Shared spaces: Media art, computing, and robotics
This article describes aspects of collaboration between a media artist (Velonaki) and robotics scientists (Scheding, Rye, Stefan Williams, and Durrant-Whyte) who have been working together over the last five years, leading to the formation of a center ...
Transition of instruments in The SINE WAVE ORCHESTRA
This article discusses the transition of instruments in The SINE WAVE ORCHESTRA (SWO), which is a participatory sound performance project. Its basic concept is that each participant plays a sine wave, to collectively create a sound representation. ...
Temporal interaction between an artificial orchestra conductor and human musicians
The Virtual Conductor project concerns the development of the first properly interactive virtual orchestra conductor—a Virtual Human that can conduct a piece of music through interaction with musicians, leading and following them while they are playing. ...
Field—a new environment for making digital art
This article will describe an environment for developing digital artworks, named Field, that has underpinned some of the most technically challenging real-time artworks made to date. This new tool was recently released by the author under an open source ...
Level design optimization guidelines for game artists using the epic games: Unreal editor and unreal engine 2
This article aims to provide guidelines for artists during the planning stages of game-level design and production that will anticipate an optimal balancing point between rich graphical content and sufficiently fast frame rates. To achieve this end, a ...
Player talk—the functions of communication in multplayer role-playing games
Communication is a vital component of multiplayer gameplay, constituting a large part of the total player interaction. This article presents a comprehensive study of the role of interplayer communication during the gaming process in digital and tabletop ...
The role of semantics in games and simulations
Powerful graphics hardware is enabling strong improvements in both the appearance and the complexity of virtual worlds for games and simulations. However, current practices in the design and development of virtual worlds mostly resemble high-tech ...
Style learning with feature-based texture synthesis
The objective of artistic style learning is to synthesize a new image from a source image with the style learnt from example images. Existing example-based texture synthesis (EBTS) techniques model style with low-level statistical properties. These ...