22,533 research outputs found

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    Peripatetic electronic teachers in higher education

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    This paper explores the idea of information and communications technology providing a medium enabling higher education teachers to act as freelance agents. The notion of a ‘Peripatetic Electronic Teacher’ (PET) is introduced to encapsulate this idea. PETs would exist as multiple telepresences (pedagogical, professional, managerial and commercial) in PET‐worlds; global networked environments which support advanced multimedia features. The central defining rationale of a pedagogical presence is described in detail and some implications for the adoption of the PET‐world paradigm are discussed. The ideas described in this paper were developed by the author during a recently completed Short‐Term British Telecom Research Fellowship, based at the BT Adastral Park

    Phenomenal regression to the real object in physical and virtual worlds

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    © 2014, Springer-Verlag London. In this paper, we investigate a new approach to comparing physical and virtual size and depth percepts that captures the involuntary responses of participants to different stimuli in their field of view, rather than relying on their skill at judging size, reaching or directed walking. We show, via an effect first observed in the 1930s, that participants asked to equate the perspective projections of disc objects at different distances make a systematic error that is both individual in its extent and comparable in the particular physical and virtual setting we have tested. Prior work has shown that this systematic error is difficult to correct, even when participants are knowledgeable of its likelihood of occurring. In fact, in the real world, the error only reduces as the available cues to depth are artificially reduced. This makes the effect we describe a potentially powerful, intrinsic measure of VE quality that ultimately may contribute to our understanding of VE depth compression phenomena

    Architecture for Collaborative Learning Activities in Hybrid Learning Environments

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    3D virtual worlds are recognized as collaborative learning environments. However, the underlying technology is not sufficiently mature and the virtual worlds look cartoonish, unlinked to reality. Thus, it is important to enrich them with elements from the real world to enhance student engagement in learning activities. Our approach is to build learning environments where participants can either be in the real world or in its mirror world while sharing the same hybrid space in a collaborative learning experience. This paper focuses on the system architecture and a usability study of a proof-of-concept for these hybrid learning environments. The architecture allows the integration of the real world and its 3D virtual mirror; the exchange and geolocalization of multimodal information, and also the orchestration of learning activities. The results of the usability evaluation show positive engagement effects on participants in the mirror world and, to a lesser extent, on those in the real world.This research has been partially supported by the following projects: “España Virtual” within the Ingenio 2010 program, subcontracted by Elecnor Deimos, "EEE" (TIN2011-28308-C03-01) funded by the Spanish National Plan of Research, Development and Innovation, and "eMadrid", S2009/TIC-1650 “Investigación y Desarrollo de tecnologías para el e-learning en la Comunidad de Madrid” funded by the Region of Madrid.Publicad

    “Reality is in the air”: concept of perceived augmentation and exploration of its impact on consumer experience

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    Augmented reality (AR) technology is becoming increasingly used in marketing as a tool for enhancing consumer experience. Developed and defined in the fields of computer science and human-computer interaction, AR technology simulates an overlay of virtual annotations in the physical environment and interacts with it in real- time (Azuma et al., 2001). Some popular examples of AR include virtual mirrors (Ray Ban, ModiFace) and smartphone applications that simulate products such as furniture (IKEA). Despite its increasing deployment in marketing, related academic research about the significance of AR for consumer experience and its impact on consumer behavior has been scarce. This thesis approaches this gap in the literature by studying media characteristics of AR and examining their impact on consumer affective, cognitive and behavioral responses, following the approach of Theory of Interactive Media Effects by Sundar et al. (2015). Throughout a series of four articles, it aims to define salient media characteristics of AR technology and evaluate how they alter consumer experience. The 1st article examines to which extent AR shares media characteristics of other interactive technologies and how these characteristics – namely interactivity, modality, hypertextuality, connectivity, location-specificity, mobility, virtuality – influence consumer responses. Based on a literature review, a research agenda is proposed that identifies the knowledge gaps related to the impact of AR on various types of consumer responses. For example, it suggests that future research should investigate: how lower levels of hypertextuality in an AR app influence consumer satisfaction and exploratory behavior; how can AR represent a social experience, given that little connectivity is present in the current AR apps; what combinations of modality in terms of text, visuals and audio are most effective for AR; to which extent consumers perceive AR apps to be interactive and how that impacts their experience. Finally, the research agenda also underlines the importance of investigating the AR media characteristic augmentation (Preece et al., 2015), absent in previous interactive technologies. The 2nd article focuses on two salient media characteristics of AR apps – interactivity and augmentation. It shows that the presence of AR does not translate into an app being perceived as more interactive in comparison to a non-AR app in terms of control and responsiveness. On the other hand, the study offers first evidence that perceived augmentation is significantly higher for AR apps than for non-AR apps and that it represents a suitable psychological correlate (Sundar et al., 2015) for measuring the perception of AR characteristics that set it apart from other technologies. Two experimental studies demonstrate that perceived augmentation impacts the level of immersion into flow, which then mediates the impact of perceived augmentation on consumer attitude towards the app and behavioral intentions to use it again and talk about it. Based on the previous study, the 3rd article further develops the measurement items of perceived augmentation and investigates its impact on consumer experience. An in-the-wild study (Rogers, 2012) was conducted in a retail store, where we observed consumers’ interaction with an AR make-up try-on application. The findings show that such an application creates a playful experience and that shoppers would use such tool to narrow their consideration set or, in some cases, to even choose products to purchase. Furthermore, the survey study confirms that perceived augmentation significantly relates with playfulness, perceived convenience and behavioral intentions. Finally, a more complete scale for perceived augmentation is developed and validated in the 4th article. Items are refined through several qualitative studies, based on which we propose that perceived augmentation is comprised of two dimensions – virtual enhancement and virtual- physical congruency. An online study with 213 participants confirms this dimensionality and, furthermore, shows that virtual-physical congruency elicits significant impact on enjoyment and perceived informedness, which further impacts future use and purchase intention, while virtual enhancement does not yield a similar impact. The contribution of this thesis lies in defining perceived augmentation as the psychological correlate of AR’s unique media characteristic, augmentation, and in proposing and validating its measurement items. Furthermore, a series of three larger studies, all situated in different contexts (in a lab, in a retail store, online), explain how perceived augmentation yields a significant impact on consumer affective responses and behavioral intentions, and in some cases also on cognitive responses such as perceived convenience and informedness. It also highlights the importance of AR app integration in a specific context, which can prevent it from being perceived as gimmicky. The results of this work have implications for both practitioners and academics and offer numerous directions for future research
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