TL;DR: RAZER, a framework for robot task-level programming, in which skill programming and parameter interface definitions are integrated is evaluated, showing proof that RAZER fulfills the demands of both experts and novice users.
Abstract: Maintaining competitiveness and mitigating health issues test caused by unergonomic working conditions are two main reasons for automating production processes. But such automation is expensive, also because test experts are required to program the robots. One approach to lowering these costs is to enable shop-floor workers to program robots by providing task-level programming tools. Task-level programming is an established approach, yet appropriate workflows for experts and shop-floor workers remain to be defined. The objective of this letter is to evaluate RAZER, a framework for robot task-level programming, in which skill programming and parameter interface definitions are integrated. The framework provides workflows for both experts—creating skills and providing their parameter interfaces—and for shop-floor workers—using these skills to create executable robot tasks in an intuitive human–robot interface (HRI). The HRI is a graphical user interface that runs in a browser, and provides access to other man–machine interface, such as programming by demonstration. Two pilot and two user studies proof that RAZER fulfills the demands of both experts and novice users.
TL;DR: This paper examined the vocal performance of Helen Razer in her Triple J programs and argued against established accounts of radio as a disembodied medium in favour of considering the physiological techniques of all vocalising as having social and cultural meaning.
Abstract: This paper examines the vocal performance of Helen Razer in her Triple J programmes. It argues against established accounts of radio as a disembodied medium in favour of considering the physiological techniques of all vocalising as having social and cultural meaning. It sets out to 'read' radio voice as conscious performance of style - in Razer's case, a radically generated style in opposition to the various performances of masculinity pervasive on the youth network as well as in more dominant forms of radio.
TL;DR: Razer as mentioned in this paper released the second generation of its Open Source Virtual Reality Hacker Development Kit, or OSVR HDK 2.0, which is used in the latest version of the Oculus Rift, HTC Vive and PlayStation VR.
Abstract: THE NUMBER OF companies and alliances battling over the virtual reality headset space is large. The hype surrounds the Facebook-owned Oculus Rift, HTC Vive and Sony's upcoming PlayStation VR. But these exist in closed systems. Another interesting play comes from PC gaming hardware specialist Razer. It recently released the second generation of its Open Source Virtual Reality Hacker Development Kit, or OSVR HDK 2.
TL;DR: In this paper, the authors identify how ideologies related to identity are structured into and articulated through the text and images of Razer peripheral advertising, and argue that the overall ideological tone suggests a reification of the white male gamer identity through its discursive construction of a particular model of masculinity grounded in combat/war, mastery over the game, and the gaining of unfair advantages.
Abstract: In this chapter, we take as a case study the web advertising for Razer with a focus on how the company’s keyboards and keypads, mice, and controllers are promoted to consumers on its website. Using ideological discourse analysis, we identify how ideologies related to identity are structured into and articulated through the text and images of Razer peripheral advertising. We argue that, while some language and imagery on the site point to an effort to be more inclusive, its overall ideological tone suggests a reification of the white male gamer identity through its discursive construction of a particular model of masculinity grounded in combat/war, mastery over the game, and the gaining of unfair advantages. Based on our analysis, we suggest that Razer’s peripherals are articulating a larger struggle in the industry between a historic connection of gaming with young, white males and an emerging recognition of the diversity of those who play video games.