Tango, Senses and Sensuality
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Emerging Opportunities in Virtualization
TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS TECHNOLOGY INSIGHTS FOR BUSINESS LEADERS www.futurum.xyz EMERGING OPPORTUNITIES IN VIRTUALIZATION 2016-2020 DANIEL NEWMAN SHELLY KRAMER OLIVIER BLANCHARD Principal Analyst Principal Analyst Senior Analyst Published: November 1, 2016. TABLE OF CONTENTS 3 Executive Summary 4 Introduction 6 Uses for Virtualization – Breakdown by category 6 Virtual Reality (VR) 8 Augmented Reality and Mixed Reality (AR) 11 Mixed Reality (MR) 13 Industrial virtualization and modeling software 14 Key Takeaways 17 Additional Resources TECHNOLOGY INSIGHTS FUTURUM PREMIUM REPORT | 2 FOR BUSINESS LEADERS EXECUTIVE SUMMARY Futurum Research provides research, insights and analysis to the market that help tie leading and emerging technology solutions to strategic business needs. The purpose behind each of our reports is to help business executives and decision-makers gain a better understanding of the technologies driving digital transformation, connect the dots between the practical business requirements of digital transformation and the forces that impact employees, customers, markets and experiences, and take appro- priate action regarding critical digital transformation opportunities. Executive Summary This report is an overview of the state of virtualization-related opportunities busi- Virtualization Technology in 2016, and fo- nesses should be aware of going into H1 cuses on Virtual Reality, Augmented Real- and H2 2017. Among them: Healthcare, ity, and industrial virtualization and mod- education, design engineering, logistics, eling software. It outlines market trends retail, enterprise collaboration, hospitali- and specific categories of uses that plot ty and travel, virtual business travel, busi- virtualization’s adoption into 2020 and ness reporting, and systems manage- beyond, and identifies some of the key ment. -
Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired
Int'l Conf. Health Informatics and Medical Systems | HIMS'16 | 163 Utilizing the Google Project Tango Tablet Development Kit and the Unity Engine for Image and Infrared Data-Based Obstacle Detection for the Visually Impaired Rabia Jafri1, Rodrigo Louzada Campos2, Syed Abid Ali3 and Hamid R. Arabnia2 1Department of Information Technology, King Saud University, Riyadh, Saudi Arabia 2Department of Computer Science, University of Georgia, Athens, Georgia, U.S.A. 3Araware LLC, Wilmington, Delaware, U.S.A Abstract: A novel image and infrared data-based application of within a few centimeters. Its integrated infra-red based to assist visually impaired (VI) users in detecting and depth sensors also allow it to measure the distance from the avoiding obstacles in their path while independently device to objects in the real world providing depth data about navigating indoors is proposed. The application will be the objects in the form of point clouds. The depth sensors and developed for the recently introduced Google Project Tango the visual sensors are synchronized, facilitating the Tablet Development Kit equipped with a powerful graphics integration of the data from these two modalities. processor and several sensors which allow it to track its Our project aims to utilize the Project Tango tablet to motion and orientation in 3D space in real-time. It will develop a system to assist VI users in detecting and avoiding exploit the inbuilt functionalities of the Unity engine in the obstacles in their path during navigation in an indoors Tango SDK to create a 3D reconstruction of the surrounding environment. The system will exploit the inbuilt environment and to detect obstacles. -
Game Implementation in Real-Time Using the Project Tango
