Auswahl der wissenschaftlichen Literatur zum Thema „Affective affordance“

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Zeitschriftenartikel zum Thema "Affective affordance"

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Shin, Donghee. „How do technological properties influence user affordance of wearable technologies?“ Interaction Studies 20, Nr. 2 (07.10.2019): 307–38. http://dx.doi.org/10.1075/is.16024.shi.

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Abstract The Internet of things (IoT) affords people plenty of opportunities and a higher quality of life as well as drives a huge amount of data. By drawing on the concept of affordances, this study examines the user experience of personal informatics focusing on the technological and affective nature of affordance. A multi-mixed approach is used by combining qualitative methods and a quantitative survey. Results of the qualitative methods revealed a series of factors that related to the affordance of personal informatics, whereas results of the user model confirmed a significant role for connectivity, control, and synchronicity affordance regarding their underlying link to other variables, namely, expectation, confirmation, and satisfaction. The experiments showed that users’ affordances are greatly influenced by personal traits with interactivity tendency. The findings imply the embodied cognition process of personal informatics in which technological qualities are shaped by users’ perception, traits, and context. The results establish a foundation for wearable technologies through a heuristic quality assessment tool from a user embodied cognitive process. They confirm the validity and utility of applying affordances to the design of IoT as a useful concept, as well as prove that the optimum mix of affordances is crucial to the success or failure of IoT design.
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KHAKHALOVA, ANNA. „BODILY-AFFECTIVE ATTUNEMENT IN SOCIAL INTERACTION“. HORIZON / Fenomenologicheskie issledovanija/ STUDIEN ZUR PHÄNOMENOLOGIE / STUDIES IN PHENOMENOLOGY / ÉTUDES PHÉNOMÉNOLOGIQUES 10, Nr. 1 (2021): 77–95. http://dx.doi.org/10.21638/2226-5260-2021-10-1-77-95.

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The paper intends to supplement the studies of emotional affordances of BAA by elaborating on the conception of participatory sense-making as well as developmental studies on joint attention and interattentionality. I address different spheres of expertise from the experience-based phenomenological perspective, which allows exploring the problem both from the first-person and second-person perspectives. This research presents the conception of inter-selfness that carries on M. Merleau-Ponty’s idea of intercorporeality, T. Fuchs’ et al. analysis of intersubjectivity and phenomenologically oriented psychoanalysis by E. Z. Tronick et al., R. Stolorow et al. The mechanism of BAA is presented through the conception of participatory sense-making and the idea of minimal inter-attentionality in developmental studies. The paper presents an emotional affordances scheme that illustrates the emotional regulation of BAA. By examining this process of regulation one could see in what way the self becomes an inter-self in communication. The article also postulates correlation between cultural mediation of emotional affordances and their direct accessibility from the second-person perspective. In the last part of the paper, I examine social interaction from the viewpoint of developmental studies (C. Trevarthen, V. Reddy, M. Carpenter). The developmental perspective supplements the idea of emotional regulation in interaction, by focusing on primary such forms of BAA between a caregiver and a baby, as joint attention and mutual gaze. Herein, I demonstrate how the initial forms of the positive bodily-affective attunement develop into the interattentionality and self-representation practices of the subject. This point could contribute to the theory of personal identity by exploring the process of maturing of the sense of self in its different aspects. The results of the research could be useful for further study of BAA and its pathologies. The results could also be of use for the discussion on non-human or human-like affordance-based technological interaction theory.
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Shin, Dong-Hee. „The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality“. Telematics and Informatics 34, Nr. 8 (Dezember 2017): 1826–36. http://dx.doi.org/10.1016/j.tele.2017.05.013.

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Dekeyser, Thomas. „The material geographies of advertising: Concrete objects, affective affordance and urban space“. Environment and Planning A: Economy and Space 50, Nr. 7 (13.06.2018): 1425–42. http://dx.doi.org/10.1177/0308518x18780374.

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This paper contributes to an expanding concern with the urban geographies of advertising. The paper outlines the need to investigate the difference the material logics of advertising technology (hardware, software and code) make to the bodies and spaces of urban life. Through an intensified capacity to selectively open up to and interact with urban space, I argue, technological advancements in outdoor advertising launch the advertising object into a more compatible relation with urban space. I exemplify this by pulling out and detailing the recent development of image-recognition technology, anti-hacking features and thermal management systems, each of which are becoming central to the contemporary material conditions of outdoor advertising. Through the lens of Gilbert Simondon's notion of ‘concretisation', these technological advancements are conceptualised as resolving particular commercial incompatibilities in the relation between advertising object and excessive environments. Taken together, they leverage the outdoor advertising object’s control over its capacities to affect and be affected, that is, over its affective affordance. I suggest this has significant implications for how we engage and intervene into the politics of advertising geographies.
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Westberg, Gustav. „Affect as a multimodal practice“. Multimodality & Society 1, Nr. 1 (März 2021): 20–38. http://dx.doi.org/10.1177/2634979521992734.

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This paper sets out a framework for analyzing affect as a multimodal practice. The overall objective is to contribute to the theoretical development of how affect can be approached as an object of semiotic enquiry. The framework is based on the assumption that affect is semiotically materialized through discourse, and with the ambition of taking multimodality seriously, subject formation, strategic perspectivation and affordance are proposed as conceptual starting points for the study of affective meaning-making. Examples are drawn from artifacts and images that represent the Sámi as desirable objects to consumers and tourists. Through a detailed semiotic analysis of a pair of jeans described as being Sámi inspired, and through an analysis of images that promote Sámi tourism experiences, the paper demonstrates how affective ways of being emerge in a relationship between the affordance of semiotic materials and different subjectivities. These insights point to the possibility of further investigating affective subject formation as materialized in diverse semiotic materials in relation to other social phenomena, political issues and ideological concerns.
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Just, Sine N. „An assemblage of avatars: Digital organization as affective intensification in the GamerGate controversy“. Organization 26, Nr. 5 (06.05.2019): 716–38. http://dx.doi.org/10.1177/1350508419842710.

