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Current robot competition provides both students and researchers a platform to experiment with related technology and skills to solve challenging problems. However, the entry point for participation requires very demanding prerequisites of the participants. Even though robot competition is gaining popularity as a form of digital entertainment, it still remains a very specialised domain catering to...
Recommender systems, in virtual museums and art galleries, providing the personalization and context awareness features require the off-line synthesis of visitors’ behaviors therein and the off-line training stage of those synthetic data. This paper deals with the simulation of four visitors’ styles, i.e., ant, fish, grasshopper, and butterfly, and the classification of those four styles using an...
Some aspects of human cognitive processing across experiential cases in episodic memory seem quite different from conventional artificial reasoning by logical rules, such as that seen in CBR systems. One difference is that in humans, linkages between particular experiences can apparently be made in a number of qualitatively different ways, forming recollective chains of memories along different dimensions...
There is much attention given to emerging technologies like mobile internet because of its increasing popularity. Much research has concentrated on hardware and some have focused on personalisation in terms of content visualisation. The focus of this paper is on mobile content personalisation, seeking to understand the user groups through clustering users based on their profile. This paper focuses...
In computerised version of board games, player satisfaction can be augmented by providing explanation of what the computer based AI analytical processes are. This helps the players to understand the reasoning behind the action taken by the computer AI opponent. This paper proposes a method that provides the mechanism for a game AI to communicate its evaluation processes using descriptive auto-explanation...
Ancient manuscripts have been preserved by many organizations so as to protect these documents and retrieve traditional knowledge. With the advanced computer technology, digitized media is now commonly used to record these documents. One objective of such work is to develop an efficient image processing system that could be used to retrieve knowledge and information automatically from these ancient...
This paper looks at the game design and engineering approach to model the game design. The game modeling framework discussed in this paper could be a systematic alternative for implementing in the game engine architecture. The suggested game modeling framework incorporates structural game component, temporal game component and boundary game component frameworks. It is suitable to model most complex...
This paper describes the development of a haptic device for emulating the sonic and haptic dynamics of a carillon, specifically the National Carillon in Canberra, Australia. The carillon is one of only a few instruments that elicit a sophisticated haptic response from the amateur and professional player alike. Force-feedback varies widely across the range of the instrument and developing an intuition...
Haptic Modeling of textile has attracted significant interest over the last decade. In spite of extensive research, no generic system has been proposed. The previous work mainly assumes that textile has a 2D planar structure. They also require time-consuming objective measurement of textile properties in mechanical/physical model construction. A novel approach for haptic modeling of textile is proposed...
This paper discusses a new approach to computer music synthesis where music is composed specifically for performance using mobile handheld devices. Open source cross-platform computer music synthesis software initially developed for composing on desktop computers has been used to program a Linux phone. Work presented here allows mobile devices to draw on these resources and makes comparisons between...
Musical analysis from score, particularly of structural principles used by the composer, is an area fraught with potential errors caused by conjecture and interpretation. Analysis of music composed using a computer patching language may, alternatively, provide a far more reliable document of a composer’s methods. This paper examines a small number of patches created using Miller Puckette’s Pure Data...
The paper outlines the rationale for using Fuzzy Logic, and Granular Computing, to emulate compositional decision making processes. Significant features of this Fuzzy Logic framework are that ambiguity in the music is maintained, while allowing the evolution of unfolding processes which reflects the temporal nature of music as performed. Granular Computing and Fuzzy Logic have been designed for physical...
The terms “cultural computing” and “entertainment computing” can be disturbing if looked at from the artists’ point of view. Computing has always been part of the culture of the time, and this was especially true in the decades surrounding the birth of computing, when the structuralist paradigm was dominant in many areas of human endeavour. Perhaps what distinguishes, or should distinguish, “cultural”...
As the popularity of computer games has increased markedly in recent years, many researchers have become concerned with the potential effects on gamers. However, by looking past the outward appearance of popular games that may be perceived as violent by some, we can begin to see dramatic cultural indicators as well as many other academically interesting phenomena emerging. Social psychologists and...
Increasing numbers of museums and cultural institutions are using 3D laser scanning techniques to preserve cultural artefacts as 3D digital models, that are then accessible to curators, scholars and the general public via Web interfaces to online galleries. Museums are finding the cost of providing metadata for such collections prohibitive and are keen to explore how they might exploit Web 2.0 social...
Is the core of a video game a story or a gameplay system? Out of this scholastic debate we try to show in this paper that the main difference between games and other types of media is the player’s engagement. We consider two radically different games, an interactive fiction designed by the student’s of ENJMIN, “Fear Window” and a formal probabilistic game based on the finite drunkard’s walk process...
We apply techniques drawn from interactive media art in fieldwork for social inclusion. Advanced mobile media and grassroots DIY techniques are used to bring creative practice with digital media into community based outreach work. We use these techniques in a participatory context that encourages the co-production of cultural output. We triangulate across artistic practice, technology engineering,...
We present a system for public interaction during presentations of non-interactive readymade (canned) materials such as films or pre-composed performances. Using concepts of user back-channeling, moderator and shared canvas, the system allows a significant part of an art piece that is actually happing “in the heads” of the audience to be shared in parallel or in sequential manner with the main show...
This paper presents a new direction of research in user experiences and cognitive science. The problem addressed is drawing on results from different disciplines: psychology, brain and cognitive sciences, physics, and interaction design. As main objective we plan the empirical validation of the claim: Cultural computing as enabling technology for social transformations. Cultural computing is based...
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