Tuesday, January 28, 2020

Gesture-based Interface

Gesture-based Interface 1.1 Definition Gesture recognition is a mix on language technology and computer science which helps in achieving interpretation of human gestures with the use of mathematical algorithms. Any kind of movement made by human body is a gesture and according to current researches, gesture technology is now focusing more on emotion gestures, hand and face gesture. This technology is playing a very important role in many fields such as Smartphones, Tablets and other devices Automobiles Transit sector Electronics sector Gaming sector Gesture based interface technology have turned out to be one of the basic innovations that can decide the future of video games /computer games. In current time, video games offer interaction with players without the need of using remote controls and allows players to perform actions and exchanges with game characters and game objects displayed in the virtual world in front of their screen. But for these advancements to achieve, new algorithm and calculations have been incorporated which makes use of sensors, cameras, accelerometer sensors and visual pattern recognition devices. Trend shows that games that adapts true life experience interface have a very good chance of making a good successful name in the gaming industry. So, almost every big game producing companies are spending resources in their gaming development team and looking for more advanced technology to implement so that they can beat their competitors and can provide entertaining and more exciting experiences to their c onsumers (Rocetti, Marfia, Semeraro, 2012) Gaming industry is a multi-billion industry, so many new technological ideas and trends are emerging in this field. Video games designer of big gaming companies are gradually moving their consideration of playing games at homes, expanding their interests to games which can be played in open areas such as museums and gaming exhibitions. However, till date, only a few number of researches have been done to consider the number of problems which occurs when making a video game. This paper will help us in understanding the concept of gesture interface and how its implemented with games and other multimedia devices. Many research has been done on how to better the experience by favoring big screens for a better and more immersive experience. While touchscreen devices have significantly enriched our experience with tablets PCs for example iPad, tablets etc., technology used in large displays being used in group meetings, presentations or lectures still remain unchanged. we all know that its quite difficult to apply touchscreen technology to such huge displays. In this research paper, the author displayed a new game design Laser shoot for FPS games. Earlier, users used to play shooter games on computer using a keyboard and a mouse or a joystick controller. Currently, we use CRT display technology for real like gun interface because CRT technology can detect beam direction and able to detect shooting position. However, CRT technology does not support big screen displays because of its manufacturing limitations. In order to encourage a community oriented and experience for gaming users, the author designed a new input interface technology which includes a laser gun and a large screen which has laser enabled spot detection capability. This interface successfully creates a real like environment for gamers and according to the results, the laser-based interface makes a characteristic UI conditions which helps learners to appreciate playing a FPS quickly, and furthermore gives experienced players another gaming knowledge. Current research development The author has developed a laser shoot technology that recognizes laser movements displayed on a smart display using a computer. With this technology, users can use ordinary laser points in a way that they experience laser pointers as extended fingers on a display. So, therefore, with the use of this technology, users can now draw pictures, diagrams, bar graphs and anything using their normal pointers on large display from a normal distance with users at the same or different locations. example: during meetings, presentations etc.) This laser shoot technology has been a ground-breaking revolution when it comes to online learning and helps interacting learners, teachers, trainers from all over the globe to connect and share knowledge. It also helps people with different expertise and skills to engage is different kind of learning activities. The idea of this technology not only helps people interacting but can also be used in terms of gaming aspect and specially first person shooter games FPS so the researcher applied this technology with FPS gaming environments. The gaming interface between the player and the virtual world was improved by using a new control using laser shoot technology laser guns and a display to recognize the laser shoot signal. Their system created a reality based gaming world for players and according to the results, it allowed players to experience a better gaming experience (Shim Kim, 2016) Related works and comparing different technologies First person shooter FPS is a genre of video games where the game is rendered in the virtual world from the players point of view involves aiming guns and other weapons. FPS features elements like running and shooting. As you can see from the picture (1), modern shooter games are played on a computer machine using a keyboard and mouse and using the layout (WASD) and arrow keys to control the game. Mouse controls the free look