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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
471

A body-grounded kinesthetic haptic device for virtual reality

Calvo, Andres (Andres Alejandre) January 2017 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. / This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections. / Cataloged from student-submitted PDF version of thesis. / Includes bibliographical references (pages 87-92). / Kinesthetic haptic devices can make us feel that we are touching or holding objects that are not actually there by applying a force directly onto a user's body. As a corollary of Newton's third law, these devices are typically attached to the ground or else they would not be able to apply a net force onto a user. Thus, kinesthetic haptic devices typically have small workspaces-the area in which they can be used-or are overly cumbersome and expensive. Consequently, they are incompatible with room-scale virtual reality, which allows users to move and walk within a room. The portable haptics interface overcomes this limitation because its wearable form factor means it's "grounded" directly to a user's back, making it portable. In other words, this device approximates the sensations of a kinesthetic haptic device while also being portable. The haptic device consists of a robotic arm that is mounted on a user's back, and its end-effector is attached to an HTC Vive controller, enabling use with virtual reality. A first example application uses the portable haptics interface to simulate the elasticity of a bow and arrow as a user pulls on the bowstring of a virtual bow. A second application renders haptic feedback for impacts by applying an impulse of in the appropriate direction when a user hits a tennis ball with a racket in virtual reality. In an evaluation, we asked users to shoot targets in virtual reality with and without haptic feedback. Our results suggest that haptic feedback increases spatial presence with a large effect size but does not affect involvement and experienced realism. Our results also suggest several improvements to the ergonomics of the system such as using thicker straps to better distribute the load. In summary, portable kinesthetic haptic devices such as the portable haptics interface provide room-scale virtual reality applications with the sense of touch without constraining users to a chair. / by Andres Calvo. / S.M.
472

Experiments in corporate collaboration : the case of the Arts Electronica Future Lab / Arts Electronica Future Lab

Davenport, Stephanie, 1972- January 2003 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, June 2003. / "May 2003." / Includes bibliographical references (leaves 101-103). / The Ars Electronica FutureLab is a thriving interdisciplinary research facility located in Linz, Austria. It is part of the Ars Electronica Center (AEC), a cultural institution which for over two decades has been a pioneer in exploring the interface between art, technology, and society and mediating public interaction with new technologies. As a nonprofit organization, the AEC is primarily supported by key public sector partners including local government and the state broadcast company, as well as corporations. This institutional framework, together with university affiliation, has facilitated the FutureLab's diverse activities from artistic to more commercially oriented projects exhibited in the AEC 'Museum of the Future' and at off-site venues. The FutureLab's team of artists and researchers has forged a unique hybrid research model focused on three core research areas (virtual reality environments, interactive installations, digital surfaces) which allows them to take prototypes developed from artistic projects and apply perfected solutions to industry projects, or vice versa. Increased demand especially from the private sector for the lab's cutting-edge technology developments and research expertise now threatens to upset the delicate balance of this model. Today, AEC management needs to address the issue of sustainability for both its FutureLab division, in face of heavy workloads, and the institution at large, given decreasing government funding for arts/culture. The AEC is devising a strategy for cultivating industry partnerships based on the FutureLab's experiments in corporate collaboration to date which have been successful namely because they are focused on mutually beneficial outcomes. Through this strategy, the AEC is eager to supplement corporate sponsorships with longer-term industry partnerships in order to ensure financial stability. FutureLab employees stand to gain additional resources and, therefore, the ability to sustain their current research model and continue doing cutting-edge work. With the AEC and the FutureLab, corporations have access to a dedicated arts community whose expert staff can help them develop and promote interesting projects as well as meet both their business needs and corporate affairs objectives. / by Stephanie Davenport. / S.M.
473

Bidirectional gaze guiding and indexing in human-robot interaction through a situated architecture

DePalma, Nicholas Brian January 2017 (has links)
Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2017. / Cataloged from PDF version of thesis. / Includes bibliographical references. / In this body of work, I present a situated and interactive agent perception system that can index into its world and, through a bidirectional exchange of referential gesture, direct its internal indexing system toward both well-known objects as well as simple visuo-spatial indexing in the world. The architecture presented incorporates a novel method for synthetic human-robot joint attention, an internal and automatic crowdsourcing system that provides opportunistic and lifelong robotic socio-visual learning, supports the bidirectional process of following referential behavior; and generates referential behavior useful for directing the gaze of human peers. This document critically probes questions in human-robot interaction around our understanding of gaze manipulation and memory imprinting on human partners in similar architectures and makes recommendations that may improve human-robot peer-to-peer learning. / by Nicholas Brian DePalma. / Ph. D.
474

