84 research outputs found
Ubiquitous volume rendering in the web platform
176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium
Ubiquitous volume rendering in the web platform
176 p.The main thesis hypothesis is that ubiquitous volume rendering can be achieved using WebGL. The thesis enumerates the challenges that should be met to achieve that goal. The results allow web content developers the integration of interactive volume rendering within standard HTML5 web pages. Content developers only need to declare the X3D nodes that provide the rendering characteristics they desire. In contrast to the systems that provide specific GPU programs, the presented architecture creates automatically the GPU code required by the WebGL graphics pipeline. This code is generated directly from the X3D nodes declared in the virtual scene. Therefore, content developers do not need to know about the GPU.The thesis extends previous research on web compatible volume data structures for WebGL, ray-casting hybrid surface and volumetric rendering, progressive volume rendering and some specific problems related to the visualization of medical datasets. Finally, the thesis contributes to the X3D standard with some proposals to extend and improve the volume rendering component. The proposals are in an advance stage towards their acceptance by the Web3D Consortium
On the Design of a Dual-Mode User Interface for Accessing 3D Content on the World Wide Web
International audienceThe World Wide Web, today's largest and most important online information infrastructure, does not support 3D content and, although various approaches have been proposed, there is still no clear design methodology for user interfaces that tightly integrate hypertext and interactive 3D graphics. This paper presents a novel strategy for accessing information spaces, where hypertext and 3D graphics data are simultaneously available and interlinked. We introduce a Dual-Mode User Interface that has two modes between which a user can switch anytime: the driven by simple hypertext-based interactions "hypertext mode", where a 3D scene is embedded in hypertext and the more immersive "3D mode", which immerses the hypertextual annotations into the 3D scene. A user study is presented, which characterizes the interface in terms of its efficiency and usability
Good Practice Report : Curriculum Renewal
This good practice report, commissioned by the ALTC, provides a summative evaluation of useful outcomes and good practices from ALTC projects and fellowships on curriculum renewal. The report contains: -a summative evaluation of the good practices and key outcomes for teaching and learning from completed ALTC projects and fellowships -a literature review of the good practices and key outcomes for teaching and learning from national and international research the proposed outcomes and resources for teaching and learning which will be produced by current incomplete ALTC projects and fellowships -identifies areas in which further work or development are appropriate
Augmented Reality: An Overview and Five Directions for AR in Education
Augmented Reality (AR) is an emerging form of experience in which the Real World (RW) is enhanced by computer-generated content tied to specific locations and/or activities. Over the last several years, AR applications have become portable and widely available on mobile devices. AR is becoming visible in our audio-visual media (e.g., news, entertainment, sports) and is beginning to enter other aspects of our lives (e.g., e-commerce, travel, marketing) in tangible and exciting ways. Facilitating ubiquitous learning, AR will give learners instant access to location-specific information compiled and provided by numerous sources (2009). Both the 2010 and 2011 Horizon Reports predict that AR will soon see widespread use on US college campuses. In preparation, this paper offers an overview of AR, examines recent AR developments, explores the impact of AR on society, and evaluates the implications of AR for learning and education
What learners want from educational spaces? A framework for assessing impact of architectural decisions in virtual worlds
In this paper we provide a revised presentation of our investigation of how architectural digital design elements of virtual worlds affect learning experiences. The paper provides an initial reflection on learners’ requirements for 3D virtual worlds. Emphasis is given on determining a typology of learning requirements affecting the design of 3D Virtual Learning Environments (VLE). In particular, the research study focused on 3D virtual educational facilities and their impact on learning experience in comparison to real life in-class experiences, by introducing optimum 3D virtual world features in spaces, and turning them into learning places. Emphasis is given on how a range of learning objectives affect design efforts in virtual worlds intended for supporting learning activities. Examples of how virtual worlds may transform learning experiences include information retention, participation and enjoyment. The paper considers design elements that have a causal effect to such learning objectives and considers what design recommendations could be used to enhance the student’s overall learning experience in 3D VLEs. The paper investigates the impact of architectural design guidelines in relation to several features including space shape, size dimensions and height, interior lighting and open walls, colours, textures, floor, wall and ceiling design, architecture style, window design, seating arrangements, and building entrance
ImMApp: An immersive database of sound art
The ImMApp (Immersive Mapping Application) thesis addresses contemporary and historical sound art from a position informed by, on one hand, post-structural critical theory, and on the other, a practice-based exploration of contemporary digital technologies (MySQL, XML, XSLT, X3D). It proposes a critical ontological schema derived from Michel Foucault's Archaeology of Knowledge (1972) and applies this to pre-existing information resources dealing with sound art.
