2,588 research outputs found

    Virtual image out-the-window display system study. Volume 2 - Appendix

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    Virtual image out-the-window display system imaging techniques and simulation devices - appendices containing background materia

    Future Directions in Astronomy Visualisation

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    Despite the large budgets spent annually on astronomical research equipment such as telescopes, instruments and supercomputers, the general trend is to analyse and view the resulting datasets using small, two-dimensional displays. We report here on alternative advanced image displays, with an emphasis on displays that we have constructed, including stereoscopic projection, multiple projector tiled displays and a digital dome. These displays can provide astronomers with new ways of exploring the terabyte and petabyte datasets that are now regularly being produced from all-sky surveys, high-resolution computer simulations, and Virtual Observatory projects. We also present a summary of the Advanced Image Displays for Astronomy (AIDA) survey which we conducted from March-May 2005, in order to raise some issues pertitent to the current and future level of use of advanced image displays.Comment: 13 pages, 2 figures, accepted for publication in PAS

    Copyright Law: An Open Source Casebook

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    Copyright Law is an open access casebook available for free to students. This edition was published in Spring 2019.https://scholarship.law.missouri.edu/oer/1002/thumbnail.jp

    Panoramic Multimedia Walkthrough ofUTP Campus

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    This report is on the project that aims to apply the concept of Virtual Walkthrough using Panoramic Images to promote the facilities available in the campus of University of Technology PETRONAS (UTP). A panorama can be defined as a wide picture or image that shows 100° to 360° widths. The end result of the project will be a Web application that provides imaging information about the hotspots in UTP. The system is meant to promote UTP to potential students who want to enroll themselves into the university; the majority is students who have just left secondary school. This project is aimed to contribute towards multidimensional disciplines such as virtual reality technology and multimedia

    The architecture of photography

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    St. George and the Dragon: Design and production of a cultural heritage museum installation using media archaeology

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    Media archaeology is a field of media research investigating new media cultures through material manifestations. Although often recognized as an approach to art, its use as an approach to design has not been fully explored. Media archaeology can be valuable because it offers alternative qualities of mediation, as a design palette, to that of prescriptive common media devices. This thesis describes a media archaeological approach towards the design of a cultural heritage media installation, exhibited at Häme Castle between April–December 2017, and produced as a collaboration between the National Museum of Finland (Kansallismuseo) and the Systems of Representation research group in the Department of Media at Aalto University in Finland. The installation displayed a multi-view stereoscopic (3D) digital reconstruction of a medieval sculptural scene of St. George and the Dragon, based on preserved, fragmented medieval sculptures from the museum’s archives. Four stereoscopic video viewers were synchronized to a rotating central physical display, affording visitors an effect of augmented reality, without the need for a mainstream augmented reality implementation. Though the work was time-limited and project-driven, the design approach achieved a well-integrated installation that was sensitive to the aims of an exhibition of sculpture within a cultural heritage museum: artistry, materiality, interpretation. This thesis therefore seeks to argue that media archaeological approaches to design can identify historical ideas that can be remediated into relevancy for new contexts, and, in spite of their historical connotations, foster engaging technological experiences for the contemporary audience, that are sensitive to the aims of an exhibition of cultural heritage

    Online Panoramic Photo Album (OPPA)

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    Online Panoramic Photo Album is a system developed for the user who has interest in any related work inpanoramic especially panoramic photographer and developer. Hence, the objective of this system is to integrate panoramic into photo album, to view panoramic images in photo album and study about human perception on panoramic pictures. The scope of study for this project is perform in the university area and collecting feedbacks from various background of user who have readily Information Technology (IT) skills. The author has used Rapid Application Development (RAD) as the methodology to develop the system. The end product will enable the user tonavigate panoramic pictures into photo album, and display multiple panoramic images in one page to show some sortof continuous story telling about the user with the image by enabling comments below the picture. The system also enables the user to arrange the images. As a conclusion, the system being developed to ease the panoramic interest group to navigate and share their works with the rest ofcommunity around the worl

    Impressão lenticular: autostereoscopic prints for advertising

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    O objetivo deste projeto é demonstrar o resultado da interação da modelagem 3D com a tecnologia de impressão lenticular, e encontrar um caminho para sua aplicação prática no universo da publicidade. O projeto explora os exemplos históricos de arte imersiva e sua utilização diversa na prática, aborda os fatores que influenciam a percepção humana de profundidade e também analisa vários métodos usados para produzir impressões estereoscópicas, a própria tecnologia lenticular e técnicas de publicidade. Através do método de design surge uma solução criativa e o trabalho final é realizado na forma física de um poster de impressão lenticular, que é uma proposta da sua utilização como estratégia de comunicação.The objective of this project is to demonstrate the result of mixing 3D modeling with lenticular printing technology, and find a way for its practical application in the world of advertising. The project explores historical examples of immersive art and its diverse use in practice. It addresses the factors that influence human depth perception and also explores various methods used to produce stereoscopic prints, lenticular technology itself, and advertising techniques. Through the design method, a creative solution emerges and the final work is carried out in the physical form of a lenticular poster, which is a proposition of its use as a communication strategy
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