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Articles 1 - 14 of 14
Full-Text Articles in Computer Engineering
Game On
DePaul Magazine
Video game industry icon Eugene Jarvis and DePaul alumna and Trustee Sasha Gerritson take the College of Computing and Digital Media to the next level with a landmark gift. The gift renames the college in honor of Jarvis and launches the Jarvis Student Center for Innovation and Collaboration, a multidisciplinary, student-focused space.
Cobol Cripples The Mind!: Academia And The Alienation Of Data Processing, Neel Shah
Cobol Cripples The Mind!: Academia And The Alienation Of Data Processing, Neel Shah
Swarthmore Undergraduate History Journal
This paper writes a social history of the programming language COBOL that focuses on its reception in academia. Through this focus, the paper seeks to understand the contentious relationship between data processing and the academy. In historicizing COBOL, the paper also illuminates the changing nature of the academy-industry-military triangle that was a mainstay of early computing.
Unstumm | Augmented Voyage: A Platform For Telematic Live Performances In Augmented Reality, Unstumm Unstumm, Nicola Hein, Claudia Schmitz, Sven Hahne Hahne
Unstumm | Augmented Voyage: A Platform For Telematic Live Performances In Augmented Reality, Unstumm Unstumm, Nicola Hein, Claudia Schmitz, Sven Hahne Hahne
Journal of Network Music and Arts
UnStumm | Augmented Voyage is curated and developed by time-based media artist Claudia Schmitz and sound artist and guitarist Nicola L. Hein. It was programmed and developed by software engineer Sven Hahne. UnStumm | Augmented Voyage is also a mobile app and server infrastructure that serves as the artistic vehicle to realize telematic live performances with artists from around the globe. It consists of video art, music, and dance in augmented reality. Through the use of our software, the audience is able to view the video streams by video artists as 3D video sculptures and listen to the audio streams …
“Dancedemic” In A Pandemic: A New Networked Reality, Ellen Pearlman
“Dancedemic” In A Pandemic: A New Networked Reality, Ellen Pearlman
Journal of Network Music and Arts
The Covid-19 pandemic of 2020 forced large parts of the globe and entire industries to shut down. Network connectivity became a necessary lifeline deploying a host of technologies that, while once considered experimental, were to be adopted as a vital part of just-in-time solutions-based practices. This report examines the implementation of one of these topologies in the form of an artist-built, artist-owned global network in the hopes that other small-sized organizations can benefit from these ad hoc, but successful solutions.
A Spectrum Of Online Rehearsal Applications: A Potential Means For Cultural Connection, Dana Kemack Goot, W. Scott Deal
A Spectrum Of Online Rehearsal Applications: A Potential Means For Cultural Connection, Dana Kemack Goot, W. Scott Deal
Journal of Network Music and Arts
The current array of telematic music applications offers exceptional opportunities to transcend distance and enable networking between various cultures and communities. As a means to achieve this, network music applications require assessment through their previous implementations, installation requirements, cost, hardware requirements, and usability in order to assess their potential and to decipher improvements needed as a means of cultural connectivity. An early precursor of telematic music was an innovative concert by Paul Robeson in 1957, which circumvented political restrictions and enabled activism as it occurred, despite the U.S. State Department’s revocation of Robeson’s passport due to his left-wing tendencies and …
Telematic Immersion: Performance, Technology, And Audiovisual Work In Virtual Studies (2020) By Paulo C. Chagas, Cássia Carrascoza Bomfim
Telematic Immersion: Performance, Technology, And Audiovisual Work In Virtual Studies (2020) By Paulo C. Chagas, Cássia Carrascoza Bomfim
Journal of Network Music and Arts
This article discusses the concept of telematic immersion developed in partnership with composer Paulo C. Chagas. Focusing on Chagas’s work Virtual Studies (2020) for flute, live electronics, and 3D video, we reflect on different aspects of artistic creativity in the telematic environment including the use of audio and video technology and the multiple connections between musicians and apparatuses. The article discusses how the parameters of chamber music in the physical environment, such as the uniqueness of the live performance, the corporality of sound, and the visual and choreographic dimension of the performance are being transformed through the virtual setting of …
Sonic Proximities: Locating Oneself And The Others Within A “Migratory Journey”, Ximena Alarcon Diaz
Sonic Proximities: Locating Oneself And The Others Within A “Migratory Journey”, Ximena Alarcon Diaz
Journal of Network Music and Arts
The INTIMAL App© is a mobile application that synchronously senses people’s walking rhythms in distant locations and then rhythmically sonifies these with the user’s chosen audio frequencies. Taken altogether, the perception of breathing and walking rhythms across space and time creates an embodied telepresence. At the level of content, the app has provided first-hand narrative accounts about the migration experiences of Colombian women living in Europe. These stories are meant to elicit a response from the listener, allowing for a path to be built out of new relationships that emerge between voices and sound frequencies. In the context of the …