Optimization of transverse flux motor for utilization in bionic joints

Taylor, Cameron Roy January 2016 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 95-97). / Though there have been remarkable advances in powered prosthesis technology over the past decade, design limitations of commercial electric motors are one of the main bottlenecks in meeting critical device requirements, such as minimum range on a single battery charge and acoustic emission restrictions. Traditional motor design focuses on motor development for operation at specific torques and velocities, but a motor design which minimizes the power loss over the torque-velocity profile of a bionic ankle is more precisely what is needed for our application. Considering the design requirement in this way lays the groundwork for a new design framework. Leveraging this problem statement, we herein develop a new motor design process generalizable to all applications requiring a variable but cyclic torque-velocity profile. We present a motor optimization package for cyclic variable torque-velocity motor design and demonstrate its viability in constrained optimization of a transverse flux motor for use in a bionic ankle. We further evaluate and present the intended use of this transverse flux motor for application in bionic joints, along with advantages and design hurdles of the planned system. / by Cameron Roy Taylor. / S.M.
475

Homebrew and the social construction of gaming : community, creativity, and legal context of amateur Game Boy Advance development

Camper, Brett Bennett January 2005 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2005. / Includes bibliographical references (leaves 147-156). / This thesis challenges the common social construction of game development, which perceives the activity only within its commercial, corporate realm. As an exemplar of the many thriving amateur development communities, the self-identified "homebrew" Nintendo Game Boy Advance (GBA) development community is analyzed in-depth. This unique community is brought to the attention of scholars as an important intersection of game studies and amateur media studies, challenging the focus of game studies on commercial production. The GBA homebrew community is studied from the personal motivational level to the social dynamics of the group. The analysis considers the blend of technological and cultural motivations brought to bear on the production and the content of the amateur games, and how amateur development facilitates skill acquisition outside of canonical academic structure, and opens access to professional mobility. The case study advances both historical and contemporary comparisons to other independent media communities. The thesis also examines discussions in the community around peer-judged competitions as a form of vernacular theory. The content of homebrew GBA games released into the community are further analyzed, with the construction of useful categories spanning genre, fan games, remakes, remixes, and tech demos. Nostalgia and parody in relation to game history are especially considered, as are demonstrations of technical skill ("tech demos") as a uniquely amateur practice. The legal context of amateur GBA development is also examined. Nintendo maintains the GBA as a closed, proprietary system, and thus for homebrew developers access to information and legitimacy is blocked. / (cont.) Comparisons are advanced to historical examples of intellectual property enforcement in the emergence of corporate media in the 20th century. Amateur practice is found to be tangential to corporate interests, ignored both by the disinterest of corporations, and in blanket policies targeting piracy. Historical cases that legitimate reverse engineering of software are discussed for context. Thesis concludes that one cannot cleanly construct categories of amateur and professional as separate practices, and remarks upon the constant renewal and shifts in amateur development communities as new game platforms are released in the commercial market. / by Brett Bennett Camper. / S.M.
476

Resynthesizing reality : driving vivid virtual environments from sensor networks / Driving vivid virtual environments from sensor networks

Haddad, Don Derek January 2018 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 89-95). / The rise of ubiquitous sensing enables the harvesting of massive amounts of data from the physical world. This data is often used to drive the behavior of devices, but when presented to users, it is most commonly visualized quantitatively, as graphs and charts. Another approach for the representation of sensor network data presents the data within a rich, virtual environment. This thesis introduces the concept of Resynthesizing Reality through the construction of Doppelmarsh, the virtual counterpart of a real marsh located in Plymouth Massachusetts, where the Responsive Environments Group has deployed and maintained a network of environmental sensors. By freely exploring such environments, users gain a vivid, multi-modal, and experiential perspective into large, multi-dimensional datasets. We present a variety of approaches to manifesting data in "avatar landscape", including landscapes generated off live video, tinting frames in correspondence with temperature, or representing sensor history in the appearance and behavior of animals. The concept of virtual lenses is also introduced, which makes it easy to dynamically switch sensor-to-reality mapping from within virtual environments. In this thesis, we describe the implementation and design of Doppelmarsh, present techniques to visualize sensor data within virtual environments, and discuss potential applications for Resynthesizing Reality. / by Don Derek Haddad. / S.M.
477

