260 research outputs found
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried out by the cooperation between Politecnico di Torino and ITHACA (Information Technology for Humanitarian Assistance, Cooperation and Action). The goal of the project was the training in geospatial data acquiring and processing for students attending Architecture and Engineering Courses, in order to start up a team of "volunteer mappers". Indeed, the project is aimed to document the environmental and built heritage subject to disaster; the purpose is to improve the capabilities of the actors involved in the activities connected in geospatial data collection, integration and sharing. The proposed area for testing the training activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According to other international experiences, the group is expected to be active after emergencies in order to upgrade maps, using data acquired by typical geomatic methods and techniques such as terrestrial and aerial Lidar, close-range and aerial photogrammetry, topographic and GNSS instruments etc.; or by non conventional systems and instruments such us UAV, mobile mapping etc. The ultimate goal is to implement a WebGIS platform to share all the data collected with local authorities and the Civil Protectio
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Adoption of Innovation in a Community College Environment: User Perceptions of Virtual Reality (VR) Technology among Students Studying Emergency Medical Service (EMS)
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT) education could enhance learner confidence and motivation, develop problem-solving and analytical thinking skills, and thus connecting the classroom learning with real-world application. The majority of participants reported increased motivation and engagement, alongside improvements in learning outcomes like knowledge retention and skill development. Applying the unified theory of acceptance and use of technology (UTAUT) model revealed performance expectancy, effort expectancy, social influence, and facilitating conditions as key determinants of VR adoption in EMT education. While no significant overall performance enhancement was observed, VR training showed potential to boost motivation, confidence, and specific performance aspects. Furthermore, student perceptions towards VR in EMT education were largely positive, thereby suggesting its utility in immersive scenario training, skill acquisition in a risk-free environment, enhancing learner engagement, and real-world situational preparedness. VR demonstrated promise as a transformative tool in EMT education, necessitating further research to fully exploit its potential in diverse learning environments
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Urban Air Mobility Market Study
The Booz Allen Team explored market size and potential barriers to Urban Air Mobility (UAM) by focusing on three potential markets â Airport Shuttle, Air Taxi, and Air Ambulance. We found that the Airport Shuttle and Air Taxi markets are viable, with a significant total available market value in the U.S. of 2.5 billion, in the near term. However, we determined that these constraints can be addressed through ongoing intra-governmental partnerships, government and industry collaboration, strong industry commitment, and existing legal and regulatory enablers. We found that the Air Ambulance market is not a viable market if served by electric vertical takeoff and landing (eVTOL) vehicles due to technology constraints but may potentially be viable if a hybrid VTOL aircraft are utilized
Augmented reality in marine engine field service - case Wärtsilä
In this research are studied possibilities to apply augmented reality tools into marine engine field services. The field service is very much related to available resources. Especially, arranging the schedules of personnel of the field service on board are challenging. In this research is not tried to find any particular technological solution, the approach is in developing business development opportunities with new emerging technology. Use of digital devices increases in conventional human related service industry. Digital platforms based tools enable to efficient working procedures and additionally, working methods of new kind.
The term of augmented reality (AR) is rather old and some applications have already been available rather long. Until resent development of computing capacity and efficient communication possibilities has been enabled to utilizing mobile devices efficiently. Because of the novelty, AR have not been available for industry specific procedures. In this thesis has been collected different technological backgrounds, value configuration models and business specific characteristics together.
In this thesis with quantitative methods has been built a picture of the company current service offering to the customers. The services are analyzed and categorized according to their nature. The research has been conducted by interviews and derived from public available marketing and investor information. Additionally, with the external interviews is tried to build an impression of the customer needs and cross industrial perspective use of AR technology in the business.
In the conclusions are presented how the affects of augmented reality tools are compared with the different value configuration models from the marine field service point of the view. The model estimating how augmented reality tools are able to apply. Additionally has been estimate different business model possibilities and how to arrange business with AR tools. This research shows that AR tools that are based on digital platforms could be able to change business logic and open new business possibilities. Utilizing digital platforms information exchange enables the value shop type of business transform towards to the value network model. In the strategic decision-making has to decide what kind of role the company will adopt in this new situation
Mobile Games for Learning:A Pattern-Based Approach
The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and
effective for learning environments are investigated. The base for exploration is the
pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions
Training of Crisis Mappers and Map Production from Multi-sensor Data: Vernazza Case Study (Cinque Terre National Park, Italy)
This aim of paper is to presents the development of a multidisciplinary project carried
out by the cooperation between Politecnico di Torino and ITHACA (Information
Technology for Humanitarian Assistance, Cooperation and Action). The
goal of the project was the training in geospatial data acquiring and processing for
students attending Architecture and Engineering Courses, in order to start up a
team of âvolunteer mappersâ. Indeed, the project is aimed to document the environmental
and built heritage subject to disaster; the purpose is to improve the capabilities
of the actors involved in the activities connected in geospatial data collection,
integration and sharing. The proposed area for testing the training
activities is the Cinque Terre National Park, registered in the World Heritage List since 1997. The area was affected by flood on the 25th of October 2011. According
to other international experiences, the group is expected to be active after
emergencies in order to upgrade maps, using data acquired by typical geomatic
methods and techniques such as terrestrial and aerial Lidar, close-range and aerial
photogrammetry, topographic and GNSS instruments etc.; or by non conventional
systems and instruments such us UAV, mobile mapping etc. The ultimate goal is
to implement a WebGIS platform to share all the data collected with local authorities
and the Civil Protection
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