of the game and keyboard adds to other actions like running, shooting and other variations. We can also experience shooter games using CRT display as can be seen in the picture below. A real gun interface is used with CRT monitors for aiming and CRT monitors because of their good picture render capabilities, As can be seen from the picture below, PlayStation also uses a different kind of technology which makes uses of sensors called PlayStation move which communicates with their detectable motion controller to allow users to aim and shoot and also includes some buttons which helps in walking, running, strafing etc. For this technology to work, PlayStation uses a camera which detects light signals from the controllers sensors and interprets the action on the screen. Another example of gesture based interface is pistol mouse as shown in the picture below which makes use of hand gestures to allow shooting and recognizes movements of player using webcam images Another device called chairlO was developed by Hamburg university which is similar to a joystick but make use of users body motion and is based on a stool. In this device, they created a gun which had a motion detecting product called inertiacube2 and used virtual reality Laser shoot technology has an interface which makes use of a gun with laser shooting and a display which can recognize laser. Laser shoot includes a laser gun, an active screen and last a laser beam recognizable signal processing module. The above picture shows the overall process of designing laser shoot technology In this research, the author covered many related issues going from hardware to programming design that help fabricating and new devices for a FPS game and develop a new gaming interface design for FPS gamers. In order for this research to be possible, a large screen was very important but as we know, previous technology and user interface does not support real like interface and a large display. Shooter games on PC supports large display but the use of WASD layout on keyboard is traditional and old now. Even playing FPS games on CRT makes use of a realistic gesture based gun but due to CRTs manufacturing limitation, it cannot support large screen display. So, in order to encourage an environment among users/players, they designed a new gesture based interface called laser shoot technology which makes use of a large laser recognized display and a laser gun. Their research work contributed to gaming world by using laser inputs, which can help the world in developing more immersive gam ing experience for human computer interaction. Future research works incorporate higher acknowledgment rate for three letters including 0, v and y, which are quite difficult for humans to implement. Laser Shoot makes a characteristic UI conditions which helps novices to appreciate playing a FPS quickly, and furthermore gives experienced players another gaming background. References Hyun, K., Chang, L. W., Keechul, J. (2004). Recognition-based gesture spotting in video games. Pattern Recognition Letters, 25(15), 1701-1714. Rocetti, M., Marfia, G., Semeraro, A. (2012, April). Playing into the wild: A gesture-based interface for gaming in public spaces. Journal of Visual Communication and Image Representation, 23(3), 426-440. Talbot, T. B. (2016). Making Lifelike Medical Games in the Age of Virtual Reality: An Update on Playing Games. Transforming Gaming and Computer Simulation Technologies across Industries, 103. Aker, Ç., RÄ ±zvanoÄÅ ¸lu, K., Ä °nal, Y., YÄ ±lmaz, A. S. (2016, July). Analyzing Playability in Multi-platform Games: A Case Study of the Fruit Ninja Game. In International Conference of Design, User Experience, and Usability (pp. 229-239). Springer International Publishing. Balachandra, N. (2016). Gesture recognition using proximity sensors with Mojo (Doctoral dissertation, San Diego State University). Foottit, J., Brown, D., Marks, S., Connor, A. M. (2016). A wearable haptic game controller. arXiv preprint arXiv:1604.05479. Renzi, M., Vassos, S., Catarci, T., Kimani, S. (2015, January). Touching notes: a gesture-based game for teaching music to children. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction (pp. 603-606). ACM. Simor, F. W., Brum, M. R., Schmidt, J. D. E., Rieder, R., De Marchi, A. C. B. (2016). Usability Evaluation Methods for Gesture-Based Games: A Systematic Review. JMIR serious games, 4(2). Beckhaus S, Blom KJ, Haringer M (2005) A new gaming device and interaction method for a first-personshooter,in computer science and magic 2005. GC Developer Science Track, Laipzig Dardas NH, Silva JM, El Saddik A (2012) Target-shooting exergame with a hand gesture control. MultimedTools Appl 70:2211-2233. doi:10.1007/s11042-012-1236-4 Shim, J. Y., Kim, S. W. (2016). LaserShoot: a natural shooting interface for FPS gaming using laser recognizable display. Multimedia Tools and Applications, 75(6), 3409-3423. Olivas, A., Molina, J. P., Martà ­nez, J., Gonzà ¡lez, P., Jimà ©nez, A. S., Martà ­nez, D. (2012, October). Proposal and evaluation of models with and without position for immersive FPS games. In Proceedings of the 13th International Conference on Interaccià ³n Persona-Ordenador (p. 52). ACM. Opara, F. K., Aririguzo, M. I., Agbaraji, E. C. (2012). Comparative Analysis And Performance Features Of Plasma, Lcd And Crt Screens: Operating Features, Merit And Recommendations. Academic Research International, 2(2), 140. Di Natale, M., Zeng, H., Giusto, P., Ghosal, A. (2012). Understanding and using the controller area network communication protocol: theory and practice. Springer Science Business Media.

