196 research outputs found

    Eyewitness: Platform Design for Visualizing and Synthesizing Media Video Content of Political Significance

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    This paper explores the conventions and limitations of the photographic medium, both material and representational. Suggesting that photography is situated at an important point within its evolution, the paper searches for new directions within a photo-based practice, which continues to challenge and push the limits of the medium. Examining the way in which photography mediates and shapes experience, this thesis engages with popular photography, as a language with its own syntactical and semantic rules. Through explorations of the syntax of photography, parallels are drawn between the structure of language and the structure of photography. Metonymic structures within photographic language are discussed, with examples of the artist's work that aim to reveal and disrupt the metonymic nature of images. The role of collecting in the practice is defined as a first step in a process of coming to understand the world and its representations. Asserting the power of collage to disrupt and challenge representations, through a process of play and embracing ambiguity and uncertainty, the thesis culminates with a discussion of the development of genre mixing within the practice as a necessary evolution

    Development of a virtual reality milling machine for knowledge learning and skill training

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    Current methods of training personnel on high cost machine tools involve the use of both classroom and hands on practical training. The practical training required the operation of costly equipment and the trainee has to be under close personnel supervision. The main aim of this project is to reduce the amount of practical training and its inherent cost, time, danger, personal injury risk and material requirements by utilising a virtual reality technology. In this study, an investigation into the use of Virtual reality for training operators and students to use the Milling Machine was carried out. The investigation has been divided into two sections: first the development of Milling Machine in the 3D virtual environment, where the real machine was re-constructed in the virtual space. This has been carried out by creating objects and assembling them together. The complete Milling machine was then properly modelled and rendered so it could be viewed from all viewpoints. The second section was to add motion to the virtual world. The machine was made of functions as for the real machine. This was achieved by attaching Superscape Control Language (SCL) to the objects. The developed Milling machine allows the users to choose the material, speed and feed rate. Upon activation, the virtual machine will be simulated to carry out the machining process and instantaneous data on the machined part can be generated. The results were satisfactory, the Milling Machine was modelled successfully and the machine was able to perform according to task set. Using the developed Virtual Model, the ability for training students and operators to use the Milling Machine has been achieved
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