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Through a study of the so-called GamerGate controversy, this article argues that a new dynamic of affective intensification is currently instating itself in the digital organization of not only highly collaborative industries, such as that of gaming, but of society as such. This dynamic may best be understood and conceptualized through reconsiderations of the notions of affective economies and affective labour. The affective constitution of digital organization is a process of affective intensification that not only works like an economy but is directly productive of economic value, and not only involves human emotionality but technological affectivity as well. Guided by the notions of assemblage, affordance and agency, the article offers a conceptual framework for studying affective intensification in and as socio-technical processes of value production.
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Shin, Donghee, und Yujong Hwang. „The effects of security and traceability of blockchain on digital affordance“. Online Information Review 44, Nr. 4 (23.05.2020): 913–32. http://dx.doi.org/10.1108/oir-01-2019-0013.

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PurposeThis study takes an affordance approach to explain how users perceive the affordance of user action within blockchain and examines how it influences the subsequent user experience. Focusing on the effect of trust on cognitive processes, the authors analyze how affordances in blockchains affect the user experience.Design/methodology/approachThe blockchain affordances are examined through a two-stage process. The authors employ a qualitative analysis based on insights gained from the current literature and interviews. The authors then apply a quantitative survey to examine the role of trust in interactions with blockchain services. A structural user model was tested in which their appreciation of affordances of blockchain predicted the trust and satisfaction.FindingsUsers' appreciation for transparency and reliability explained to what extent they trust and are satisfied, thereby suggesting the heuristic roles of trust in blockchains. The study findings indicate a heuristic role for trust regarding underlying links to technological and affective affordances. A user's cognitive heuristics affect their attitudes toward blockchain, in which technological features are processed through users' perceptions and experience.Research limitations/implicationsThe model contributes to the conceptualization of security, privacy and traceability along with trust, which is then linked to transparency and reliability. The findings show how the frame of affordances gains explanatory power by being linked to the concepts of affect and emotion. The heuristics of direct perception of security–traceability–privacy (STP) can be used to understand the trajectory of heuristics and ongoing choices of blockchain.Practical implicationsThe study results offer a lens through which to address the technology's most common problems by pairing user experience principles and heuristics to blockchain technologies. This study offers insights into the understanding of user actions related to blockchains and into practical implications for developing trust-based services. The results guide the application and tailoring of motivational affordances in blockchain.Originality/valueWhile blockchain technology has gained popularity and momentum, there has been little research on how specific features of blockchain technology create value. This study contributes to the research gap by highlighting the role and dimension of trust in relation to STP in blockchains and provides meaningful implications for theory and practice.
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Yin, Yiyi. „An emergent algorithmic culture: The data-ization of online fandom in China“. International Journal of Cultural Studies 23, Nr. 4 (03.03.2020): 475–92. http://dx.doi.org/10.1177/1367877920908269.

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The digitalization of fandom and fan culture has become significant topic in recent studies, yet there is a lack of examination of the nuance between specific fan performance and the affordance, infrastructure and architecture that constitute it as it is today. In this article, I examine how digital fandom involves the platform algorithm and the logic of data contribution, affectively engaging fans to participate in increased data labour. Depicting online fandom on Weibo, a massive Chinese social media platform, I portray the data-ization of online fandom in China, arguing that the traffic data has been dematerialized as new affective object in fan–object relations, while digital fan culture has been constructed into a type of algorithmic culture.
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Gabriel, Rami. „The motivational role of affect in an ecological model“. Theory & Psychology 31, Nr. 4 (23.02.2021): 552–72. http://dx.doi.org/10.1177/0959354321992869.

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Drawing from empirical literature on ecological psychology, affective neuroscience, and philosophy of mind, this article describes a model of affect-as-motivation in the intentional bond between organism and environment. An epistemological justification for the motivating role of emotions is provided through articulating the perceptual context of emotions as embodied, situated, and functional, and positing perceptual salience as a biasing signal in an affordance competition model. The motivational role of affect is pragmatically integrated into discussions of action selection in the neurosciences.
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Ellis, Seth. „Sound in the archive: Media materials as archives of narrative“. Art Libraries Journal 46, Nr. 3 (22.06.2021): 78–83. http://dx.doi.org/10.1017/alj.2021.12.

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This paper describes and evaluates research undertaken by the author at the State Library of Queensland, in the collection, cataloguing, and presentation of audiovisual materials—specifically, sound materials beyond oral history and performance. It suggests that strategies drawn from transcription can make the sounds of the past more evident in digitised catalogues, and thus can make those sounds themselves more accessible to the public. In doing so it offers a different affordance of the archive to public experience: not just information about the past, but the affective impact of the past.
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Dissertationen zum Thema "Affective affordance"

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François, Candice. „Intégration des interactions sensori-motrices et affectives dans le comportement d'achat“. Thesis, Université Grenoble Alpes, 2020. http://www.theses.fr/2020GRALS017.

