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The fiddler crab claw-waving display: an analysis of the structure and function of a movement-based visual signalHow, Martin John, martin.how@anu.edu.au January 2004 (has links)
Communication is an essential component of animal social systems and a diverse suite of signals can be found in the natural environment. An area of animal communication that, for technical reasons, we know very little about is the field of movement-based or dynamic visual signals. In this thesis, I make use of recent advances in measurement and analysis techniques, including digital video and image motion processing tools, to improve our understanding of how movement-based signals are adjusted according to signalling context. I measured and characterised the flamboyant claw-waving displays of male fiddler crabs (Genus Uca) and made use of their transparent lifestyle to record the behavioural contexts in which these signals are produced.¶
The claw-waving displays of seven Australian species of fiddler crab are compared and contrasted to show that these signals are species-specific, but also vary within and between individuals. I show that the species Uca perplexa produces different types of signal in different behavioural contexts, a lateral wave for courtship, and a vertical wave during short-range agonistic and courtship interactions. The structure of the lateral courtship waves of Uca perplexa vary according to the distance of signal receivers, the first time this kind of relationship has been shown in a dynamic visual signal. Finally, I describe and analyse the signalling and orientation behaviour of U. elegans during courtship herding, an unusual mating system that uses the claw-waving display in a novel way.¶
The adjustments made by fiddler crabs to their displays during changes in behavioural contexts suggest that the fine-scale context-sensitivity of animal signals may be far more widespread in communication than hitherto recognised.
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Rörelsebaserad teknologi - ett komplement eller ersättning? : En studie om konsumentbaserad rörelseteknologiMonsen, Christofer, Lindholm, Oscar January 2015 (has links)
The development of movement based technology is changing the way we interact with our computer systems. This study aims to answer questions about how this change is occurring and aspects following it. A number of different data collection methods are put to use as twenty informants takes part in a series of experiments regarding different application areas. The movement based technologies utilized by the informants are Leap Motion and Myo. Through the use of user experience and usability the study shows that movement based technology performs worse than the mouse in all tested application areas. On the other hand we found that the user experience is enhanced with the use of movement based technology in all but one of the tested application areas.
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Sketching Movement-based Interactions : Defining Guidelines for Tool Support in Interdisciplinary TeamsBiehl, Marten January 2013 (has links)
In the fields of Human-Computer Interaction and Interaction Design there is an increased interest in designing for leisure and fun in contrast to an understanding of technology primarily as part of the workplace. Along with this, the relevance of experiential aspects of design is heightened compared to usability in terms of effectiveness, efficiency and satisfaction. At the same time, this created an interest in the relationship between the human body and technology use in research and industry. The starting point for this thesis is the perceived difficulty to combine exploration and technology in early stages of the design process without becoming technology-focused. Instead of picking a technology early in the process and therefore letting the design process be shaped by it, this thesis advocates introducing technology in a way that designers can explore different technologies similar to sketching with different materials. This thesis aims to identify the needs of designers in inter- disciplinary teams when designing with movement-based interactions. This is done by first summarizing important aspects of sketching from the literature. Secondly, the tools that are currently available are reviewed. Finally, an observational study of a design situation is conducted to complete this investigation. The main outcome of this thesis is a set of guidelines for designing a sketching tool for movement-based interactions in interdisciplinary teams. The most important are low transaction costs, overview over sketches, integration into the existing ecosystem, optimization for the team setting and clear articulation of material qualities.
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Effects of design and feedback in a motion-based gameCronstrand, Rasmus January 2015 (has links)
Movement-based games are becoming more frequent in everyday lives. With easier access to webcams built into laptops and web-based games, a game which utilises both concepts can become a good option for everyday gaming.This study evaluates a movement-based game written in JavaScript using phaser.io which uses a webcam for control and HTML5 technique for capture. The main questions in the study are what observations can be done and are there any problems when developing a game with webcam-based motion-detection in regards to factors like flow, feedback and positioning. This study tries to answer these questions by building upon an existing game and implementing new functions and feedback and then observing how these effect the game-play. The results of the study showed that it is important to consider good feedback and how to position oneself when playing such a game and that more testing should be done to gain further knowledge about these two. But also that many of the implementations done made the person achieve flow while playing. Further work should be beneficial also to make the game even better while keeping it easy to play.
