(s):  
Yasufumi Nagai ◽  
Shinichi Kimura ◽  
Shigeru Tsuchiya ◽  
Takashi Iida

2015 ◽  
Vol 42 ◽  
pp. S73
Author(s):  
A. Ferrari ◽  
P. Ginis ◽  
A. Mirelman ◽  
E. Gazit ◽  
A. Nieuwboer ◽  
...  

Author(s):  
Lasse Kaila ◽  
Jouni Hyvonen ◽  
Markus Ritala ◽  
Ville Makinen ◽  
Jukka Vanhala

2019 ◽  
Vol 29 ◽  
pp. 37-39
Author(s):  
Lilac Atassi

An audio feedback system that iteratively uses a room as a sound filter can be an artistic medium generating fascinating sounds. In this system, the room is not the only component acting as a filter. The sound system component, i.e. the speaker and microphone, also can have a sizeable impact on the sound in each iteration. To make sure the relative influence of the room on the sound is revealed and not masked by the audio system, the author proposes using a common calibration method at the end of each iteration. The mathematical model of the system is used to explain the reasoning behind the use of this method. Following this procedure, the author conducted an experiment that shows sound interaction with the room over time being captured in the artwork.


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