Monday, January 20, 2020

The Use of Force by Carlos Williams Essay -- The Use of Force Carlos W

The Use of Force In Carlos Williams’s short story, â€Å"The Use of Force,† the doctor’s use of force is portrayed in a way that is controversial. Controversial in that it could easily be argued either that the doctor has complete reason to use force upon the girl, or that the doctor has no right to use any amount of force upon the girl without her consent. It could also be argued either that the results of the doctor’s use of force is a success or a failure. I feel that the doctor has reason to use force upon the girl in order to check her tonsils for a number of reasons. I believe this because the doctor has reason to use force because he believes that the girl has diphtheria based on his knowledge of numbers of other children at her school suffering from cases of diphtheria. I believ...

Saturday, January 11, 2020

Rhetorical Analysis, Mickey Mouse

Rhetorical Analysis 10 February 2013 In the article The Masks of Mickey Mouse, Robert Brockway explains how Mickey Mouse was one of the most important cultural symbols during the twentieth century. The article discusses how mickey mouse went from being a slap stick cartoon character like all other animated personalities and grew into a much more complicated being. He was the sign of hope and escape during the depression and evolved even more into the dominating avatar of Disney itself. Brockway begins his article by describing Walt Disney himself trying to explain the dramatic success of his simply drawn cartoon character.It starts the article by showing the reader that even Disney himself is shocked by the massive popularity the animated mouse collects during the 1920s and 1930s. This also sets up the first point the writer pushes which is that Mickey Mouse is no ordinary cartoon character but a diverse, evolving cultural symbol that everyone around the world can relate to. As the a uthor puts it, â€Å"He has become an archetypal symbol, not only to Americans but to people everywhere, especially to the generation that was young during the thirties. Brockway goes on to reinforce the initial argument by stating that the entire film industry was shocked by the torrential success of Disney’s character and saying, â€Å"Mickey was instantly popular not only among ordinary people young and old, but with intellectuals, artists, and heads of state (Profiles of Popular Culture 80). † The author continues to press the point of the cartoon’s global influence talking about the king, George V, in England requiring a Mickey Mouse short be watched before every film performances and the Emperor of Japan wearing a Mickey Mouse watch.Shortly after proving Mickey’s dominance of international culture Brockway talks about how complicated the short, round mouse really is. He claims Disney himself tried to explain the mouse’s popularity simply on his plainness, saying that everyone could understand him easily. Brockway counters this statement by stating, â€Å"He is as complex as Disney was himself and as profound in his symbolic and mythic implications as any mythic or fairy tale character (Profiles of Popular Culture 80). † Another point the author makes about Disney’s character was that it was in the actual shape of Mickey’s body that was a reason for his dominance. He also evokes the mysteries of the circular design which some authorities find profoundly significant as an archetypal figure. Such a phenomenon can scarcely be dismissed as frivolous,† Brockway announces in his article. There is a statement later in the essay that talks about curved shapes having always been a favorite of people even if they don’t realize it. It states that since there is no threat in a curved surface we enjoy them more, unlike a sharper object with points which we see as more of a danger.For this reason the author deducts that one of the contributing factors to Mickey’s early competition, Felix the cat, didn’t last simply because of how sharp his design was. The essay quotes John Hench, â€Å"Mickey has been accepted all over the world, and there is obviously no problem of people responding to this set of circles. I’m going to oversimplify this, but circles never cause anybody any trouble. We have bad experiences with sharp points, with angles, but circles are things we have fun with- babies, women’s behinds, breasts. So Mickey was made this way, while a contemporary known as Felix the Cat didn’t get anywhere.He has points all over him like a cactus (Profiles of Popular Culture 87). † Brockway also quotes Ub Iwerks on the shape of mickey’s head, â€Å"Mickey’s face is a trinity of wafers- and the circular symbol†¦ always points to the single most vital aspect of life- its ultimate wholeness (86). † The other contribut ing factor the author lists as to why Felix the Cat doesn’t go anywhere was that he never evolved from the slapstick comedy that started him out. Mickey also began his career with a slapstick style as did many artists in the twenties.Unlike Felix though, Mickey didn’t remain in the slapstick genre of comedy. According to Durgnat, slapstick emerges from childlike impulsiveness, dream fantasy and visual poetry. The â€Å"slapstick comedians are childlike, and†¦ act out impulses which as adults we suppress (Profiles of Popular Culture 83). † Disney evolved Mickey Mouse during the thirties because of the tone that America had taken. The economic crisis called for a different kind of comedy a more upbeat type. The bleakness of everyday life called for a cartoon that displayed sentimental escapism.Brockway claims that Disney seamlessly changed the style of his cartoon to relate to the changing times in America with shorts called Silly Symphonies (84). Brockway wr ites that this is not the only evolution Mickey must go through to stay relevant. During the second world war, Mickey is matured again to fit with the times. He goes from short films to being the face of the corporate Disney image. Brockway claims he became the â€Å"organized man (86). † Brockway’s final point in the text is that Mickey, as many heroes do, will die out in popularity as the generation that grew up with him also dies.He states, â€Å"Mickey has some impact on younger people but far less than upon those born during the inter-war years. That generation is now senior and it is also diminishing. All gods eventually die and Mickey is no exception. But, being immortals, all gods rise. Mickey, too, may be reborn in some future imaginary character of the popular culture of which he is an avatar†¦ Future generations will encounter him again (Profiles of Popular Culture 88). † Works Cited Browne, Ray B. , ed. Profiles of Popular Culture: A Reader. Mad ison, WI: University of Wisconsin, 2005. Print.