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Cette thèse propose de nouvelles méthodologies permettant de mesurer de façon indirecte et quantitative les composantes affectives du consommateur. Dans une première série d’études, nous avons observé que des variables socio-affectives influencent la perception de l’espace. Plus particulièrement, des variables comme l’estime de soi et l’anxiété sociale modèrent la façon dont les individus perçoivent une ouverture. Nos résultats suggèrent que ce type de tâche pourrait être, à terme, utilisée pour évaluer l’effet socio-affectif d’un produit porté. Dans une seconde série d’étude, nous avons analysé le mouvement de la souris lorsque des consommateurs devaient réaliser une tâche de catégorisation dichotomique. Cette méthode semble permettre d’identifier et de hiérarchiser certaines caractéristiques relatives à l’identité d’une marque. Ces résultats suggèrent que cette méthode pourrait être, à terme, utilisée afin de prédire les comportements d’achats. En conclusion, ces travaux proposent de nouvelles mesures indirectes, basées sur des variables sensori-motrices, pour l’étude du consommateur
His thesis proposes new methodologies to measure indirectly and quantitatively the consumer’s emotional components. In a first series of studies, we observed that socio-affective variables influence the perception of space. More specifically, variables such as self-esteem and social anxiety moderate the way individuals perceive width of an aperture. Our results suggest that this type of task could eventually be used to evaluate the socio-affective effect of product usage. In a second series of studies, we analyzed mouse movement when consumers were asked to perform a dichotomous categorization task. This method seems to identify and prioritize certain characteristics related to a brand's identity. These results suggest that this method could eventually be used to predict purchasing behavior. In conclusion, this work proposes new indirect measures, based on sensory-motor variables, for consumer studies
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Andersson, Johannes, und Matilda Pettersson. „IT IS MORE THAN WHAT MEETS THE EYE : Exploring Immersion & Co-Experience in Holographic Art“. Thesis, Umeå universitet, Institutionen för informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185233.

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With the growing interest in digital ways to experience art exhibitions, HCI and especially experience-centred design research have in recent years begun to show promising results when implementing holograms into the social dynamics found in art exhibitions. However, as to why holograms can enhance engagement and immersion, more research can be done. This thesis seeks to explore holograms' unique characteristics through an iterative experience-centred approach through the theoretical lens of Flow and its ability to prompt for co-experience. In two studies with eight participants, a design workshop and a mini-exhibition, we uncovered four unique characteristics and two takeaways regarding its potential to design for co-experience. The results indicated that holograms were perceived as immersive and presented properties related not only to the hologram but also the environment, as to why. It was concluded that even though holograms can benefit art exhibitions, the social aspects could be explored further.
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Brandin, Jacob, und Julia Lundgren. „Identification of the factors affecting KMS adoption and utilization for the technical training process : A single-case study within heavy industry“. Thesis, Linnéuniversitetet, Institutionen för informatik (IK), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96037.

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The intensifying value of learning, competence, and knowledge motivates decisions toward implementing knowledge management systems (KMS) to capitalize on the potential benefits of facilitating knowledge sharing, collecting, storing, and dissemination on a global scale. However, these systems frequently remain underutilized, and organizations encounter obstacles to achieve their proposed outcome. The case company experienced practical problems regarding a newly implemented KMS. The system was largely unused for a specific process. Therefore, this case study investigates the factors affecting KMS adoption and utilization for the technical training process by capturing the perspectives of the intended system users and management. A combination of KMS success factors and The Theory of Affordances were applied to generate knowledge regarding how factors affected the usage of the KMS. It was found that Management Involvement, Organizational Culture and Structure, Employee Commitment, Perceived Benefits, System Complexity, and Compatibility and Conformity influenced the users' KMS utilization outcomes. A conceptual framework was developed to show how these factors affected individuals' affordances process.
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THOMAS, MONICA ELISE. „BARRIERS AFFECTING SUCCESS IN LOCATING AFFORDABLE HOUSING WITHIN THE CINCINNATI METROPOLITAN REGION: A CASE STUDY OF CINCINNATI METROPOLITAN HOUSING AUTHORITY'S (DMHA) SECTION 8 HOUSING CHOICE VOUCHER PROGRAM“. University of Cincinnati / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1022871725.

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Chen, Hong Kai, und 陳鴻凱. „The Affection Evoked by Products Biomimicry Features and Affordance on Brain: An ERPs Study“. Thesis, 2016. http://ndltd.ncl.edu.tw/handle/k57623.

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碩士
長庚大學
工業設計學系
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To realize how the product form evoked user attention and affection is a key issue in design research. In this respect, the key points of this study is usre emotional response between biomimicry feature and affordance and how to affect the emotion response of users. This study has combined emotional scale and Event Related Potentials (ERPs) to carry out the corroboration. And the result showed that is significant effect of user attention and emotional response in pertaining to "biomimicry feature and affordance." The ERP results showed that have significant attention in affordance during the 100ms. However, attention will be transferred to biomimicry feature when it is added. In addition, the identification of product usability can be easily affected by biomimicry feature and affordance in 200-300ms. Especially, biomimicry feature will exert significant impact upon the block of brain activity, and this result is regard to LPP. In this article, we detailed discussion of how the biomimicry feature impact on the cognition between the behavior of product operation and emotional response. Furthermore, we integrate questionnaire and result of ERP to explain the relationship chart between biomimicry feature and affordance feature in each block of the brain and timing. Through this chart , we are showing that things that are enhance as more action affordance from produces biomimicry feature. The suggestion from this study for designers might be use more biomimicry feature to invoke more affection.
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Dennis, Elissa. „L'apport des personnages virtuels simulant différentes dispositions affectives à l'évaluation des intérêts sexuels“. Thèse, 2015. http://hdl.handle.net/1866/13735.

