976 resultados para Interactive Media


Relevância:

30.00% 30.00%

Publicador:

Resumo:

Uneasy by the consumerism of the society of our days, this thesis embodies a reflection and a research about the influence of the new media over a behavior standardization, which results in the creation of the artistic project “Conshumano”. Looking up for a description and a critical integration of various converging concepts of this social paradigm, which lead to a growing tendency of the consumption: Capitalism, Industrialization, New Technologies, Cultural Industry, Mass Media or Globalization. Focusing the research on the concepts presented, developed a theoretical framework that relates different authors and artistic examples. Embracing art as an active agent of social life, concepts such as Video-Art or Interactive Art gain evident shape, as they establish essentially the basis for the interactive multimedia instalation accomplished by this project. The possibility of young artists resort to new ways to produce their works is an emerging factor today, and in this project the new technologies were used creatively as an artistic medium, with a view to developing an artistic, active and interventionist citizenship. Finally, lying properly contextualized in this paper, was presented the exhibition of interactive multimedia installation “Conshumano: os novos media na sociedade de consumo”, at National Museum Grão Vasco, in Viseu. Art is seen as a creative and alternative critique of the consumerism and as a way to interact socially, which aims to create a self-analysis for the society about the act of purchasing.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Fully articulated hand tracking promises to enable fundamentally new interactions with virtual and augmented worlds, but the limited accuracy and efficiency of current systems has prevented widespread adoption. Today's dominant paradigm uses machine learning for initialization and recovery followed by iterative model-fitting optimization to achieve a detailed pose fit. We follow this paradigm, but make several changes to the model-fitting, namely using: (1) a more discriminative objective function; (2) a smooth-surface model that provides gradients for non-linear optimization; and (3) joint optimization over both the model pose and the correspondences between observed data points and the model surface. While each of these changes may actually increase the cost per fitting iteration, we find a compensating decrease in the number of iterations. Further, the wide basin of convergence means that fewer starting points are needed for successful model fitting. Our system runs in real-time on CPU only, which frees up the commonly over-burdened GPU for experience designers. The hand tracker is efficient enough to run on low-power devices such as tablets. We can track up to several meters from the camera to provide a large working volume for interaction, even using the noisy data from current-generation depth cameras. Quantitative assessments on standard datasets show that the new approach exceeds the state of the art in accuracy. Qualitative results take the form of live recordings of a range of interactive experiences enabled by this new approach.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Circle Squared by David Lyons and Raz Ullah, brings together large-scale projected motion graphics and a dynamic soundscape to create a playful, digitally interactive artwork. The sounds are drawn from heightened and abstracted recordings of the printmaking process, and these – along with the changing CMYK colour palette – are triggered by audience interactions with sensors and projectors within the installation.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

An unstructured mesh �nite volume discretisation method for simulating di�usion in anisotropic media in two-dimensional space is discussed. This technique is considered as an extension of the fully implicit hybrid control-volume �nite-element method and it retains the local continuity of the ux at the control volume faces. A least squares function recon- struction technique together with a new ux decomposition strategy is used to obtain an accurate ux approximation at the control volume face, ensuring that the overall accuracy of the spatial discretisation maintains second order. This paper highlights that the new technique coincides with the traditional shape function technique when the correction term is neglected and that it signi�cantly increases the accuracy of the previous linear scheme on coarse meshes when applied to media that exhibit very strong to extreme anisotropy ratios. It is concluded that the method can be used on both regular and irregular meshes, and appears independent of the mesh quality.