Senior Project Game Implementation in Real-Time using the Project Tango By: Samantha Bhuiyan Senior Advisor: Professor Kurfess June 16, 2017 Figure 1: Project Tango Device Table of Contents Abstract 3 List of Figures 4 List of Tables 5 Project Overview 6 Requirements and Features 7 System Design and Architecture 15 Validation and Evaluation 17 Conclusions 19 Citations 20 2 ABSTRACT The goal of this senior project is to spread awareness of augmented reality, which Google defines as “a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view.” It’s a topic that is rarely known to those outside of a technology related field or one that has vested interest in technology. Games can be ideal tools to help educate the public on any subject matter. The task is to create an augmented reality game using a “learn by doing” method. The game will introduce players to augmented reality, and thus demonstrate how this technology can be combined with the world around them. The Tango, Unity and Vuforia are the tools to be used for development. The game itself will be a coin collecting game that changes dynamically to the world around the player. 3 List of Figures Figure 1: Project Tango Device 1 Figure 2: Ceiling with an array of markers 9 Figure 3: floor with an array of markers point 10 Figure 4: Vuforia stock image used for image recognition 11 Figure 5: Initial System Design 15 Figure 6: Final System design 15 Figure 7: Unity view of game 17 4 List of Tables Table 1: Evaluation Criteria 8-9 Table 2: Example of code for coin collection 11 Table 3: Research Questions 12 5 Project Overview Background Google developed the Tango to enable users to take advantage of the physical world around them. -
A Comparative Case Study of the Political Economy of Music in Cuba and Argentina by Paul Ruffner Honors Capstone Prof
Music, Money, and the Man: A Comparative Case Study of the Political Economy of Music in Cuba and Argentina By Paul Ruffner Honors Capstone Prof. Clarence Lusane May 4, 2009 Political economy is an interpretive framework which has been applied to many different areas in a wide range of societies. Music, however, is an area which has received remarkably little attention; this is especially surprising given the fact that music from various historical periods contains political messages. An American need only be reminded of songs such as Billy Holliday’s “Strange Fruit” or the general sentiments of the punk movement of the 1970s and 80s to realize that American music is not immune to this phenomenon. Cuba and Argentina are two countries with remarkably different historical experiences and economic structures, yet both have experience with vibrant traditions of music which contains political messages, which will hereafter be referred to as political music. That being said, important differences exist with respect to both the politics and economics of the music industries in the two countries. Whereas Cuban music as a general rule makes commentaries on specific historical events and political situations, its Argentine counterpart is much more metaphorical in its lyrics, and much more rhythmically and structurally influenced by American popular music. These and other differences can largely be explained as resulting from the relations between the community of musicians and the state, more specifically state structure and ideological affiliation in both cases, with the addition of direct state control over the music industry in the Cuban case, whereas the Argentine music industry is dominated largely by multinational concerns in a liberal democratic state. -
Connecticut DEEP's List of Compliant Electronics Manufacturers Notice to Connecticut Retailersi
Connecticut DEEP’s List of Compliant Electronics manufacturers Notice to Connecticut Retailersi: This list below identifies electronics manufacturers that are in compliance with the registration and payment obligations under Connecticut’s State-wide Electronics Program. Retailers must check this list before selling Covered Electronic Devices (“CEDs”) in Connecticut. If there is a brand of a CED that is not listed below including retail over the internet, the retailer must not sell the CED to Connecticut consumers pursuant to section 22a-634 of the Connecticut General Statutes. Manufacturer Brands CED Type Acer America Corp. Acer Computer, Monitor, Television, Printer eMachines Computer, Monitor Gateway Computer, Monitor, Television ALR Computer, Monitor Gateway 2000 Computer, Monitor AG Neovo Technology AG Neovo Monitor Corporation Amazon Fulfillment Service, Inc. Kindle Computers Amazon Kindle Kindle Fire Fire American Future Technology