Harrison, Dew (CHArt (Computers and the History of Art), 2005)
The paper explores the activity of archiving within the field of fine art and museum studies with particular emphasis on the digital archive and new media database. Harrison identifies and develops new forms of digital archiving within curatorial projects, art-based collaborations, and Conceptual Art works. These archival forms are not constructed by information scientists or museum professionals, but by artists.
Dalgleish, Mat; Payne, Chris (Group for Learning in Art & Design (GLAD), 2015-12)
The role of computing within the National Curriculum framework has changed dramatically in recent times. Traditionally, the computing curriculum in schools focussed on software competency and proficiency in common but basic tasks such as word processing, delivered through the subject of Information Communication Technology (ICT). In other words, students became perfunctory but perhaps uninspired end users, closely tied to ubiquitous commercial packages such as Microsoft Office. However, in September 2014, then Education Secretary Michael Gove made significant changes to the National Curriculum that affected both primary and secondary education in the UK. This has consisted in essence of an enforced shift from the prior ICT model to one that, at least in theory, embraces coding as a fundamental tenet of computing (i.e. active creation rather than end use, closely related to Rushkoff’s notion of “programmed or be programmed” ) and promotes computational thinking more broadly . For instance, Key Stage 1 now asks that students actively consider program structure and sequential design as well as demonstrate core competency . The inclusion of computational thinking seems particularly prescient and important: if the ability to cheaply outsource the drudgery of basic software development (particularly to the far east) may mean that the ability to code is, in and of itself, becoming less important from a UK labour perspective, it could be argued that students able to adopt a computational mindset, may be better prepared to apply computing principles to a range of scenarios.
Grimshaw, Mark; Schott, Gareth (Digital Games Research Association (DiGRA), 2007)
To date, little has been written on digital game sound as Games Studies has almost exclusively treated and discussed digital games as a visual medium. This paper explores how sound possesses the ability to create perceptions of a variety of spaces within the game world, thus constituting a significant contributing factor to player immersion. Focusing on First-Person Shooters (FPS), we argue that player(s) and soundscape(s), and the relationships between them, may be usefully construed and conceptualized as an acoustic ecology. An argument is presented that, even though its sonic palette may be smaller, the FPS acoustic ecology emulates real world ecologies as players form a vital component in its construction and maintenance. The process of building a conceptual framework for understanding and testing the function of game sound as an acoustic ecology is broadly outlined, involving the application and extension of a disparate range of media sound theories in addition to the construction of new concepts to account for the unique features of the interactive medium of FPS games.
Grimshaw, Mark (University of Wolverhampton, School of Computing and Information Technology, 2007)
One of the aims of modern First-Person Shooter (FPS) design is to provide an immersive experience to the player. This paper examines the role of sound in enabling such immersion and argues that even in ‘realism’ FPS games, it may be achieved sonically through a focus on caricature rather than realism. The paper utilizes and develops previous work in which a conceptual framework for the design and analysis of run and gun FPS sound is developed and the notion of the relationship between player and FPS soundscape as an acoustic ecology is put forward (Grimshaw and Schott 2007a; Grimshaw and Schott 2007b). Some problems of sound practice and sound reproduction in the game are highlighted and a conceptual solution is proposed.
Research conducted in rodents and humans present conflicting results on the relationship between caloric intake and the browning of subcutaneous white adipose tissue (scWAT). For example, exercise combined with caloric restriction did not change browning indices measured from human scWAT samples. In another study, caloric restriction in mice resulted in the browning of both scWAT and visceral white adipose tissue. Few investigators, however, have examined the relationship between differences in macronutrient intake and browning processes of human scWAT.
Marshall, Lindsey (Institute of Electrical and Electronics Engineers (IEEE), 2005)
Increasingly, students entering visual communications courses seem to expect training in industry-standard software to make up the majority of course content. This is seen as the source of some tension between visual communication design educators and government/university policies for widening participation. It may also be related to the perceived need for graduate employees to have knowledge of industry standard software prior to employment. There has been a rise in the number of students applying to study visual communications since the introduction of desktop publishing in the 1980s. This, together with a more diverse student profile has created differing student expectations and a change in the culture of visual communications higher education courses. Widening participation policies have facilitated an increase in recruitment both directly from sixth form study (post 16 year old) and from an increasing ethnically diverse background from the UK, Europe and internationally, rather than through UK based traditional preparatory courses. These factors place pressure on existing curricula, and may lead to a narrowing of content as a deficit in prior learning and understanding has to be accounted for. Student expectation of software training together with the vocational nature of visual communication design courses may lead to courses becoming predominantly software oriented. In the context of the implementation of government widening participation policy, this may result in the reduction of courses to technological skill provision. In order to identify any tension between student expectation and course content, staff perceptions of student requirements have been compared to their perceptions of the purpose of an education in visual communications.
Arjunan, Arun; Foteinou, Aglaia (Institute of Noise Control Engineering, 2017-12-07)
Free-standing flat screen partitions are commonly used in open-plan environments to improve the visual and acoustic privacy of employees and to differentiate individual work spaces. Acoustic behaviour of flat screen single leaf barriers under free-field conditions have been extensively studied over the past years. However, the behaviour of free standing structures in enclosed spaces are not fully investigated and hence any opportunities for geometrical improvements such as damping effect of added curvature has not been considered. Curved structures are known to exhibit different stiffness behaviour compared to flat structures of similar global dimensions. Consequently, this work is an initial attempt to understand the acoustic performance of free-standing curved screens in comparison with flat screens of similar global dimensions simulated in an open-plan but enclosed environment. Vibroacoustic simulation using the Finite Element Method (FEM) is used in this study to predict the acoustic response and to conduct further parametric analysis. The numerical model presented in this study is validated using experimental test at one-third-octave bands for a frequency range of 100 to 3150 Hz. The results of this study provide a better understanding of the acoustic performance of flat and curved free-standing single panel structures in enclosed environments. It is considered that this can help in developing acoustically efficient free-standing partitions for open-plan offices.
In this paper, we propose a new improvement to our 3D Virtual Story Environment System (3DVSE) by adding a real-time animation with voice synthesis. The new system offers a flexible and easy way to generate an interactive 3D virtual Environment (3DVE) as compared to traditional 3D packages. It enables the user to control and interact with the virtual characters via speech instructions so that the characters can respond to the commands in real time. This system has the potential, if combined with artificial intelligence, to act as a dialogue interface for believable agents that have many applications such as computer games, and intelligent multimedia applications. In this system, the agent can talk and listen to fellow agents and human users.
Zeng, Xin; Mehdi, Qasim; Gough, Norman (Institute of Electrical and Electronics Engineers (IEEE), 2005)
Visualizing natural language description is a difficult and complex task. When dealing with the process of generating images from natural language descriptions, we firstly should consider the real world and find out what key visual information can be extracted from the sentences which represents the most fundament concepts in both virtual and real environments. In this paper, we present the result of a prototype system called 3DSV (3D Story Visualiser) that generates a virtual scene by using simplified story-based descriptions. In particular, we describe the methodology used to parameterize the visual and describable words into XML formatted data structure. Then we discuss how to interpret the parameterized data and create an interactive real-time 3D virtual environment.
Mount, Sarah; Newman, Robert; Gaura, Elena; Kemp, J. (2006)
Describes a research programme, which led to the creation of the UK's first open sourced simulator for wireless sensor networks. The aim of the work was to enable non-specialists (such as artists and environmental scientists) to quickly prototype end-user products based on wireless sensing technology.
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