Firstly an analysis of print-based discourses (Sound by Artists. Lander and Lexier (1990), Noise, Water, Meat. Kahn (2001) and Background Noise: Perspectives on Sound Art. LaBelle (2006» is carried out according to Foucauldian notions of genealogy, subject positions, the statement, institutional affordances and the productive nature of discursive formation. The discursive field (the archive) presented by these major canonical texts is then contrasted with a formulation derived from Giles Deleuze and Felix Guattari: that of a 'minor' history of sound art practices.
This is then extended by media theory (McLuhan, Kittler, Manovich) into a critique of two digital sound art resources (The Australian Sound Design Project (Bandt and Paine (2005) and soundtoys.net Stanza (1998). The divergences between the two forms of information technologies (print vs. digital) are discussed. The means by which such digitised methodologies may enhance Foucauldian discourse analysis points onwards towards the two practice-based elements of the thesis.
Surface, the first iterative part, is a web-browser based database built on an Apache/MySQIlXML architecture. It is the most extensive mapping of sound art undertaken to date and extends the theoretical framework discussed above into the digital domain. Immersion, the second part, is a re-presentation of this material in an immersive digital environment, following the transformation of the source material via XSL-T into X3D. Immersion is a real-time, large format video, surround sound (5.ln.l) installation and the thesis concludes with a discussion of how this outcome has articulated Foucauldian archaeological method and unframed pre-existing notions of the nature of sound art
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Web on TV - Designing web content for enhanced user experience on an internet-connected television device
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonThe Internet is gradually expanding to many new devices, in addition to its original
native environment that was the Personal Computer. This wave started with mobile
devices and as we enter the Internet of Things era, connectivity is possible from cars to
light switches. One of the first devices, to follow mobiles, is the Television.
Connectivity and two-way interaction on the TV device has in fact started even in the
first days of the medium, but had failed to make it widely available, due to technological
limitations of the past. Now, this has changed, with the Smart TV devices that can
utilize the fast internet connections that are available in most developed countries.
However, even though the technology and devices are now widely available there are
still challenges in order to make the vast Internet and web content available in the Smart
TVs. These challenges, have a familiar resemblance to what happened a few years ago,
when internet connectivity was introduced on the mobile phone. Although, it was
“feasible” to access any webpage from your mobile device, the experience for the user
was often very frustrating, due to many factors, that derived from the fact that the web
was designed for large screens and mice of the desktop computers, not the small touch
screens and limited hardware of the phone. Nonetheless, these obstacles were
successfully overcome, by introducing techniques and methodologies (e.g. Responsive
Web Design) to make the web more mobile-friendly and also work from the
manufacturers to improve their devices to this direction as well. The success of these
actions is now evident, since the access to the web from mobile devices has surpassed
the PC, and it is now a standard practice for every new website to be mobile-friendly.
In this research work, we will attempt to do one very significant step towards this
direction for the Smart TV. In other words, to discover what has to be done to make the
web more TV-friendly. To do this, we explore many different TV devices from several
manufacturers and see their similarities and differences. We explore numerous user
studies and surveys to discover what is the problem in the Web experience on the TV,
so that we can propose solutions to make web content TV-friendly. Based on these
findings, we design prototypes and put them to the test on different devices and userevaluation.
Finally, we propose a set of guidelines, that web designers can apply on
their websites to make them TV-friendly, in the hope to introduce the first step towards
a friendlier internet era for the TV
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