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Designing for Stimulating Social Interaction in Outdoor GymZhang, Xiwen January 2020 (has links)
In the world where the Internet has nearly linked people in every corner, for some people, the nearby places seem to disappear. It might also lead to the alienation of friends and neighbours. For addressing the disadvantages of the change, this study aims to design for stimulating social interaction in outdoor gyms that are distributed in most communities and parks. Towards this goal, I engaged in designing and evaluating a movement-based interaction project. I invited 5 participants to work as designers for generating design ideas, using reflecting somaesthetics and bodystorming design methods. The bodystorming braid was used for depicting how design ideas generated and evolved. Design ideas were packaged into 3 types of design solutions -- cooperative play, competition and just talking. The most practical solutions for each kind were selected for building prototypes. These prototypes were evaluated with Wizard-of-Oz techniques by 4 participants, followed by a focus group. The qualitative analysis surfaced the important factors that impacted social interaction and major users, including the target users, usage, interaction, and maintenance.
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The Physical Theatre of War: Language, Memory, and Gender in Black Watch and War HorseGunoe, Andrea M. 09 July 2013 (has links) (PDF)
The public's perception of war is influenced by every media story they see, every account they read, and every story they hear. News telecasts and newspapers tend to lean towards a focus of the grand narratives of war such as political involvement and overarching strategy. Media such as books and film can tell a more personal narrative of the events of war and attempt to display how war "really is" through the use of written and visual language that focuses more on how things happened as opposed to simply what happened. Theatre provides a unique perspective on war as the audience and performers are in a shared space with performed events of war that are live and embodied by individual performers. Theatre's unique attributes focus the audience towards a perception of the individual and his/her experience in war through the embodiment that is happening right in front of the audience. Physically based theatre narrows that existing theatrical focus to the body specifically in a way that makes the individual physical experience of the soldier the primary narrative. The politics and strategies of war will always be a secondary focus to the human body in the theatrical context. In this thesis, I examine two productions that come out of the United Kingdom in 2007: The National Theatre of England's War Horse and The National Theatre of Scotland's Black Watch. Through a close reading of these two productions I demonstrate physical-theatre's ability to highlight the human experience and importance in war as it focuses on the individual body and its relationships with other individuals. As these works are accessed through an examination of the visual and stylized language of physical theatre, the creation and recollection of memory in war stories, and the significance of gender in war, the humanizing representations imbedded in physical-theatre become evident. This thesis comes as the United States and the United Kingdom are involved in conflicts across the globe; some in continuation of the same conflicts that existed at the time these two productions were produced. Soldiers have continued to face astonishing hardships in these endeavors. By highlighting the individual experience and human involvement in war, theatre going public perception can be drawn towards an awareness of the individuals who go to war and away from alienating images of and idealized soldier figures fighting for an overarching political cause.
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Rörelsebaserad kommunikation i mobila ad hoc-nätverk / Movement based communication in mobile ad hoc networksWandemo, Daniel January 2007 (has links)
<p>I många nätverk antas det att någon form av fix infrastruktur existerar och att nätverkets olika noder kan använda denna för att kommunicera med varandra. I ett ad hoc-nätverk antar man att det inte finns någon fix infrastruktur och att noderna måste använda varandra för att kunna kommunicera. Ett exempel på ett ad hoc-nätverk kan vara bärbara datorer sammankopplade med infraröda länkar under ett möte. När ad hoc-nätverket är mobilt innebär det att noderna rör sig.</p><p>I detta arbete har de tre protokollen Epidemic, GeoMean och GeoMove tillsammans med de två rörelsemodellerna Waypoint och den utökade slumpmässiga vandringen implementerats i en nyskriven simulator för denna typ av nätverk.</p><p>De två Geo-protokollen är nyutvecklade och syftar till att använda geografisk information för att underlätta kommunikationen i denna kategori av nätverk tillsammans med den nya utvidgade slumpmässiga vandringsmodellen.</p> / <p>In many networks, some kind of fix infrastructure is assumed to exist and the nodes of the network can use this infrastructure to communicate with each other. In an ad hoc network one assumes that there don't exist any kind of fix infrastructure and that the nodes must use each other to be able to communicate. One example of an ad hoc network could be laptops connected together with infrared links during a meeting. When an ad hoc network is mobile it implies that the nodes are moving.</p><p>In this work, the three protocols Epidemic, GeoMean and GeoMove together with the two mobility models Waypoint and Extended Random Walk, have been implemented in a newly written simulator for this kind of network.</p><p>The two Geo-protocols are newly developed and aim to use geographical information to aid communication in this category of networks together with the new Extended Random Walk model.</p>
