Jonah Warren

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This thesis offers an alternative to the stationary, hand-centric experience that most existing video games provide. It proposes a scenario in which the player can affect action in the game by using his or her entire body, free of wires and controllers. Through the use of computer vision technology, this thesis attempts to develop an interactive vocabulary(More)
This portable and self-contained lightweight microprocessor based Ergonomic Dosimeter is designed to collect continuously postural angles of the torso and the upper arm in the sagittal plane and the number of kneeling activities. Up to 4 h of task performance data can be stored in a non-volatile memory of the dosimeter, which can then be downloaded to a(More)
Wireless mobile ad-hoc networks (MANETS) of personal digital assistants (PDAs) are a growing field of study due to potential applications in environments that lack a functioning communications infrastructure. Mobile computing platforms such as PDAs and tablet PCs offer software designers great challenges to the design of survivable software applications.(More)
Efficient swarming behaviours within peer-to-peer networks are hindered by imprecise or incorrect metadata content. Once published, metadata corrections can only be effected by a complete republish/swarm recreation or for each peer to manually make corrections (causing them to leave the swarm, decreasing performance). This work presents an approach which(More)
Driven partially by technological innovation and partially by a lack of a critical vocabulary, there is a bias in the computer gaming world towards discussing games in terms of their level of realism. This thesis contends that this bias is inappropriate for accurately discussing a medium whose pleasures are more closely related to concepts of reactivity,(More)
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