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La pléthymographie pénienne est considérée comme la méthode la plus objective pour évaluer les intérêts sexuels d'hommes adultes. Par contre, un nombre grandissant de chercheurs déplorent le manque de correspondance qui existe entre les stimuli présentés dans ce type d'évaluation et la réalité. Il est proposé de tenter de remédier à cette lacune en utilisant des personnages virtuels générés par ordinateur et présentant une variété de dispositions affectives lors d'évaluations pléthysmographiques. Ces stimuli n'ont jamais été utilisés dans l'évaluation des intérêts sexuels auprès d’agresseurs sexuels d'enfants. Cette thèse est composée de deux articles qui visent à soutenir le recours à ce type de stimuli lors d'évaluations pléthysmographiques. Afin d'atteindre cet objectif, des hommes ayant eu ou non des contacts sexuels avec des enfants ont été recrutés dans le but de les comparer. Une première étude empirique est bipartite. Elle vise en premier lieu à déterminer auprès d'une population étudiante si les dispositions affectives simulées par les personnages virtuels sont identifiables. Elle cherche ensuite à déterminer la capacité des personnages virtuels à générer un profil d'excitation sexuelle propre à un groupe d'individus n'ayant pas de problématique sexuelle. La seconde étude expérimentale porte sur la comparaison des profils de réponses érectiles issus de la présentation des personnages virtuels et évalue leur capacité à discriminer les individus selon qu'ils possèdent ou non des antécédents en matière de délinquance sexuelle envers les enfants. Dans l'ensemble, les résultats soutiennent l'utilisation de ces stimuli lors d'évaluations pléthysmographiques. Ils démontrent que les personnages virtuels simulent les dispositions affectives prévues et qu'ils génèrent des profils d'excitation sexuelle et des indices de déviance permettant de discriminer entre les groupes à l'étude. Ce projet de recherche présente les avantages associés à la présentation des personnages virtuels simulant différentes dispositions affectives lors de l'évaluation des intérêts sexuels chez les agresseurs d'enfants et propose des avenues intéressantes en termes d'évaluation et de traitement auprès de cette population.
Penile plethysmography is considered the most objective method to assess adult men's sexual interests. However, a growing number of researchers underline the poor correspondence between the stimuli used during this type of assessment and reality. It is proposed to try to overcome this issue by using computer generated virtual characters that present a variety of affective dispositions during plethysmographic assessments. These stimuli have never been used in the assessment of child molesters' sexual interests. This thesis is composed of two articles that aim at supporting the use of this type of stimuli during plethysmographic assessments. In order to reach this goal, men who have or not engaged in sexual contact with children were recruited so that they could be compared. A first empirical study is bipartite. On one hand, it aims to determine in a student sample whether the affective dispositions simulated by the virtual characters represent what was intended. Its second goal is to determine the ability of the charcarters to generate a sexual arousal profile representative of non-deviant men. The second experimental study focuses on comparing profiles of erectile responses recorded to the virtual characters and determining their ability to discriminate individuals according to their group membership. Overall, results support the use of these stimuli during plethysmographic assessments. They demonstrate that the virtual characters simulate intended affective dispositions as well as their ability to generate profiles of sexual arousal and deviance differentials representative of group membership. This research project presents the advantages of using virtual characters that simulate varying affective dispositions in the assessment of child molesters' sexual interests and proposes interesting avenues in terms of assessment and treatment with this population.
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Bücher zum Thema "Affective affordance"

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Gallagher, Shaun. Enactivist Interventions. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198794325.001.0001.

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Enactivist Interventions explores central issues in the contemporary debates about embodied cognition, addressing interdisciplinary questions about intentionality, representation, affordances, the role of affect, and the problems of perception and cognitive penetration, action and free will, higher-order cognition, and intersubjectivity. It argues for a rethinking of the concept of mind, drawing on pragmatism, phenomenology, and cognitive science. It interprets enactivism as a philosophy of nature that has significant methodological and theoretical implications for the scientific investigation of the mind. Enactivist Interventions argues that, like the basic phenomena of perception and action, sophisticated cognitive phenomena like reflection, imagining, and mathematical reasoning are best explained in terms of an affordance-based skilled coping. It thus argues for a continuity that runs between basic action, affectivity, and a rationality that in every case remains embodied. It also discusses recent predictive models of brain function and outlines an alternative, enactivist interpretation that emphasizes the close coupling of brain, body, and environment rather than a strong boundary that isolates the brain in its internal processes. The extensive relational dynamics that integrates the brain with the extra-neural body opens into an environment that is physical, social, and cultural and that recycles back into the enactive process. Cognitive processes are in the world, situated in affordance spaces defined across evolutionary, developmental, and individual histories, and are constrained by affective processes and normative dimensions of social and cultural practices.
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Fuchs, Thomas. The Phenomenology of Affectivity. Herausgegeben von K. W. M. Fulford, Martin Davies, Richard G. T. Gipps, George Graham, John Z. Sadler, Giovanni Stanghellini und Tim Thornton. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199579563.013.0038.

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In contrast to current opinion which locates mental states including moods and emotions within our head, phenomenology regards affects as encompassing phenomena that connect body, self, and world. Based on the phenomenological approach, the chapter gives a detailed account of: (a) the feeling of being alive or vitality, (b) existential feelings, (c) affective atmospheres, (d) moods, and (e) emotions, emphasizing the embodied as well as intersubjective dimensions of affectivity. Thus, emotions are regarded as resulting from the circular interaction between affective affordances in the environment and the subject's bodily resonance, be it in the form of sensations, postures, gestures, or movement tendencies. A special section deals with the phenomena of interaffectivity, understood as the mutual empathic coupling of two embodied subjects. Psychopathological examples complete the phenomenological account of affectivity.
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Seedat, Soraya, und Sharain Suliman. PTSD in Low- and Middle-Income Countries. Herausgegeben von Charles B. Nemeroff und Charles R. Marmar. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780190259440.003.0009.

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The burden of post-traumatic stress disorder (PTSD) in low- and middle-income countries (LMIC) is high. In addition to trauma type and sociodemographic correlates, cultural and social drivers of the disorder are critical to consider in diagnosis and treatment provision. Sociocultural factors may underpin the cognitive and affective neural mechanisms of PTSD and its phenotypic presentation. Although steps have been taken to evaluate and disseminate empirically supported interventions for PTSD in LMIC that are feasible, affordable, and potentially sustainable despite the limited resources that exist in these countries, well-designed quantitative and qualitative randomized controlled trials are needed in order to gain a more nuanced understanding of the cultural expressions of PTSD.
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Fuchs, Thomas. Intercorporeality and Interaffectivity. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190210465.003.0001.