iBuypower Computer Corporation dba iBuypower Apple, Inc. Apple Computer, Monitor, Printer NeXT Computer, Monitor iMac Computer Mac Pro Computer Mac Mini Computer Thunder Bolt Display Monitor Archos, Inc. Archos Computer ASUS Computer International ASUS Computer, Monitor Eee Computer Nexus ASUS Computer EEE PC Computer Atico International USA, Inc. Digital Prism Television ATYME CORPRATION, INC. ATYME Television Bang & Olufsen Operations A/S Bang & Olufsen Television BenQ America Corp. BenQ Monitor Best Buy Insignia Television Dynex Television UB Computer Toshiba Television VPP Matrix Computer, Monitor Blackberry Limited Balckberry PlayBook Computer Bose Corp. Bose Videowave Television Brother International Corp. Brother Monitor, Printer Canon USA, Inc. Canon Computer, Monitor, Printer Oce Printer Imagistics Printer Cellco Partnership Verizon Ellipsis Computer Changhong Trading Corp. USA Changhong Television (Former Guangdong Changhong Electronics Co. LTD) Craig Electronics Craig Computer, Television Creative Labs, Inc. -
Google Unveils 'Project Tango' 3D Smartphone Platform 20 February 2014
Google unveils 'Project Tango' 3D smartphone platform 20 February 2014 "What if directions to a new location didn't stop at the street address? What if you never again found yourself lost in a new building? What if the visually impaired could navigate unassisted in unfamiliar indoor places? What if you could search for a product and see where the exact shelf is located in a super-store?" The technology could also be used for "playing hide- and-seek in your house with your favorite game character, or transforming the hallways into a tree- lined path." Smartphones are equipped with sensors which make over 1.4 million measurements per second, updating the positon and rotation of the phone. A reporter uses a cell phone to take a photograph of Google Android 3.0 Honeycomb OS being used on a Partners in the project include researchers from the Motorola Xoon tablet during a press event at Google headquarters on February 2, 2011 in Mountain View, University of Minnesota, George Washington California University, German tech firm Bosch and the Open Source Robotics Foundation, among others. Another partner is California-based Movidius, which Google announced a new research project makes vision-processor technology for mobile and Thursday aimed at bringing 3D technology to portable devices and will provide the processor smartphones, for potential applications such as platform. indoor mapping, gaming and helping blind people navigate. Movidius said in a statement the goal was "to mirror human vision with a newfound level of depth, clarity The California tech giant said its "Project Tango" and realism on mobile and portable connected would provide prototypes of its new smartphone to devices." outside developers to encourage the writing of new applications. -
EMBL Beamline Control at Petra III
EMBL Beamline control at Petra III Uwe Ristau PCaPAC 2008 Petra III Instrumentation EMBL-Hamburg PCaPAC08: EMBL Beamline control at PetraIII Content • Introduction • TINE @ EMBL • Control Concept for Petra III • Control Electronic • Beckhoff TwinCAT/EterCAT PCaPAC08: EMBL Beamline control at PetraIII Introduction • The European Molecular Biology Laboratory EMBL-Hamburg will build and operate an integrated infrastructure for life science applications at PETRA III / DESY. • Beside others the centre comprises two Beamlines for Macromolecular X-ray crystallography (MX1, MX2) and one for Small Angle X-ray Scattering (BioSAXS). • The EMBL operates currently 6 Beamlines at the DORISIII/DESY synchrotron PCaPAC08: EMBL Beamline control at PetraIII sample Horizontal focusing mirror Vertical focusing mirror Multilayer BIOSAXS Beamline Monochromator DCM first experiment 4/2010 61.4 59.9 Undulator 59.4 45.3 m from source 44.0 42.8 40.4 PCaPAC08: EMBL Beamline control at PetraIII TINE @ EMBL •TINE was first installed at the DESY/DORIS III Beamline BW7B in 2006. Since than the Beamline control module BCM, the experiment control and a robotic sample changer are controlled by TINE. Presented at the PCAPAC 2006. •Now TINE is integrated at the Doris Beamline for small angle scattering X33 and at the MX Beamlines BW7A and BW7B. •Since the beginning of 2008 BW7A and BW7B became test Beamlines for the new Petra III project of the EMBL. At the moment the first applications with the Petra III control concept are implemented at this Beamlines . TINE Stand alone Installation PCaPAC08: EMBL Beamline control at PetraIII Why TINE • Very good support of MCS • TINE unique features: – Different transport protocols: UDP,TCP/IP…. -
