1,543 research outputs found
Real and virtual convergences: the LOCUS Project: playful connected rural territories
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The immersive internet: New models and lead users in Australia
The move to develop new visualisation tools for online activities is a response to the complex systems of our expanding, informationalised world and the realisation that graphical representation improves our ability to navigate and make sense of it. But when such tools are combined with social networking and gaming principles, the impact is multiplied, the sum becoming bigger than its parts (Battelle and O\u27Reilly 2009). Real time communication within persistent 3-D environments (worlds), enable users to engage more deeply with one another and with content. With this, new modes of knowledge building, service delivery, interaction and collaboration are being borne
A 'likely benefit' from aligning Web 2.0 technologies with an institutions learning and teaching agenda
This paper demonstrates a âlikely benefitâ, and a practical view of expected challenges, when incorporating Web 2.0 technologies in a contemporary higher education context. After first exploring which factors potentially influence a shift in thinking about learning and teaching in a Web 2.0 context this paper then addresses the important role, or the affordance, of an integrated Learning Management System (LMS) and the pedagogical applications of Web 2.0 technologies. It then uses a series of case study from the University of Southern Queensland, a large distance
education provider in Australia, to support these propositions. Overall, this paper suggests that the goals and ideals of Web 2.0/ Pedagogy 2.0 can be achieved, or at least stimulated, within an institutional LMS environment, as long as the LMS environment is aligned with these ideals
Accessibility in 360Âș video players
Accessibility is a key requirement for any multimedia tool and application. With the current trend
towards immersive experiences, such as Virtual Reality (VR) and 360o video, it becomes key that these
environments are adapted to be fully accessible. However, until recently the focus has been mostly on
adapting the existing techniques to fit immersive displays, rather than considering new approaches for
accessibility designed specifically for these increasingly relevant media experiences.
This paper surveys a wide range of 360o video players and examines the features they include for dealing
with accessibility, such as Subtitles, Audio Description, Sign Language, User Interfaces and other
interaction features, like voice control and support for multi-screen scenarios. These features have been
chosen based on guidelines from standardization contributions, like in the World Wide Web Consortium
(W3C) and the International Communication Union (ITU), and from research contributions for making
360Âș video consumption experiences accessible. The in-depth analysis has been part of a research effort
towards the development of a fully inclusive and accessible 360Âș video player. The paper concludes by
discussing how the newly developed player has gone above and beyond the existing solutions and
guidelines, by providing accessibility features that meet the expectations for a widely used immersive
medium, like 360Âș video
Exploring how to use virtual tours to create an interactive customer remote experience
This paper investigates the use of Virtual Reality (VR) to develop virtual tour applications for marketing purposes. The aim is to explore how virtual technologies can support the creation of knowledge about a specific food product and the achievement of user engagement by a multi-sensory virtual tour of the real production site. The study provides design guidelines to create a valuable, multisensory experience by VR tours and demonstrate how the adoption of a user-driven approach, instead of a technology-driven approach, allows to achieve a positive intention to buy. The case study was represented by one of the excellences among Italian food products, the Parmigiano Reggiano (PR) cheese. The PR virtual tour was validated by a user testing campaign, involving more than 70 users: users' reactions and feedback were collected by human physiological data monitoring and questionnaires' administration. The research results demonstrated how virtual technologies could effectively help people to create a solid knowledge about a food product to support the marketing process and to form an intention to buy thanks to a better understanding of the quality of the local and traditional productions
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