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According to phenomenological and enactive approaches, human sociality does not start from isolated individuals and their hidden inner states, but from intercorporeality and interaffectivity. This paper introduces first a general concept of embodied affectivity: it conceives emotions as a circular interaction of the embodied subject and the respective situation with its affective affordances. This leads to a concept of embodied interaffectivity (with others) as a process of coordinated interaction, bodily resonance, and “mutual incorporation,” providing the basis for a primary empathic understanding. Finally these empathic capacities are also based developmentally on an intercorporeal memory acquired in early childhood, which conveys a basic sense of social attunement or a “social musicality” and also manifests itself in an individual’s habitus. Basic empathy mediated by embodied interaction may subsequently be extended by higher-level cognitive capacities such as perspective-taking and imaginary transposition. Nevertheless, intercorporeality and interaffectivity remain the basis of social understanding.
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De Souza, Jonathan. Horns To Be Heard. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780190271114.003.0007.

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How do listeners relate to musial instruments that they do not play? This chapter investigates technically mediated modes of listening in the context of Haydn’s horn music. The valveless horns in Haydn’s orchestra had distinctive pitch affordances, which gave rise to several idiomatic figures. This instrumental invariance can shape tonal expectations, affecting how the music appears to listeners. Haydn (and other composers) also used horn calls in compositions for other instrumental forces. If situated listeners are attuned to schematic instrumental textures—if, for example, they can hear virtual horns in a string quartet or piano piece—this implies that their perception is grounded in multimodal experiences of instruments. Like performance, then, listening is both embodied and conditioned by technology.
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Waldek, Stephen. Fabry disease. Herausgegeben von Neil Turner. Oxford University Press, 2018. http://dx.doi.org/10.1093/med/9780199592548.003.0335_update_001.

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Fabry disease is a rare X-linked disorder of glycosphingolipid metabolism caused by a deficiency of the lysosomal acid hydrolase enzyme, alpha-galactosidase A. The resulting accumulation of substrate, mostly globotriaosylceramide, leads to a progressive, multiorgan disease affecting predominantly the kidneys, skin, heart, and nervous system. It is one of over 50 lysosomal storage diseases. It is typically diagnosed in young men after many years of ‘acral pain’ syndrome, when the diagnosis is made through identification of characteristic abnormalities of skin, kidney or heart, or of other organs. Renal failure has been a common outcome. Females may also develop manifestations, usually later in life. Renal biopsy shows vacuoles/deposits in podocytes and other renal cell types with progressive scarring. The diagnosis can be made by measuring enzyme levels in men, or by genetic testing. This latter is the more reliable test in women. Fabry disease can now be treated where affordable by regular (every 2 weeks) intravenous infusions of recombinant preparations of the deficient enzyme. These are burdensome and expensive, but are transforming the outlook for the condition.
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Buchteile zum Thema "Affective affordance"

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Hayashi, Elaine C. S., Alessandro Arpetti und M. Cecília C. Baranauskas. „Preliminary Reflections on Affective Affordance in HCI: A Semiotic-Informed Perspective“. In Socially Aware Organisations and Technologies. Impact and Challenges, 43–52. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42102-5_5.

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Prieto-Blanco, Patricia. „Afterword: Visual Research in Migration. (In)Visibilities, Participation, Discourses“. In IMISCOE Research Series, 327–43. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67608-7_18.

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AbstractProfound developments in terms of scale, diversity of digital media and prosumerism (García-Galera & Valdivia, 2014; Madianou, 2011) in the last decade have resulted in vast monitoring of movement, migratory or otherwise. While migrants have been outlined as digital natives, early adopters and heavy users of digital technologies (Ponzanesi & Leurs, 2014); the intersection of ICT (Information and Communications Technology) and migration is still under-researched (Oiarzabal & Reips 2012), Madianou’s (2011) work being a notable exception. As Leurs and Prabhakar highlight (2018, p. 247), the implications of the rise of ubiquitous and pervasive technologies (software and hardware) for the migration experience can be grouped in two sets of media practices. On the one hand, these technologies are used to reproduce and (forcefully) enforce top-down control by (state) authorities. On the other, they enable migrants - both voluntary and forced - to connect (dis)affectively, manage kinship and other relationships (Cabalquinto, 2018; Madianou, 2012; Prieto-Blanco, 2016), participate in collective processes (Siapera & Veikou, 2013; Martínez Martínez, 2017; Özdemir, Mutluer & Özyürek, 2019), establish a sense of belonging (Yue, Li, Jin, & Feldman, 2013; Budarick, 2015; Gencel-Bek & Prieto-Blanco, 2020), and move money across borders (Aker, 2018; Batista & Narciso, 2013). “[T]he transformed epistolary base and the communication infrastructure of the migrant experience” (Hedge 2016, p. 3), with their distinct affordances, impact on how migration is currently understood via a focus on connectivity and presence. Stay in touch. Remain within reaching distance. Leave, but let your presence linger.
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Arbib, Michael A. „An action-oriented perspective on space and affordances“. In When Brains Meet Buildings, 73–140. Oxford University Press, 2021. http://dx.doi.org/10.1093/med/9780190060954.003.0002.

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Architects design spaces that offer perceptual cues, affordances, for our various effectivities. Lina Bo Bardi’s São Paulo Museum demonstrates how praxic and contemplative actions are interleaved—space is effective and affective. Navigation often extends beyond wayfinding to support ongoing behavior. Scripts set out the general rules for a particular kind of behavior, and may suggest places that a building must provide. Cognitive maps support wayfinding. Other maps in the brain represent sensory or motor patterns of activity. Juhani Pallasmaa’s reflections on The Thinking Hand lead into a view of how the brain mediates that thinking, modeling hand–eye coordination at two levels. The first coordinates perceptual and motor schemas. The body schema is an adaptable collage of perceptual and motor skills. The second coordinates the ventral “what” pathway that can support planning of actions, and the dorsal “how” pathway that links affordance-related details to motor control. A complementary challenge is understanding how schemas in the head relate to social schemas. Finally, the chapter compares the cognitive challenges in designing a building and in developing a computational brain model of cognitive processes.
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Krueger, Joel, und Giovanna Colombetti. „Affective affordances and psychopathology“. In Philosophical Perspectives on Affective Experience and Psychopathology, 221–47. Quodlibet, 2018. http://dx.doi.org/10.2307/j.ctv8xnhwc.14.