Smartphone with Google 3-D Tango from Taiwan's Asus 4 January 2017
Smartphone with Google 3-D Tango from Taiwan's Asus 4 January 2017 virtual objects" and offers the ability to watch a movie or play a game in virtual or augmented reality. "This is really the next wave that is going to get consumers excited about smartphones," said Asus marketing chief Erik Hermanson. Project Tango uses depth sensing and motion tracking to create onscreen 3D experiences, allowing users to get a better picture of a physical environment for functions such as home decoration. Taiwan-based electronics group, Asus, announced on Google Project Tango leader Johnny Lee, who January 4, 2017 its plan to launch a new smartphone joined the Asus media event, said he expected featuring Google 3D Tango technology "dozens of Tango-enabled apps" to be available soon on the Google Play store. The only other handset using Project Tango is Taiwan-based electronics group Asus announced Lenovo's Phab2 phone, which was released last Wednesday it was launching a new smartphone year. which uses Google Tango 3D technology and allows users to experience augmented and virtual Asus announced it would be releasing another new reality. smartphone, the Zenfone 3 Zoom, with upgraded camera technology which aims at delivering The Zenfone AR is just the second handset to professional-quality images. incorporate the Tango computing platform which allows for indoor mapping, augmented reality and © 2017 AFP more. The new device, unveiled by Asus at the Consumer Electronics Show in Las Vegas, is also one of a small number of smartphones that is compatible with Google Daydream, the US tech giant's virtual reality system. -
El Presente Trabajo Fue Presentado En El II Congreso Internacional De
El presente trabajo fue presentado en el II Congreso Internacional de Lenguas, Migraciones y Culturas, llevado a cabo en la Facultad de Lenguas de la Universidad Nacional de Córdoba, Argentina, los días 21, 22, 23 y 24 de mayo de 2018. EL SERVICIO SPOTIFY COMO HERRAMIENTA DE PENETRACIÓN CULTURAL Strano, Mariano Facultad de Humanidades y Artes, UNR Rosario, Argentina [email protected] Con el surgimiento de Spotify, la reconocida plataforma que transmite contenidos musicales de las grandes discográficas a cualquier lugar del mundo y en cualquier momento, incluso a través de los teléfonos celulares, a partir de los años 2010 la búsqueda de contenidos comenzó a ser realizada a través de este medio, bajo los conceptos de simplicidad, comodidad, legalidad y gratuidad. Consiguientemente, los usuarios/consumidores perdieron protagonismo en la búsqueda y elección de música frente a las sugerencias coactivas que el servicio realiza desde la pantalla. Con ello, la industria discográfica multiplicó el caudal de sus flujos de distribución, consiguiendo imponer modas y productos con mayor facilidad y con menores costos respecto a los medios de comunicación tradicionales. El poder de Spotify para sortear fronteras y penetrar esferas culturales es mayor en los usuarios que no pueden acceder al servicio de pago, y que por lo tanto están expuestos a la publicidad no selectiva y a las escuchas forzosas de productos musicales que no es posible elegir ni rechazar. Así, de la mano de democratización y liberalización de la oferta y la demanda de contenidos culturales, en Argentina, las capitales géneros como el cuarteto o el chamamé presentan disminuciones en el consumo de dichos ritmos tradicionales. -
¿Donde Está La Música Chilena? * Entrevistas A