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Rörelsebaserad kommunikation i mobila ad hoc-nätverk / Movement based communication in mobile ad hoc networksWandemo, Daniel January 2007 (has links)
I många nätverk antas det att någon form av fix infrastruktur existerar och att nätverkets olika noder kan använda denna för att kommunicera med varandra. I ett ad hoc-nätverk antar man att det inte finns någon fix infrastruktur och att noderna måste använda varandra för att kunna kommunicera. Ett exempel på ett ad hoc-nätverk kan vara bärbara datorer sammankopplade med infraröda länkar under ett möte. När ad hoc-nätverket är mobilt innebär det att noderna rör sig. I detta arbete har de tre protokollen Epidemic, GeoMean och GeoMove tillsammans med de två rörelsemodellerna Waypoint och den utökade slumpmässiga vandringen implementerats i en nyskriven simulator för denna typ av nätverk. De två Geo-protokollen är nyutvecklade och syftar till att använda geografisk information för att underlätta kommunikationen i denna kategori av nätverk tillsammans med den nya utvidgade slumpmässiga vandringsmodellen. / In many networks, some kind of fix infrastructure is assumed to exist and the nodes of the network can use this infrastructure to communicate with each other. In an ad hoc network one assumes that there don't exist any kind of fix infrastructure and that the nodes must use each other to be able to communicate. One example of an ad hoc network could be laptops connected together with infrared links during a meeting. When an ad hoc network is mobile it implies that the nodes are moving. In this work, the three protocols Epidemic, GeoMean and GeoMove together with the two mobility models Waypoint and Extended Random Walk, have been implemented in a newly written simulator for this kind of network. The two Geo-protocols are newly developed and aim to use geographical information to aid communication in this category of networks together with the new Extended Random Walk model.
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Algoritmo rápido para segmentação de vídeos utilizando agrupamento de clustersMonma, Yumi January 2014 (has links)
Este trabalho propõe um algoritmo rápido para segmentação de partes móveis em vídeo, tendo como base a detecção de volumes fechados no espaço tridimensional. O vídeo de entrada é pré-processado com um algoritmo de detecção de bordas baseado em linhas de nível para produzir os objetos. Os objetos detectados são agrupados utilizando uma combinação dos métodos de mean shift clustering e meta-agrupamento. Para diminuir o tempo de computação, somente alguns objetos e quadros são utilizados no agrupamento. Uma vez que a forma de detecção garante que os objetos persistem com o mesmo rótulo em múltiplos quadros, a seleção de quadros impacta pouco no resultado final. Dependendo da aplicação desejada os grupos podem ser refinados em uma etapa de pós-processamento. / This work presents a very fast algorithm to segmentation of moving parts in a video, based on detection of surfaces of the scene with closed contours. The input video is preprocessed with an edge detection algorithm based on level lines to produce the objects. The detected objects are clustered using a combination of mean shift clustering and ensemble clustering. In order decrease even more the computation time required, two methods can be used combined: object filtering by size and selecting only a few frames of the video. Since the detected objects are coherent in time, frame skipping does not affect the final result. Depending on the application the detected clusters can be refined using post processing steps.
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Algoritmo rápido para segmentação de vídeos utilizando agrupamento de clustersMonma, Yumi January 2014 (has links)
Este trabalho propõe um algoritmo rápido para segmentação de partes móveis em vídeo, tendo como base a detecção de volumes fechados no espaço tridimensional. O vídeo de entrada é pré-processado com um algoritmo de detecção de bordas baseado em linhas de nível para produzir os objetos. Os objetos detectados são agrupados utilizando uma combinação dos métodos de mean shift clustering e meta-agrupamento. Para diminuir o tempo de computação, somente alguns objetos e quadros são utilizados no agrupamento. Uma vez que a forma de detecção garante que os objetos persistem com o mesmo rótulo em múltiplos quadros, a seleção de quadros impacta pouco no resultado final. Dependendo da aplicação desejada os grupos podem ser refinados em uma etapa de pós-processamento. / This work presents a very fast algorithm to segmentation of moving parts in a video, based on detection of surfaces of the scene with closed contours. The input video is preprocessed with an edge detection algorithm based on level lines to produce the objects. The detected objects are clustered using a combination of mean shift clustering and ensemble clustering. In order decrease even more the computation time required, two methods can be used combined: object filtering by size and selecting only a few frames of the video. Since the detected objects are coherent in time, frame skipping does not affect the final result. Depending on the application the detected clusters can be refined using post processing steps.
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