151 research outputs found

    City Tells:

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    City Tells. Guidelines to an Emotional Wayfinding System were developed to provide wayfinding information to visitors walking through historic environments and to ensure that unknown urban places become more welcoming, easier to navigate and more enjoyable for both visitors and tourists

    How can Fox networks group become a successful live events & experience player in Iberia?

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    FOX Networks Group currently develops branded content in the form of Live Events and Experiences in Iberia. However, it lacks strategic planning in order to turn those into profit generating Business Models. Hence, the subsequent report evaluates growth and profitability opportunities intended to catapult FOX Networks Group into a successful Live Events and Experiences player in Iberia through three new business models (FOX Fever: ‘Family Guy’ Edition, FOX ‘Prison Break’ Bar, and FOX Crime Scene). This solution arises from an extensive marketing analysis, including primary and secondary research, which originated a far-reaching marketing plan, comprising an Integrated Marketing Communications Plan

    Aportaciones al proceso de creación de contenidos de realidad aumentada, orientados a formación, industria y construcción

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    La Realidad Aumentada (AR) consiste en aumentar la percepción que el usuario tiene del mundo real con información virtual que lo complementa. Esta característica de aumentar los sentidos, es deseable en muchos campos de aplicación, por lo que aunque es un campo de investigación relativamente joven, ha experimentado un gran auge en los últimos años. La evolución de cada uno de los procesos que componen un sistema AR, ha permitido que está tecnología traspase las puertas de los laboratorios, y pueda ser utilizada por cualquier usuario que disponga, por ejemplo, de un Smartphone. Sin embargo, todavía existe una gran limitación y es la creación de contenidos (authoring). En la actualidad existen un pequeño número de herramientas de authoring que permiten crear contenidos AR, y en la mayoría de casos son herramientas propietarias que se limitan al uso de su propia tecnología. En este trabajo se presentan las aportaciones al proceso de authoring de contenidos AR orientados a formación, industria y construcción. Estas aportaciones se engloban en dos campos principales: la creación de contenidos para ayudas visuales, y la creación de información durante la revisión del proceso constructivo por medio de AR (denominada información As-Built). Para la creación de ayudas visuales AR se define un nuevo modelo de authoring, a partir del modelo de presentaciones de diapositivas digitales, en el que se incluyen los mecanismos necesarios para crear los contenidos aumentados. Para la creación de la información As-Built, se han desarrollado, tanto una metodología, como el sistema que permite llevarla a cabo. Todas las aportaciones presentadas en este trabajo tienen la finalidad de permitir a usuarios no expertos crear contenidos AR, abstrayéndoles del funcionamiento a bajo nivel de los sistemas AR. En los resultados presentados a lo largo de este trabajo se muestra cómo los sistemas desarrollados logran dicho objetivo, permitiendo a los usuarios no expertos, crear contenidos AR tanto en ayudas visuales, como para documentar el proceso constructivo.Augmented Reality (AR) consists in augmenting the user’s perception of the real world adding virtual information that complements it. This capability of augment the senses, it is desirable in many applications, so although it is a relatively young field of research, has experienced a boom in recent years. The evolution of each of the processes involved in AR systems (computer vision, 3d rendering, etc.), it is making possible that this technology goes out from laboratories, to be used by anyone who own, for example, a Smartphone. However, there is still a major constraint, the AR content creation (denominated authoring). Nowadays, there are a small number of authoring tools for creating AR content, and in most cases are proprietary systems that are limited to using its own technology. In this thesis, the contributions to the process of authoring of AR content oriented to training, construction and industry are presented. These contributions are focused on two main areas: creating AR content for visual aids, and the creation of information during the review of the construction process through AR (As-Built information). To create AR visual aids, a new authoring model is defined extending the digital slide presentations, which include the necessary mechanisms to create the augmented content. To create the As-Built information, during the revision of the construction process, a methodology and the system that allows carrying it out are proposed. All contributions presented in this paper are intended to allow non-expert users to create AR content, by abstracting them from the low level technical details of AR applications. The results presented will show how the proposed systems achieved this objective; allowing non-expert users to create AR content both AR visual aids and As-Built information to document the construction process

    Mathematical surfaces models between art and reality

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    In this paper, I want to document the history of the mathematical surfaces models used for the didactics of pure and applied “High Mathematics” and as art pieces. These models were built between the second half of nineteenth century and the 1930s. I want here also to underline several important links that put in correspondence conception and construction of models with scholars, cultural institutes, specific views of research and didactical studies in mathematical sciences and with the world of the figurative arts furthermore. At the same time the singular beauty of form and colour which the models possessed, aroused the admiration of those entirely ignorant of their mathematical attraction

    Architectonics of Game Spaces

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    What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate

    Architectonics of Game Spaces: The Spatial Logic of the Virtual and Its Meaning for the Real

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    What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in "reality"? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate
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