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„Affective Affordances, Desires, and Assemblages“. In Deterritorializing Language, Teaching, Learning, and Research, 110–32. Brill | Sense, 2019. http://dx.doi.org/10.1163/9789004420939_006.

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„Exploration on the relationship between Chinese characters and ergonomic affordances“. In Advances in Affective and Pleasurable Design, 183–92. CRC Press, 2012. http://dx.doi.org/10.1201/b12525-23.

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„Homeownership, Debt, and Default: The Affective Value of Home and the Challenge of Affordability“. In Affordable Housing and Public-Private Partnerships, 183–220. Routledge, 2016. http://dx.doi.org/10.4324/9781315565903-16.

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Gorham, Tom, und Jon Gorham. „Educational Neuroscience and the Affective Affordances of Video Games in Language Learning“. In Emotions, Technology, and Digital Games, 157–89. Elsevier, 2016. http://dx.doi.org/10.1016/b978-0-12-801738-8.00008-7.

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Radman, Andrej. „Space Always Comes After: It Is Good When It Comes After; It Is Good Only When It Comes After“. In Speculative Art Histories. Edinburgh University Press, 2017. http://dx.doi.org/10.3366/edinburgh/9781474421041.003.0011.

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The chapter suggests that the dominant architectural history is too logocentric and not speculative enough. As such, its only merit is to translate a coexistence of becomings into a succession of neat logically necessary types. The case will be made for the role of topology as the antidote to the pernicious typological essentialism. Architecture needs to be free from the ideas of epoch and destiny. Following Brian Massumi’s lead, the speculative aspect relates to the contingently obligatory becoming, an event: “intrepidly future-facing, far-rangingly foretracing.” While it would appear logical that space should precede affordance, in fact the inverse holds true. The degree zero of spatial experience occurs at the level of the unconscious and is proto-subjective and sub-representational. As Hayles put it, consciousness is overrated. In terms of architectural thinking everything begins from the sensible. However, the task of speculative thinking is to go beyond the sensible to the potentials that make sensibility possible. After all, the basic medium of the discipline of architecture, as we see it, is the ‘space of experience’. This spatium, which is not to be confused with the ‘experience of space’, does not pre-exist but subsists as a virtuality. According to Deleuze, the plane of composition - as a work of sensation - is aesthetic: "it is the material that passes into the sensation." Once aesthetics is drawn into the context of production its realm expands to become a dimension of being itself. Both subjects and objects come to be seen as derivative. Consequently, the mereological relationship - which is perfectly suitable for the realm of the extensive - needs to be radically revamped in order to become capable of capturing topological transformations. But what we are advocating is not a formalisable model. Quite the contrary, any technological determinism needs to be kept at bay. What is needed instead is heuristics as a practice of material inference. However disadvantageous this may seem to the architect, it will prove not to be so once we fully grasp the Affective Turn and its implications for the discipline. It might become apparent that it is through habit, rather than attention, and collectivity, rather than individualism, that we find the (royal) road to the understanding of ‘space’, or better still, that we take a (minor) apprenticeship in spatialisation.
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Ke, Fengfeng, Zhaihuan Dai, Chih-Pu Dai, Mariya Pachman, Ram Sharan Chaulagain und Xin Yuan. „Designing Virtual Agents for Simulation-Based Learning in Virtual Reality“. In Cognitive and Affective Perspectives on Immersive Technology in Education, 151–70. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3250-8.ch008.

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In this chapter, the authors review and explore propositions, approaches, and core elements of designing virtual agents that contextualize and scaffold simulation-based learning. They start the chapter by reviewing the literature and prior research on the nature, role, design claims, and evidence of virtual agents in digital and multimedia learning environments. They then analyze the educational affordances of virtual reality (VR) for agent-supported, simulation-based learning as well as the design challenges for creating interactive virtual agents. Through an empirical design case, they describe a conceptual and design framework of creating and using virtual agents for VR simulation-based teaching training. Specifically, they provide an analytical and contextualized synthesis of core design elements, including specific design problems associated with virtual agents, the design solutions, and the patterns of transferring or scaling these design solutions to other cases of virtual agent development.
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Konferenzberichte zum Thema "Affective affordance"

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Kim, Y. S., J. Y. Jeong, M. K. Kim und S. W. Lee. „Personal Cognitive Characteristics in Affordance Perception: The User Activity Case Study in a Building Lobby“. In ASME 2008 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2008. http://dx.doi.org/10.1115/detc2008-50063.

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User activities in performing tasks are influenced by the way the user perceives the related surrounding context and environment and determined with user judgment preferences. Physical environment structures afford user activities when these are perceived. Thus, this paper addresses how user activities and perceived affordances are different reflecting personal creativity modes, which are determined by factual-intuitive perception inclination and subjective-objective decision preferences as well as introverted-extroverted nature. To design-in various affordance features for diverse users in varying contexts, understanding on relations between user personal characteristics and affordance perception would be helpful. We conducted a case study in a public space — building lobby — used by many general people. User activities and behaviors were analyzed in several specific tasks given to twenty students in the lobby of a building they have never been to before. The tasks were devised so that various affordance features could be relevant while eliminating other factors affecting the affordance perception than those due to user personal characteristics. User activities can be classified into several different groups for each task based on affordance features involved in their activities. These user activity differences are then compared with their personal creativity modes. For user of less common activities for some tasks, relevant personal cognitive characteristics have been identified.
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Siqueiros-García, Jesús M., Laura Mojica und Susana Ramírez-Vizcaya. „The affective affordances of the web: a 4E approach“. In The 2018 Conference on Artificial Life. Cambridge, MA: MIT Press, 2018. http://dx.doi.org/10.1162/isal_a_00027.

