5,171 research outputs found
Using Sound to Enhance Users’ Experiences of Mobile Applications
The latest smartphones with GPS, electronic compass, directional audio, touch screens etc. hold potentials for location based services that are easier to use compared to traditional tools. Rather than interpreting maps, users may focus on their activities and the environment around them. Interfaces may be designed that let users search for information by simply pointing in a direction. Database queries can be created from GPS location and compass direction data. Users can get guidance to locations through pointing gestures, spatial sound and simple graphics. This article describes two studies testing prototypic applications with multimodal user interfaces built on spatial audio, graphics and text. Tests show that users appreciated the applications for their ease of use, for being fun and effective to use and for allowing users to interact directly with the environment rather than with abstractions of the same. The multimodal user interfaces contributed significantly to the overall user experience
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Recommended from our members
Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Experimental study and modelling of Networked Virtual Environment server traffic
The paradigm of virtual world environment arises
as an useful tool in diverse fields such as e-Health or education,
where they provide a new way of communication and interaction
with end users. Networking capabilities play an important role
in these systems, which motivates the study and understanding
of the gaming network traffic. The present work focuses on Open
Wonderland, a system that provides the basis for the development
of Networked Virtual Environments with educational or health
purposes. The goal of this paper is defining a testing environment
and modelling the behaviour of the outgoing network traffic at
the server side.Ministerio de Industria, Comercio y Turismo AAL-010000-2012-10Ministerio de Ciencia e Innovación TEC2009-10639-C04-0
Learning computing heritage through gaming – whilst teaching digital development through history
This paper analyses the potential of computer games and interactive projects within the learning programmes for cultural heritage institutions through our experiences working in partnership between higher education and a museum. Gamification is cited as a key disruptive technology for the business and enterprise community, and developments in games technology are also driving the expansion of digital media into all different screen spaces, and various platforms. Our research aims to take these as beneficial indicators for pedagogic development, using gaming to support knowledge transfer related to a museum setting, and using the museum as a key scenario for our students to support the practice of game development. Thus gamification is applied as both a topic and a methodology for educational purposes
Development and characterisation of an easily configurable range imaging system
Range imaging is becoming a popular tool for many applications, with several commercial variants now available. These systems find numerous real world applications such as interactive gaming and the automotive industry. This paper describes the development of a range imaging system employing the PMD-19 k sensor from PMD technologies. One specific advantage of our system is that it is extremely customisable in terms of modulation patterns to act as a platform for further research into time-of-flight range imaging. Experimental results are presented giving an indication of the precision and accuracy of the system, and how modifying certain operating parameters can improve system performance
Wearable Computing for Health and Fitness: Exploring the Relationship between Data and Human Behaviour
Health and fitness wearable technology has recently advanced, making it
easier for an individual to monitor their behaviours. Previously self generated
data interacts with the user to motivate positive behaviour change, but issues
arise when relating this to long term mention of wearable devices. Previous
studies within this area are discussed. We also consider a new approach where
data is used to support instead of motivate, through monitoring and logging to
encourage reflection. Based on issues highlighted, we then make recommendations
on the direction in which future work could be most beneficial
Collective awareness platforms and digital social innovation mediating consensus seeking in problem situations
In this paper we show the results of our studies carried out in the framework of the European Project SciCafe2.0 in the area of Participatory Engagement models. We present a methodological approach built on participative engagements models and holistic framework for problem situation clarification and solution impacts assessment. Several online platforms for social engagement have been analysed to extract the main patterns of participative engagement. We present our own experiments through the SciCafe2.0 Platform and our insights from requirements elicitation
- …