Friday, January 3, 2020

Emotional Intelligence ( Ei ) And Decision Making ( Dm )

The newest additions to leadership and the traits organizations now seek out to includes Emotional Intelligence (EI) and Decision-Making (DM). Acknowledging the transformation of emotions from a negative unwanted factor to a positive, successful factor in organizational terms is essential in today s’ job market. Moreover, today’s organizational view, EI is indispensable to the effectiveness of leadership (Fambrough, Hart, 2008). The fact that employees with high EI build solid organizational foundations while those with lower EI are problematic for their organization. Additionally, research has indicated EI equipped leaders think clearly and accurately about emotions that are capable of anticipating or coping with change more effectively (Mayer, Caruso, 2002). Knowing EI is one of two commodities sought by organizations is useful; knowing the second is necessary. Today’s Organizations also seek leaders who are successful at DM also to EI. Organizations view the three step process of DM as: recognizing a problem, choosing alternative solutions from existing choices, and assessing the results as a cognitive and desired characteristic (Tambe, Krishnan, 2000). Furthermore, many DM events are understood as other than linear decisions that require creative structure from the messy chaos. The DM process is believed to incorporate many desired characteristics that include: proactivity, willingness, incremental step taking, vision of variables, reactiveness, riskShow MoreRelatedDecision Making, And Leadership : A Self Assessment1125 Words   |  5 PagesEI, Decision-Making, and Leadership: A Self-Assessment The newest additions to leadership and the traits organizations now seek out includes Emotional Intelligence (EI) and Decision-Making (DM). Acknowledging the transformation of emotions from a negative unwanted factor to a positive, successful factor in organizational terms is essential in today s’ job market. Moreover, today’s organizational view, EI is indispensable to the effectiveness of leadership (Fambrough, Hart, 2008). The fact thatRead MoreThe Effect Of Emotional Intelligence On Decision Making Among Head Nurses Essay2261 Words   |  10 PagesAbstract In recent years, the emotional intelligence has become a very hot topic, especially in regard to how it affects today s decision making. In fact, many experts now believe that a person’s emotional intelligence quotient may be more important than their intelligence quotient and overall happiness. The current study design is a quantitative correlational study, aiming to measure the effect of emotional intelligence on decision making among head nurses. Methodology, The sample was composedRead MoreManaging Information Technology (7th Edition)239873 Words   |  960 Pages CASE STUDY I-7 Midsouth Chamber of Commerce (B): Cleaning Up an Information Systems Debacle CASE STUDY II-1 Vendor-Managed Inventory at NIBCO CASE STUDY II-2 Real-Time Business Intelligence at Continental Airlines CASE STUDY II-3 Norfolk Southern Railway: The Business Intelligence Journey CASE STUDY II-4 Mining Data to Increase State Tax Revenues in California CASE STUDY II-5 The Cliptomaniaâ„ ¢ Web Store: An E-Tailing Start-up Survival Story CASE STUDY II-6