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Passia, Yota, und Panagiotis Roupas. „The Affective City: Cartography of Machinic Urban Assemblages“. In International Conference on the 4th Game Set and Match (GSM4Q-2019). Qatar University Press, 2019. http://dx.doi.org/10.29117/gsm4q.2019.0014.

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While the city is generally perceived -within complexity theory and dynamic systems theory as a changing field of dense interactions that occur in a range of spatial and temporal scales, we are unable to perceive it or describe it in these terms. The main goal of our work is to redefine space - ontologically and epistemologically- in order to reveal the invisible system of its interactions. Thus, the city is represented via a connectionist model, by means of the representation of the interconnections of its various parts. The project theorizes the city as a multiplicity, a structure of spaces of possibilities while at the same time trying to establish a liaison between the city's properties, tendencies and capacities. While properties are actual and can be observed, tendencies and capacities lie in the virtual level and become actual once exercised. Their intensive cartographies map zones of varying degrees regarding the density and intensity of information that is available pointing them as the city's islands of affordances. In this framework, Hecate becomes the city's virtual map, an interactive mechanism able to decipher, map and connect the superimposed layers of significance informing the city's layout and behavior, in real time. Visualized as a network of richly interconnected nodes of varying intensities, each representing information flows between the system and the city, Hecate is introduced as a visual thinking tool to perceive them in real time.
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Mengoni, Maura, Margherita Peruzzini und Michele Germani. „Virtual vs. Physical: An Experimental Study to Improve Shape Perception“. In ASME 2009 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2009. http://dx.doi.org/10.1115/detc2009-86225.

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Product designers, in order to create value, need to enrich their understanding of users products experience and the whole set of activities involved in it. Human-Centered Design (HCD) regards with the development of design principles to support product features definition answering to physical, psychological, social and cultural needs of human beings. Usability tests generally allow the investigation of product performance in terms of efficiency, effectiveness and users satisfaction in order to reduce the gap between the perceived and the designed product quality. Main problems concern with the assessment of emotional usability, the identification of product features stimulating affective response and their translation into design requirements. Usability tests are generally carried out only at the end of the design cycle once a final physical prototype has been realized. As a consequence design modifications increase time to market. Instead of traditional CAD-based systems (Computer Aided Design), Virtual Reality (VR) represents new Human-Computer Interfaces that can support the multimodal interaction with virtual prototypes to perform usability tests at the early design stages. The present paper explores the potentialities of VR to support usability testing mainly focusing on emotional aspects. A protocol study is defined to analyze how sample users perceive product attributes determining affordances and synaesthesia qualities. The protocol adopts qualitative and quantitative metrics to objectify users emotional response while interacting with products. It allows correlating product attributes, in terms of materials, shape and aesthetic features combination, with user behavior and product performance. It has been applied in the field of household appliances. Two different experimental set-ups, physical and virtual, have been used to validate the protocol and highlight the main VR technologies drawbacks.
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Ogegbo, Ayodele, und Oyebimpe Adegoke. „STUDENTS EXPERIENCES ON THE USE OF GOOGLE CLASSROOM: CASE STUDY OF A UNIVERSITY IN RWANDA“. In International Conference on Education and New Developments. inScience Press, 2021. http://dx.doi.org/10.36315/2021end060.

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Google is a popular Web 2.0 tools with many interesting facilities and applications. Like many other Web 2.0 tools, Google classroom has potential for teaching and learning due to its unique built-in functions that offer pedagogical, social and technological affordances. With this in mind, Google classroom as an open-source learning platform created in 2015 to simplify and enhance user collaboration, was considered a prominent technology tool used to enhance teaching and learning at a particular University in Rwanda. This study adopts a quantitative descriptive design to investigate university students' Google classroom experiences in Rwanda after participating in an online STEM education course. Data were collected using questionnaires sent to students via a Google form link. The collected data were analyzed using frequency and descriptive analysis. The study has generally confirmed that students have a positive cognitive, affective, and behavioural attitude towards Google classroom use. The study also revealed immediate feedback, accessibility, user-friendliness, collaboration, effective and efficient communication as positive experiences recognized by students using Google classroom in their online STEM education course. Nevertheless, students faced problems such as poor internet connection, lack of technology to access the classroom, insufficient time to submit tasks, lecturers inadequate and untimely response to students’ questions, isolated learning, poor knowledge about the user interface, inadequate skills on how to use the classroom. To further encourage the use of google classroom particularly as a learning management system in Rwandan universities and other universities across Africa, findings from this study recommends that education institutions provide students and lecturers with adequate training and platform on how to use the google classroom interface, improve ICT infrastructures, lecturers’ use of video chat or asynchronous mode to provide adequate and timely feedback to students within stipulated virtual office hours, ensure quality course content.
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Ghosh, Amitava, Kaushik Das, Debashis Basu und Larry Miller. „Soil Structure and Fluid Interaction Assessment of New Modular Reactor: Part 2 — Numerical Study of Soil Reactor Structure Interaction“. In ASME 2014 Small Modular Reactors Symposium. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/smr2014-3318.