Characterization and control of a new high-torque motor for autonomous wearable robotics

Abromowitz, Madeleine Rose January 2016 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 65-67). / A new 'axial-transverse flux' motor (ATFM) topology is of interest to autonomous lower-extremity robotics designers for its high torque density and low winding resistance. Unfortunately, deliberate asymmetries in the design make finite-element modeling of this topology largely intractable. An ATFM prototype was characterized experimentally using a custom dynamometer and controller. The prototype was found to have a torque constant Kt of 7.26 Nm/A and a per-phase winding resistance of 0.59 Ohms. It is characterized by high AC and DC zero-current torque, as well as significant torque ripple (M: 12.9%, SD: 0.6%) when driven with balanced three-phase sinusoidal commutation. A set of optimized commutation waveforms are developed based on an independent phase control strategy, and it is shown that this strategy can eliminate ripple in simulation and reduce it in practice (M: 7.8%, SD: 0.5%), without reduction of mean torque or increased conduction losses relative to sinusoidal commutation. / by Madeleine Rose Abromowitz. / S.M.
478

Communicative 2.0 : video games and digital culture in the foreign language classroom

Purushotma, Ravi January 2006 (has links)
Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006. / I explore two core concepts in today's youth entertainment culture that will increasingly become central in future attempts to design affordable foreign language learning materials that hope to bridge the chasm between education and foreign popular culture. In the process, I outline a series of example applications that apply these concepts to developing rich foreign language materials -- starting with more experimental/long-term approaches such as using video game modding techniques to make language learning friendly video games and ending with more concrete, ready-to-go, applications like extending open source content management applications. The first concept I look at is that of "Remix culture." In short, Remix culture describes the way in which youth culture today more visibly orients itself around creating media by extracting component pieces from other people's media creations, then connecting them together to form something new. In the video game world this phenomena is more specifically termed 'modding.' In this process, amateur fans take a professional commercial game title and then modify it in creative ways that the original designers may not have considered. / (cont.) Outside of video games, we see terms like "web 2.0" used to describe technologies that allow website viewers to play a role in authoring additions to the sites they are reading, or "mashups" where users use programming interfaces to rapidly create web content by mashing together pieces from different sources. The second emerging concept critical for curricular designers to follow is that of transmedia storytelling. Traditionally, one might assume a model in which distinct media forms are used to serve distinct cultural practices: television or novels tell stories, video games are for play, blogs for socializing and textbooks for learning. While initially this may have been the case, as each of the media forms above have evolved, they have expanded to cover multiple other cultural practices, often by extending across other media forms. By following the evolution of the interactions between these various media forms and activities within entertainment industries, we can find valuable insight when forecasting their possible interactions in the education industry. / by Ravi Purushotma. / S.M.
479

On electric owls : implicit life-stories of robots and their impact on human empathy / Implicit life-stories of robots and their impact on human empathy

Nandy, Palash January 2016 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 93-97). / Robots are moving from factories to people's homes taking on the roles of artificial pets, tutors and companions. If we are to have emotionally engaging robots, we must understand how we can design robots that people feel empathy towards. In this work, I explore one design criteria for such robots: implicit life stories or the ability for a robot to experience the world we share, be transformed by that experience and communicate that experience to us. Through the construction of novel robots that can have implicit life-stories, and through human subject studies I show that such robots can evoke empathy. I also show that empathy for robots can impact empathy for other human beings. / by Palash Nandy. / S.M.
480

Wisdom of the machines : federated learning using OPAL / Federated learning using OPAL

Alotaibi, Abdulrahman January 2018 (has links)
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2018. / Cataloged from PDF version of thesis. / Includes bibliographical references (pages 67-68). / Wisdom of the crowds (WOC) is an old concept that started by recording and aggregating people's estimations. It is one of the useful tools that exists today and allows many estimation applications to work correctly. Moreover, Open algorithms (OPAL) is a useful platform that enables institutions and individuals to share sensitive data, and increases the privacy of the data. In addition, federated learning is a new way to build and generate machine learning models by aggregating their hyperparameters. In this thesis, I show how to combine the three different concepts to build machine learning models on top of OPAL that utilize federated learning on a network. I then extend OPAL to support this new feature and demonstrate how to build a machine learning model using small independent models. / by Abdulrahman Alotaibi. / S.M.

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