1,721,032 research outputs found

    Path Following in Non-Visual Conditions - Screen shots and audio sample

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    Screen shots and audio file in addition to the publication "Path Following in Non-Visual Conditions" by Alan Del Piccolo, Davide Rocchesso, and Stefano Papetti. Under revision for IEEE Transaction on Haptics (1 June 2018). Developed in Max (https://cycling74.com). Short description: interface.png: the interface for managing the experiment. Output levels, trial repetitions and feedback conditions can be adjusted from here. The underlying Max patch is depicted in "main patch.png" main patch.png: the main patch controlling the experiment. It receives the data from the Soundplane's controller (top left), invokes finger position detection and feedback generation (bottom left), manages the trial repetition and feedback modes (bottom center), and enables the adjustment of the feedback levels (right). mapToImage.png: the patch that maps the participant's finger position on the Soundplane to the relative position over the loaded path shape. The position is shown by the white circle on the bottom left of the image. rolling_feedback.png: the SDT "rolling model" configured for the use in the experiment. Note that the input levels are generated in the track_detection_SP2 patch. sdt_rolling.png: a configuration of the SDT "rolling model" adjusted to output a signal similar to the one used in the experiment (see record.wav) as a stand-alone, namely without using the experiment's patches. track_detection_SP2.png: the patch that manages the feedback generation (top left), the recording of execution time (bottom left), and the recording of position and force (center). record.wav: a recording of the signal used in the experiment for both audio and vibrotactile feedback

    Cola dell’amatrice Architetto nei Cantieri Ascolani

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    Il primo documento in cui Cola dell’Amatrice detto il Filotesio viene definito ufficialmente “publicus Architectus civitatis” risale al 13 agosto 1546. La sua attività come architetto incaricato delle più impor- tanti fabbriche ascolane era tuttavia iniziata molti anni addietro, nel 1518, e aveva comportato un profondo rinno- vamento nella cultura architettonica della città picena. Di seguito si cercherà dunque di ricostruire, con il conforto dei documenti, la figura professionale di Cola dell’Amatri- ce architetto, indagando i suoi rapporti con la committen- za, chiarendo il contesto socio-politico entro cui presero forma i progetti e svelando, infine, il suo effettivo apporto (materiale e progettuale) alle fabbriche.2 Si dimostrerà inoltre come nell’ambito dei cantieri ascola- ni il Filotesio abbia rivestito un ruolo, quello dell’architetto progettista, del tutto inedito nella prassi edilizia locale

    Rhythm'n'Shoes: a wearable foot tapping interface with audio-tactile feedback

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    A shoe-based interface is presented, which enables users to play percussive virtual instruments by tapping their feet. The wearable interface consists of a pair of sandals equipped with four force sensors and four actuators affording audiotactile feedback. The sensors provide data via wireless transmission to a host computer, where they are processed and mapped to a physics-based sound synthesis engine. Since the system provides OSC and MIDI compatibility, alternative electronic instruments can be used as well. The audio signals are then sent back wirelessly to audio-tactile exciters embedded in the sandals' sole, and optionally to headphones and external loudspeakers. The round-trip wireless communication only introduces very small latency, thus guaranteeing coherence and unity in the multimodal percept and allowing tight timing while playing

    DepThrow: a physics-based audio game

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    We present an interactive audio game designed around the auditory perception of distance and the use of physics-based models for simulations of the dynamics, the sound source, and the acoustical environment. The game consists in throwing a virtual sounding object inside a virtual open-ended tube which is inclined. The task is to keep the object inside the tube, in other words the user should adjust the initial velocity applied to the object such that the latter does not fall out at the far end of the tube. The position of the object inside the tube is provided by continuous audio feedback. User performance is closely related to its ability to perceive the dynamic distance of the object in the virtual tube. Therefore, this game represents a potential tool for exploring the usability of auditory distance information in interaction design
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