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To meet the growing demand of affordable power, several designs of Small Modular Reactors (SMRs), which will be installed below-grade, have been proposed by the nuclear industry. The containment vessels of these reactors will be under water. During a seismic event, these reactors will experience a complex soil (ground)-structure (SMR)-fluid (water) interaction that can affect the integrity of the system. Each of these reactors uses a seismic damping or isolation system to protect its important to safety structures, systems, and components from a design-basis earthquake. Designers of these damping/isolation systems need to have a thorough understanding of the complex soil-structure-fluid interactions to ensure the adequacy of the isolation system. In addition, regulators need to understand these interactions to evaluate the safety of such installations and systems. This study was initiated to understand the complexities in modeling facility responses that may accompany a design-basis earthquake. The ability to model these complexities is important to designers and regulators. It was recognized that a three-way coupled approach that can satisfactorily model the unique dynamic characteristics of soil surrounding the reactor, the reactor structure, and fluid contained within the reactor is not available. As a first step in understanding the complex interaction phenomena, a sequential coupling approach was adopted in this study. It was assumed that the feedback loop (such as structural deformation affecting ground motion and sloshing) has limited influence because of the high inertia of the massive structure. The general-purpose geological continuum package FLAC was used to simulate the propagation of earthquake-generated ground motion. The fluid analysis was conducted using the commercial computational fluid dynamics (CFD) package ANSYS-FLUENT. This paper briefly discusses the modeling techniques used in soil-structure and structure-fluid interaction analyses. Using a strong motion earthquake record, the ground acceleration at the base of the SMR was calculated and used as input to the CFD analysis of fluid motion inside the structure.
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Islam, Mazharul, A. K. M. Sadrul Islam und M. Ruhul Amin. „Small-Scale Decentralized Renewable Energy Systems for the Remote Communities of the Developing Countries“. In ASME 2005 Power Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/pwr2005-50068.

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About 2 billion people of the world, mostly in rural areas of the developing countries, do not have access to grid-based electricity. The most critical factor affecting their livelihoods is access to clean, affordable and reliable energy services for household and productive uses. Under this backdrop, renewable and readily available energy from the nature can be incorporated in several proven renewable energy technology (RET) systems and can play a significant role in meeting crucial energy needs in these remote far flung areas. RETs are ideal as distributed energy source and they can be incorporated in packages of energy services and thus offer unique opportunities to provide improved lighting, health care, drinking water, education, communication, and irrigation. Energy is also vital for most of the income-generating activities, both at the household or commercial levels. Access to energy is strongly connected to the achievement of the Millennium Development Goals (MDGs), which set targets for poverty reduction, improved health, and gender equality as well as environmental sustainability. Environmentally benign renewable energy systems can contribute significantly in the above-mentioned unserved or underserved areas in the developing countries to achieve both local and global environmental benefits. This is important in the context of sustainable development in: (i) poverty alleviation, (ii) education, (iii) gender equity and empowerment, (iv) health including other benefits like improved information access through Information and Communication Technology (ICT) centers, (v) better security, and (vi) increase in social or recreational opportunities. It is evident that proliferation of renewable energy resources through implementing their applications for meeting energy demand will promote all the three dimensions namely, social, economic and environmental of sustainable development in the developing countries. Several small scale enabling RET systems have been suggested in this paper in the light of above-mentioned issues of energy sustainability and they can significantly contribute to the improvement of the livelihood of the remote impoverished rural communities of the developing countries. With the current state of technology development, several RET systems (such as wind, solar photovoltaics, solar thermal, biomass and microhydro) have become successful in different parts of the world. In this paper, an exhaustive literature survey has been conducted and several successful and financially viable small-scale RET systems were analyzed. These systems have relevance to the economies of the developing countries that can be utilized for electrification of domestic houses, micro enterprises, health clinics, educational establishments and rural development centers.
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Celentano, Frank, Nicholas May, Edward Simoneau, Richard DiPasquale, Zahra Shahbazi und Sina Shahbazmohamadi. „3D Printing for Manufacturing Antique and Modern Musical Instrument Parts“. In ASME 2016 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/imece2016-66652.

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Professional musicians today often invest in obtaining antique or vintage instruments. These pieces can be used as collector items or more practically, as performance instruments to give a unique sound of a past music era. Unfortunately, these relics are rare, fragile, and particularly expensive to obtain for a modern day musician. The opportunity to reproduce the sound of an antique instrument through the use of additive manufacturing (3D printing) can make this desired product significantly more affordable. 3D printing allows for duplication of unique parts in a low cost and environmentally friendly method, due to its minimal material waste. Additionally, it allows complex geometries to be created without the limitations of other manufacturing techniques. This study focuses on the primary differences, particularly sound quality and comfort, between saxophone mouthpieces that have been 3D printed and those produced by more traditional methods. Saxophone mouthpieces are commonly derived from a milled blank of either hard rubber, ebonite or brass. Although 3D printers can produce a design with the same or similar materials, they are typically created in a layered pattern. This can potentially affect the porosity and surface of a mouthpiece, ultimately affecting player comfort and sound quality. To evaluate this, acoustic tests will be performed. This will involve both traditionally manufactured mouthpieces and 3D prints of the same geometry created from x-ray scans obtained using a ZEISS Xradia Versa 510. The scans are two dimensional images which go through processes of reconstruction and segmentation, which is the process of assigning material to voxels. The result is a point cloud model, which can be used for 3D printing. High quality audio recordings of each mouthpiece will be obtained and a sound analysis will be performed. The focus of this analysis is to determine what qualities of the sound are changed by the manufacturing method and how true the sound of a 3D printed mouthpiece is to its milled counterpart. Additive manufacturing can lead to more inconsistent products of the original design due to the accuracy, repeatability and resolution of the printer, as well as the layer thickness. In order for additive manufacturing to be a common practice of mouthpiece manufacturing, the printer quality must be tested for its precision to an original model. The quality of a 3D print can also have effects on the comfort of the player. Lower quality 3D prints have an inherent roughness which can cause discomfort and difficulty for the musician. This research will determine the effects of manufacturing method on the sound quality and overall comfort of a mouthpiece. In addition, we will evaluate the validity of additive manufacturing as a method of producing mouthpieces.
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