2,275 research outputs found

    A Creative Exploration of the Use of Intelligent Agents in Spatial Narrative Structures

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    This thesis is an interdisciplinary study of authoring tools for creating spatial narrative structures– exposing the relationship between artists, the tools they use, and the experiences they create. It is a research-creation enterprise resulting in the creation of a new authoring tool. A prototype collaborative tool for authoring spatial narratives used at the Land|Slide: Possible Futures public art exhibit in Markham, Ontario 2013 is described. Using narrative analysis of biographical information a cultural context for authoring and experiencing spatial narrative structures is discussed. The biographical information of artists using digital technologies is posited as a context framing for usability design heuristics. The intersection of intelligent agents and spatial narrative structures provide a future scenario by which to assess the suitability of the approach outlined in this study

    D1.3 List of available solutions

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    This report has been submitted by Tempesta Media SL as deliverable D1.3 within the framework of H2020 project "SO-CLOSE: Enhancing Social Cohesion through Sharing the Cultural Heritage of Forced Migrations" Grant No. 870939.This report aims to conduct research on the specific topics and needs of the SO-CLOSE project, addressing the available solutions through a state-of-the-art digital tools analysis, applied in the cultural heritage and migration fields. More specifically the report's scope is:To define proper tools and proceedings for the interview needs -performing, recording, transcription, translation. To analyse potential content gathering tools for the co-creation workshops. To conduct a state-of-the-art sharing tools analysis, applied in the cultural heritage and migration fields, and propose a critically adjusted and innovative digital approach

    Empowering cultural heritage professionals with tools for authoring and deploying personalised visitor experiences

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    This paper presents an authoring environment, which supports cultural heritage professionals in the process of creating and deploying a wide range of different personalised interactive experiences that combine the physical (objects, collection and spaces) and the digital (multimedia content). It is based on a novel flexible formalism that represents the content and the context as independent from one another and allows recombining them in multiple ways thus generating many different interactions from the same elements. The authoring environment was developed in a co-design process with heritage stakeholders and addresses the composition of the content, the definition of the personalisation, and the deployment on a physical configuration of bespoke devices. To simplify the editing while maintaining a powerful representation, the complex creation process is deconstructed into a limited number of elements and phases, including aspects to control personalisation both in content and in interaction. The user interface also includes examples of installations for inspiration and as a means for learning what is possible and how to do it. Throughout the paper, installations in public exhibitions are used to illustrate our points and what our authoring environment can produce. The expressiveness of the formalism and the variety of interactive experiences that could be created was assessed via a range of laboratory tests, while a user-centred evaluation with over 40 cultural heritage professionals assessed whether they feel confident in directly controlling personalisation

    RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching

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    We present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However, with the current tools, sketched contents are inherently static, floating in mid air without responding to the real world. This paper introduces a new way to embed dynamic and responsive graphics in the real world. In RealitySketch, the user draws graphical elements on a mobile AR screen and binds them with physical objects in real-time and improvisational ways, so that the sketched elements dynamically move with the corresponding physical motion. The user can also quickly visualize and analyze real-world phenomena through responsive graph plots or interactive visualizations. This paper contributes to a set of interaction techniques that enable capturing, parameterizing, and visualizing real-world motion without pre-defined programs and configurations. Finally, we demonstrate our tool with several application scenarios, including physics education, sports training, and in-situ tangible interfaces.Comment: UIST 202

    Creating Interactive Classrooms with Augmented Reality, a Review

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    Augmented reality (AR) is becoming an uprising technology that is still being applauded as a top-notch innovation in education and that helps teachers improve their classrooms. Thanks to one-to-one program support and the development of apps (apps), it is considered an affordable technology that gives teachers access to new ways of both supporting and teaching. With AR, teachers can have the support provided by multimedia while using the environment inside the classroom. There are multiple free cross-platform apps available for teacher usage. This article answers clearly what AR is, how it can be used to support students in schools, evaluates its educational utility

    Hybrid books for interactive digital storytelling : connecting story entities and emotions to smart environments

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    Nowadays, many people use e-books, having high expectations regarding their reading experience. In the case of digital storytelling, enhanced e-books can connect story entities and emotions to real-world elements. In this paper, we present the novel concept of a Hybrid Book, a generic Interactive Digital Narrative (IDN) artifact that requires seamless collaboration between content and smart devices. To that end, we extract data from a story and broadcast these data in RDF as Linked Data. Smart devices can then receive and process these data in order to execute corresponding actions. By following open standards, a Hybrid Book can also be seen as an interoperable and sustainable IDN artifact. Furthermore, according to our user-based evaluation, a Hybrid Book makes it possible to provide human sensible feedback while flipping pages, enabling a more enjoyable reading experience. Finally, the participants positive willingness to pay makes it possible to generate more revenue for publishers

    Games, Simulations, Immersive Environments, and Emerging Technologies

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    International audienceThis entry presents an overview of advanced technologies to support teaching and learning. The use of innovative interactive systems for education has never been higher. Far from being just a trend, the objective is to use the current technology to cover educational needs and create relevant pedagogical situations. The arguments in their favor are generally their positive effects on learners’ motivation and the necessity to provide learning methods adapted to our growing digital culture. The new learning technologies and emerging trends are first reviewed hereunder. We thus define and discuss learning games, gamification, simulation, immersive environments and other emerging technologies. Then, the current limits and remaining scientific challenges are highlighted
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