11,877 research outputs found

    Software Defined Media: Virtualization of Audio-Visual Services

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    Internet-native audio-visual services are witnessing rapid development. Among these services, object-based audio-visual services are gaining importance. In 2014, we established the Software Defined Media (SDM) consortium to target new research areas and markets involving object-based digital media and Internet-by-design audio-visual environments. In this paper, we introduce the SDM architecture that virtualizes networked audio-visual services along with the development of smart buildings and smart cities using Internet of Things (IoT) devices and smart building facilities. Moreover, we design the SDM architecture as a layered architecture to promote the development of innovative applications on the basis of rapid advancements in software-defined networking (SDN). Then, we implement a prototype system based on the architecture, present the system at an exhibition, and provide it as an SDM API to application developers at hackathons. Various types of applications are developed using the API at these events. An evaluation of SDM API access shows that the prototype SDM platform effectively provides 3D audio reproducibility and interactiveness for SDM applications.Comment: IEEE International Conference on Communications (ICC2017), Paris, France, 21-25 May 201

    Updating the art history curriculum: incorporating virtual and augmented reality technologies to improve interactivity and engagement

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    Master's Project (M.Ed.) University of Alaska Fairbanks, 2017This project investigates how the art history curricula in higher education can borrow from and incorporate emerging technologies currently being used in art museums. Many art museums are using augmented reality and virtual reality technologies to transform their visitors' experiences into experiences that are interactive and engaging. Art museums have historically offered static visitor experiences, which have been mirrored in the study of art. This project explores the current state of the art history classroom in higher education, which is historically a teacher-centered learning environment and the learning effects of that environment. The project then looks at how art museums are creating visitor-centered learning environments; specifically looking at how they are using reality technologies (virtual and augmented) to transition into digitally interactive learning environments that support various learning theories. Lastly, the project examines the learning benefits of such tools to see what could (and should) be implemented into the art history curricula at the higher education level and provides a sample section of a curriculum demonstrating what that implementation could look like. Art and art history are a crucial part of our culture and being able to successfully engage with it and learn from it enables the spread of our culture through digital means and of digital culture

    The use of mobile devices in participatory decision-making

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    Simulations have always been used for public participation in the form of maps, photos, sketches and models. Technological developments in computing and mobile platform have brought a new perspective to simulations and their use for participation. To our best knowledge, no in-depth study has been conducted related to the strengths and weaknesses of mobile device 3D visualisation use in landscape architecture. Therefore, this paper investigates the opportunities and challenges and mobile device use during a participatory decision-making process, with the help of related literature and experiences from the surveys conducted. Although pre-prepared visualisations have positive influence on engaging the public and enhancing the understanding, there is still need for future research to decide which specific mobile visualisation technique is advantageous compared to the rest of visualisation techniques

    Seeing the invisible: from imagined to virtual urban landscapes

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    Urban ecosystems consist of infrastructure features working together to provide services for inhabitants. Infrastructure functions akin to an ecosystem, having dynamic relationships and interdependencies. However, with age, urban infrastructure can deteriorate and stop functioning. Additional pressures on infrastructure include urbanizing populations and a changing climate that exposes vulnerabilities. To manage the urban infrastructure ecosystem in a modernizing world, urban planners need to integrate a coordinated management plan for these co-located and dependent infrastructure features. To implement such a management practice, an improved method for communicating how these infrastructure features interact is needed. This study aims to define urban infrastructure as a system, identify the systematic barriers preventing implementation of a more coordinated management model, and develop a virtual reality tool to provide visualization of the spatial system dynamics of urban infrastructure. Data was collected from a stakeholder workshop that highlighted a lack of appreciation for the system dynamics of urban infrastructure. An urban ecology VR model was created to highlight the interconnectedness of infrastructure features. VR proved to be useful for communicating spatial information to urban stakeholders about the complexities of infrastructure ecology and the interactions between infrastructure features.https://doi.org/10.1016/j.cities.2019.102559Published versio

    REPRESENTING INTANGIBLE CULTURAL HERITAGE OF HUMANITY: FROM THE DEEP ABYSS OF THE PAST TO DIGITAL TWIN AND XR OF THE NEANDERTHAL MAN AND LAMALUNGA CAVE (ALTAMURA, APULIA)

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    The Altamura Man and the paleontological remains are situated within a complex context encompassing logistical, geological, paleoenvironmental, and cultural perspectives. This context is exceptionally well-preserved but also fragile, requiring its preservation due to its unique nature. Unresolved inquiries exist in various disciplines, such as archaeology, biocultural studies, ecology, and geology, pertaining to karst formation, taphonomic dynamics, and the cultural and ecological context of the Neanderthal individual found in the cave. Interdisciplinary research was necessary to address these complex questions and understand the broader context of the Lamalunga Cave. Climate change also necessitated attention to preserving the cave’s microclimate and monitoring potential biodegradation. Digital technologies, including photogrammetry and laser scanning, were crucial for monitoring and safeguarding the cave’s cultural heritage. Digital representation, 3D modelling and Digital Twin were essential for managing the cave’s intricacies, analysing its values, and enhancing visual communication. The management of the Lamalunga cave aimed to promote scientific interpretation, safeguard the cave, and provide tools for understanding, storytelling, and further investigation. It was essential to utilise available methodologies and technologies while avoiding destructive interventions. Contemporary technologies have revolutionised the archaeological and paleoanthropological domains, enabling remote study and preservation. Protecting and comprehending the cultural heritage of the cave is linked to its usability, which can be enhanced through digital documentation methodologies to inform visitors about the karst context and promote social and economic development

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia
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