9,681 research outputs found
The specification and design of an interactive virtual environment for use in teacher training
In this paper, we examine the rationale behind the specification and design of an interactive, virtual environment, optimized for particular task-based learning activities and the dissemination of information. The software we describe represents a typical British primary school, for use in training Information and Communications Technology (ICT)co-ordinators at primary level. By documenting our ongoing evaluation of both this resource and the technologies used in its implementation, we provide a detailed description of the production process of a prototype piece of software. This highlights the importance of pedagogy, new technologies and project management, and should be of particular interest to multimedia designers and academics preparing to develop innovative learning applications
Assessment of plastics in the National Trust: a case study at Mr Straw's House
The National Trust is a charity that cares for over 300 publically accessible historic buildings and their contents across England, Wales and Northern Ireland. There have been few previous studies on preservation of plastics within National Trust collections, which form a significant part of the more modern collections of objects. This paper describes the design of an assessment system which was successfully trialled at Mr Straws House, a National Trust property in Worksop, UK. This system can now be used for future plastic surveys at other National Trust properties. In addition, the survey gave valuable information about the state of the collection, demonstrating that the plastics that are deteriorating are those that are known to be vulnerable, namely cellulose nitrate/acetate, PVC and rubber. Verifying this knowledge of the most vulnerable plastics enables us to recommend to properties across National Trust that these types should be seen as a priority for correct storage and in-depth recording
Virtual Field Trip via Digital Storytelling
Digital storytelling is a practice of combining digital content such as 3-dimensional
images, text, sound, images, and video to create a short story. It is the intersection
between the old art of storytelling and access to powerful technologies. This project will
be a step to experiment the development and effectiveness of digital storytelling and
hopefully ignite a source of motivation and encourages others to tap into their interests
and skills to develop their own digital storytelling and expand ICT usage in this
country. School children look forward to traditional field trips. However, such trips are
costly. VFT aims to reduce if not eliminate the constraints that traditional field trips
face such as money, time, energy, resources, distance and inaccessible area. To fit the
time frame, the VFT is created only for small selected areas in the KL Bird Park even
though the KL Bird Park is not that big because some of the areas are not suitable to
take panoramic pictures. The development of the VFT is adapted from QTVR Creation
Steps by Kitchens (2006). The procedure consists of defining the problem statements
and goals, literature review and research, creating image content through taking photos
at the site, transforming the photos to QTVR node through stitching, design and
construct prototype, inserting interactivity such as hotspots, delivering the output, and
last but not least, evaluation. The final output of the project is the KL Bird Park Virtual
Field Trip which consists of a photo based 3D panoramic images for each scene from
the site which are linked to one another and also hotspots which are placed on the
panoramic images to reveal the birds' information with one click on the hotspots. The
informal evaluation of the final output that was conducted shows an overwhelming
response and acceptance. All of the respondents would like to see more of this type of
VFT in the future
Camera for Conical Peripheral and Panoramic Photography
This paper is a report on the development, operating principles and applications of a camera capable of making distortion free peripheral reproductions of conical objects. In addition, the parameters governing its use for the generation of conical panoramic photographs are also described. Examples of both types of applications are included. Suggestions for other applications are given. A brief review of the operating principles of standard peripheral, panoramic and linear type strip cameras is included in the introduction to the paper
The Cyborg Astrobiologist: Testing a Novelty-Detection Algorithm on Two Mobile Exploration Systems at Rivas Vaciamadrid in Spain and at the Mars Desert Research Station in Utah
(ABRIDGED) In previous work, two platforms have been developed for testing
computer-vision algorithms for robotic planetary exploration (McGuire et al.
2004b,2005; Bartolo et al. 2007). The wearable-computer platform has been
tested at geological and astrobiological field sites in Spain (Rivas
Vaciamadrid and Riba de Santiuste), and the phone-camera has been tested at a
geological field site in Malta. In this work, we (i) apply a Hopfield
neural-network algorithm for novelty detection based upon color, (ii) integrate
a field-capable digital microscope on the wearable computer platform, (iii)
test this novelty detection with the digital microscope at Rivas Vaciamadrid,
(iv) develop a Bluetooth communication mode for the phone-camera platform, in
order to allow access to a mobile processing computer at the field sites, and
(v) test the novelty detection on the Bluetooth-enabled phone-camera connected
to a netbook computer at the Mars Desert Research Station in Utah. This systems
engineering and field testing have together allowed us to develop a real-time
computer-vision system that is capable, for example, of identifying lichens as
novel within a series of images acquired in semi-arid desert environments. We
acquired sequences of images of geologic outcrops in Utah and Spain consisting
of various rock types and colors to test this algorithm. The algorithm robustly
recognized previously-observed units by their color, while requiring only a
single image or a few images to learn colors as familiar, demonstrating its
fast learning capability.Comment: 28 pages, 12 figures, accepted for publication in the International
Journal of Astrobiolog
Children and computer vision
La tecnología está cada día más presente en nuestras vidas, y por eso es importante que se reciba una educación, desde edades tempranas, que ayude a comprender todo lo que nos rodea, toda la información que tenemos alrededor. Este proyecto se centra en una investigación sobre la visión artificial, explicación de algunos algoritmos y cómo podría ser enseñado a niños de edades cercanas a los 10 años. A edades tan tempranas los niños captan mejor los conceptos a través de lo que les interesa, de ahí que una historia ha sido creada, mediante varios algoritmos de visión artificial, para que ellos entiendan este mundo, todas las posibilidades que hay, sacando sus propias conclusiones. Después de esta historia, se explican de manera sencilla algunos algoritmos como la sustracción de fondo, SIFT y alineamiento de imágenes (panorámicas), o reconocimiento de objetos, mediante una segmentación previa
Using the Proteus virtual environment to train future IT professionals
Abstract. Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following
directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has
been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus
environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for
programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys
Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and
experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article
System of gender identification and age estimation from radiography: a review
Under extreme conditions postmortem, dental radiography examinations can play an essential role in individual identification. In forensic odontology, individual identification traditionally compares antemortem dental records radiographs with those obtained on postmortem examination. As such, these traditional methods are vulnerable to oversights or mistakes in the individual identification of unidentified bodies. Digital technology can develop forensic odontology well. An automatic individual identification system is needed to support the forensic odontology process more easily and quickly because there are still opportunities to be created. We aimed to review the complete range of recent developments in identifying individuals from panoramic radiographs. We study methods in gender identification, age estimation, radiographic segmentation, performance analysis, and promising future directions
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