* ¿Donde está la música chilena? * Entrevistas a Margot Loyola, José Oplustil, Rodrigo Torres, José Perez de Arce y Claudio Mercado * ¿Tiene ritmo la historia de Chile? * Escriben Rodolfo Parada-Lillo, Octavio Hasbún, Fabio Salas y David Ponce Dirección de Bibliotecas, Archivos y Museos # 49 Año XIII Primavera 2008 $1.600 yo no canto por cantar... Patrimonio Cultural N° 49 (Año XIII) Primavera de 2008 Revista estacional de la Dirección de Bibliotecas, Archivos y Museos (Dibam), Ministerio de Educación de Chile. Directora y representante legal: Nivia Palma. Consejo editorial: Ricardo Abuauad, José Bengoa, Marta Cruz Coke, Diamela Eltit, Humberto Giannini, Ramón Griffero, Pedro Güell, Marta Lagos, Pedro Milos, Jorge Montealegre, Micaela Navarrete y Pedro Pablo Zegers. Comité editor: Claudio Aguilera, Grace Dunlop, Gloria Elgueta, Michelle Hafemann, Virginia Jaeger, Leonardo Mellado y Delia Pizarro. Colaboran: Gabinete y Departamento de Prensa y RR.PP. Dibam; Extensión Cultural de la Biblioteca Nacional; Museo Histórico Nacional. Editora: Grace Dunlop ([email protected]). Periodista: Virginia Jaeger ([email protected], [email protected]). Ventas y suscripciones: Myriam González ([email protected]) Carmen Santa María ([email protected]) Diseño: Junta Editorial de las Comunas Unidas (www.juntaeditorial.cl) Corrección de textos: Héctor Zurita Dirección: Alameda Bernardo O’Higgins 651 (Biblioteca Nacional, primer piso), Santiago de Chile. Teléfonos: 360 53 84 – 360 53 30 Fono-Fax: 632 48 03 Correo electrónico: [email protected] Sitio web: www.patrimoniocultural.cl En el diseño de esta publicación se utilizan las tipografías Fran Pro de Francisco Gálvez y Digna Sans de Rodrigo Ramírez, ambos pertenecientes al colectivo www.tipografia.cl Esta revista tiene un tiraje de 5.000 ejemplares que se distribuyen en todo el país, a través de la red institucional de la Dibam, suscripciones y librerías. -
El Vallenato De “Protesta”: La Obra Musical De Máximo Jiménez
El vallenato de “protesta”: la obra musical de Máximo Jiménez Ivo Zabaleta Bolaños Universidad Nacional de Colombia Facultad de Artes, Conservatorio de Música Bogotá, Colombia 2017 El vallenato de “protesta”: la obra musical de Máximo Jiménez Ivo Zabaleta Bolaños Tesis como requisito parcial para optar al título de: Magíster en Musicología Director: Ph.D. Carlos Miñana Blasco Línea de Investigación: Música y Nacionalismo Grupo de Investigación: Musicología en Colombia Universidad Nacional de Colombia Facultad de Artes, Conservatorio de Música Bogotá, Colombia 2017 A mis padres, a Edith y a Irina, por su apoyo incondicional. Agradecimientos A los profesores de la Maestría en Musicología y al Coordinador de esta tesis: Egberto Bermúdez Cujar, Jaime Cortés Polanía y Carlos Miñana Blasco, por sus valiosas sugerencias, por su acompañamiento académico y por su trabajo. A los docentes invitados de la Maestría por sus importantes sugerencias: Juan Pablo González, de la Universidad Alberto Hurtado de Chile, a Juan Francisco Sans, de la Universidad Central de Venezuela y a Enrique Cámara Landa, de la Universidad de Valladolid. A Máximo Jiménez, quien en medio de su gran dificultad para hablar dijo que este trabajo era una liberación de la música. A Máximo Segundo Jiménez y a Diego Barrios, por su gran colaboración, y a Miriam Grau, por su diligencia y solidaridad. Resumen y Abstract IX Resumen Este trabajo investigativo se enfoca en las canciones del cantautor Máximo Jiménez y en el contexto socio-histórico donde se desarrollaron, a fin de caracterizar el término “vallenato de protesta” desde una perspectiva musicológica y etnomusicológica. Realizamos análisis musicales y textuales y otro tipo de análisis comparativos con vallenatos “no políticos”; miramos el proceso compositivo de Máximo describiendo de modo general sus grabaciones y asociándolas con el momento político que se vivía en cada año de su lanzamiento. -
The Application of Virtual Reality and Augmented Reality in Oral & Maxillofacial Surgery Ashraf Ayoub* and Yeshwanth Pulijala
Ayoub and Pulijala BMC Oral Health (2019) 19:238 https://doi.org/10.1186/s12903-019-0937-8 RESEARCH ARTICLE Open Access The application of virtual reality and augmented reality in Oral & Maxillofacial Surgery Ashraf Ayoub* and Yeshwanth Pulijala Abstract Background: Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods: Wereviewedtheliteratureandtheexistingdatabaseusing Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results: We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality.