The Software side of this project consists of a custom program written using Processing, an IDE/Language very similar to Arduino/Java, some sort of virtual MIDI driver, and your personal favorite DJing Software. We will cover the configuration of each of these programs in the next few steps, but for now you're going to need a couple things!
We will be using a couple libraries with Processing. proMIDI 1.0 allows us to send/receive MIDI commands in our program, very useful! controlP5 is a great Processing library. It allows us to rapidly create a nice looking and functional user interface for our program. A virtual MIDI driver carries the MIDI messages we create in our program directly over to the DJing program without the need of a physical cable/real MIDI connection. For Windows, we have to use loopMIDI. Mac and Linux have a native solution. I will cover setting this virtual connection up in the next steps.
keyboard mapping.xml virtual dj 8 18
Before we get started with anything else, we're going to need a way to virtually connect our interpreting program and the DJing software. To do this, we need a virtual MIDI driver. On Windows, you can download and install loopMIDI, on Mac or Linux, this feature is built in. Follow the directions here for Mac, and here for Linux. Note that I haven't tested this setup on Mac or Linux, but it should be possible. You might have to play around. This should be all set up, and we can see whether or not it worked in the next step!
EDIT: So after wrestling with LoopBe1's "convenient" feedback prevention feature, I have decided to switch to a different virtual MIDI driver for Windows. The feedback prevention pretty much just monitored if a lot of messages were being sent in a short period of time. Seeing as we're modifying multiple sliders at the same time on a DJ Controller fairly often, this resulted in LoopBe1 muting the MIDI channel and cutting off control. Very inconvenient if you ask me. It should at least be configurable. Anyway, the new software that I began using is called loopMIDI by Tobias Erichsen. Good software, simple, no frills software MIDI passthrough. Thank you Tobias!
A little window should pop up that has two drop-down menus and three buttons. These controls allow you to select what MIDI output to connect to and what Serial port input to listen on. The refresh button allows you to refresh the lists if you unplug/plug in your launchpad or a MIDI connection. For our purposes, connect the MIDI Out line to loopMIDI (Windows) or the virtual MIDI port you created earlier (Mac/Linux). Plug in the controller and connect the Serial port to the serial port that the controller is on. It should be the one you used with Energia. MIDI input from your controller should now reach whatever is connected to the other end of your virtual MIDI port.
Click on the settings button and go to the Controllers tab. Find the virtual midi driver input and click on it (for mine it said "loopMIDI (custom mapping)"). Then, use a control on the controller and it should appear in the key learn box below. You can then select that key and map it to some action. For example, mapping 0-SLIDER70 to the action 'crossfader' would map a knob/slider to the crossfader. Be creative and use the action learn button (screen with a magnifying glass icon). That allows you to use your mouse to select actions from the interface. Read up and come up with shortcuts that work with your DJing style!
I plan to fix a few more things with the hardware and update the software so it's more stable in the future, but the project works pretty well as it is. Also, LoopBe1 has a very annoying auto-mute function that mutes the MIDI channel when too many messages are sent in a short period of time. This can cause some cut-outs when operating several analog controls at once. A software update to the Processing program could probably remedy this. EDIT: Changed the suggested virtual MIDI driver. See the software step pertaining to setting up the Virtual MIDI driver for more information. Cutouts are finally gone :) !
Skiplinks or Skip Navigation Links are hidden navigation links that only become visible when keyboard users interact with the page. They are very easy to implement with internal page anchors and some styling:
Our React applications continuously modify the HTML DOM during runtime, sometimes leading to keyboard focus being lost or set to an unexpected element. In order to repair this, we need to programmatically nudge the keyboard focus in the right direction. For example, by resetting keyboard focus to a button that opened a modal window after that modal window is closed.
A great focus management example is the react-aria-modal. This is a relatively rare example of a fully accessible modal window. Not only does it set initial focus onthe cancel button (preventing the keyboard user from accidentally activating the success action) and trap keyboard focus inside the modal, it also resets focus back to the element that initially triggered the modal.
While this is a very important accessibility feature, it is also a technique that should be used judiciously. Use it to repair the keyboard focus flow when it is disturbed, not to try and anticipate howusers want to use applications.
Ensure that all functionality exposed through a mouse or pointer event can also be accessed using the keyboard alone. Depending only on the pointer device will lead to many cases where keyboard users cannot use your application.
This may work fine for users with pointer devices, such as a mouse, but operating this with the keyboard alone leads to broken functionality when tabbing to the next element as the window object never receives a click event. This can lead to obscured functionality which blocks users from using your application.
This is one example of many cases where depending on only pointer and mouse events will break functionality for keyboard users. Always testing with the keyboard will immediately highlight the problem areas which can then be fixed by using keyboard aware event handlers.
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory.[1] AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects.[2] The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment).[3] This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment.[3] In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.[4][5]
Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision, incorporating AR cameras into smartphone applications and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulated. Information about the environment and its objects is overlaid on the real world. This information can be virtual. Augmented Reality is any experience which is artificial and which adds to the already existing reality.[12][13][14][15][16] or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space.[17][18][19] Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic contexts with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).
In virtual reality (VR), the users' perception of reality is completely based on virtual information. In augmented reality (AR) the user is provided with additional computer generated information within the data collected from real life that enhances their perception of reality.[20][21] For example, in architecture, VR can be used to create a walk-through simulation of the inside of a new building; and AR can be used to show a building's structures and systems super-imposed on a real-life view. Another example is through the use of utility applications. Some AR applications, such as Augment, enable users to apply digital objects into real environments, allowing businesses to use augmented reality devices as a way to preview their products in the real world.[22] Similarly, it can also be used to demo what products may look like in an environment for customers, as demonstrated by companies such as Mountain Equipment Co-op or Lowe's who use augmented reality to allow customers to preview what their products might look like at home through the use of 3D models.[23]
Augmented reality (AR) differs from virtual reality (VR) in the sense that in AR part of the surrounding environment is 'real' and AR is just adding layers of virtual objects to the real environment. On the other hand, in VR the surrounding environment is completely virtual and computer generated. A demonstration of how AR layers objects onto the real world can be seen with augmented reality games. WallaMe is an augmented reality game application that allows users to hide messages in real environments, utilizing geolocation technology in order to enable users to hide messages wherever they may wish in the world.[24] Such applications have many uses in the world, including in activism and artistic expression.[25] 2ff7e9595c
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