Editorial, Sarah Weaver
Du Undergraduate Showcase: Research, Scholarship, And Creative Works: Abstracts, Emma Aggeler, Elena Arroway, Daisy T. Booker, Justin Bravo, Kyle Bucholtz, Megan Burnham, Nicole Choi, Spencer Cockerell, Rosie Contino, Jackson Garske, Kaitlyn Glover, Caroline Hamilton, Haley Hartmann, Madalyne Heiken, Colin Holter, Leah Huzjak, Alyssa Jeng, Cole Jernigan, Chad Kashiwa, Adelaide Kerenick, Emily King, Abigail Langeberg, Maddie Leake, Meredith Lemons, Alec Mackay, Greer Mckinley, Ori Miller, Guy Milliman, Katherine Miromonti, Audrey Mitchell, Lauren Moak, Megan Morrell, Gelella Nebiyu, Zdenek Otruba, Toni V. Panzera, Kassidy Patarino, Sneha Patil, Alexandra Penney, Kevin Persky, Caitlin Pham, Gabriela Recinos, Mary Ringgenberg, Chase Routt, Olivia Schneider, Roman Shrestha, Arlo Simmerman, Alec Smith, Tessa Smith, Nhi-Lac Thai, Kyle Thurmann, Casey Tindall, Amelia Trembath, Maria Trubetskaya, Zachary Vangelisti, Peter Vo, Abby Walker, David Winter, Grayden Wolfe, Leah York
Du Undergraduate Showcase: Research, Scholarship, And Creative Works: Abstracts, Emma Aggeler, Elena Arroway, Daisy T. Booker, Justin Bravo, Kyle Bucholtz, Megan Burnham, Nicole Choi, Spencer Cockerell, Rosie Contino, Jackson Garske, Kaitlyn Glover, Caroline Hamilton, Haley Hartmann, Madalyne Heiken, Colin Holter, Leah Huzjak, Alyssa Jeng, Cole Jernigan, Chad Kashiwa, Adelaide Kerenick, Emily King, Abigail Langeberg, Maddie Leake, Meredith Lemons, Alec Mackay, Greer Mckinley, Ori Miller, Guy Milliman, Katherine Miromonti, Audrey Mitchell, Lauren Moak, Megan Morrell, Gelella Nebiyu, Zdenek Otruba, Toni V. Panzera, Kassidy Patarino, Sneha Patil, Alexandra Penney, Kevin Persky, Caitlin Pham, Gabriela Recinos, Mary Ringgenberg, Chase Routt, Olivia Schneider, Roman Shrestha, Arlo Simmerman, Alec Smith, Tessa Smith, Nhi-Lac Thai, Kyle Thurmann, Casey Tindall, Amelia Trembath, Maria Trubetskaya, Zachary Vangelisti, Peter Vo, Abby Walker, David Winter, Grayden Wolfe, Leah York
DU Undergraduate Research Journal Archive
Abstracts from the DU Undergraduate Showcase.
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Real-Time Illumination Capture And Rendering On Mobile Devices, Snehal Padhye, James A. Ferwerda
Frameless
We present our efforts to develop methods for rendering 3D objects on mobile devices using real-world dynamic illumination from the user’s environment. To achieve this, we use the front and back cameras on the mobile device to estimate the light distribution in the environment in real time. We then create a dynamic illumination map and render the object at interactive rates in a browser on the device using a web-based graphics API. This project achieves one of the goals of our related work on realistic visualization of virtual objects: to make virtual objects appear to be situated within the scene …
Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels
Mixed Reality Prototype Device Showcase: Using Smart Glasses To Enhance Language Access, Aaron Parker, Connor Switenky, Roshan Mathew, Wendy Dannels
Frameless
While the use of American Sign Language (ASL) interpreters and real-time captioning significantly increases deaf individuals’ ability to participate in a wide variety of functions, there are some limitations. The major problem is that current ways of providing communication and information access to deaf people require them to split their attention between the visual focus of the specific content and the interpreter/captioning display. At any given point in time, deaf people are forced to decide what explanation to miss with subsequent effects on topic comprehension and perceptions of the interaction and environments.
Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs
Exploring The Psychological Consequences Of Distances In Virtual Reality, Gary D. Jacobs
Frameless
This presentation will examine common concepts of traveling between formalized spaces inside virtual reality (VR) experiences.
The common method for traveling in virtual reality is to click on an area or trigger and be transported to that location. These “teleportations”, however, remove the notion of distances from our virtual worlds. This is akin to a magic wand that eliminates the consequences of travel in VR. Often heralded as a boon for the virtual worlds we can create, wherein we can travel to far away lands without lag in time and without effort on the part of the participant. We posit …
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris
Frameless
In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).
Sex With Robots And Human-Machine Sexualities: Encounters Between Human-Machine Communication And Sexuality Studies, Marco Dehnert
Sex With Robots And Human-Machine Sexualities: Encounters Between Human-Machine Communication And Sexuality Studies, Marco Dehnert
Human-Machine Communication
Sex robots are a controversial topic. Understood as artificial-intelligence enhanced humanoid robots designed for use in partnered and solo sex, sex robots offer ample opportunities for theorizing from a Human-Machine Communication (HMC) perspective. This comparative literature review conjoins the seemingly disconnected literatures of HMC and sexuality studies (SeS) to explore questions surrounding intimacy, love, desire, sex, and sexuality among humans and machines. In particular, I argue for understanding human-machine sexualities as communicative sexuotechnical-assemblages, extending previous efforts in both HMC and SeS for more-than-human, ecological, and more fluid approaches to humans and machines, as well as to sex and sexuality. This …