5,003 research outputs found

    Special Session on Industry 4.0

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    Automating content generation for large-scale virtual learning environments using semantic web services

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    The integration of semantic web services with three-dimensional virtual worlds offers many potential avenues for the creation of dynamic, content-rich environments which can be used to entertain, educate, and inform. One such avenue is the fusion of the large volumes of data from Wiki-based sources with virtual representations of historic locations, using semantics to filter and present data to users in effective and personalisable ways. This paper explores the potential for such integration, addressing challenges ranging from accurately transposing virtual world locales to semantically-linked real world data, to integrating diverse ranges of semantic information sources in a usercentric and seamless fashion. A demonstrated proof-of-concept, using the Rome Reborn model, a detailed 3D representation of Ancient Rome within the Aurelian Walls, shows several advantages that can be gained through the use of existing Wiki and semantic web services to rapidly and automatically annotate content, as well as demonstrating the increasing need for Wiki content to be represented in a semantically-rich form. Such an approach has applications in a range of different contexts, including education, training, and cultural heritage

    Data in Depth: Web 3-D Technologies Provide New Approaches to the Presentation of Course Content

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    For nearly two decades, the Web has provided the classroom with vast, ever-expanding volumes of browseraccessible information. As the web has evolved so too has our desire to become more involved with the process of content-creation and content-sharing. Now new web-based technologies look to provide smarter, more meaningful content and present that content with a new level of depth and interactivity. No longer are faculty and students browsing for information that is largely static; instead, these users are interacting through their three-dimensional (3-D) proxies (their avatars) and are querying applications (semantic web agents) soliciting them to collect, filter, verify, correlate, and present answers to their queries. Yet, all of this capability is not without potential challenges. There is an evolving need for faculty and students to find and build out new structure in their 3-D virtual surroundings that visually enables their content, making it more palatable to the user while presenting it in a 3-D format verses the typical 2-D format that has been the mainstay for the past two decades. With the maturation of virtual world (3-D Web) and semantic web technologies, the web-based content available in the classroom increases exponentially and takes on a new look. Following a brief overview of these two technologies and their overall impact in the classroom, this article presents several practical approaches for presenting course content in 3-D Web environments based on recent implementation efforts. In- World lectures and lab assignments, project team briefing sessions, student mentoring activities, and open conference forums are just a few of the areas discussed. Further discussions also focus on setup and future evaluation studies planned in the near-term to further evaluate course content presentation techniques

    Data in Depth: Web 3-D Technologies Provide New Approaches to the Presentation of Course Content

    Get PDF
    For nearly two decades, the Web has provided the classroom with vast, ever-expanding volumes of browser-accessible information. As the web has evolved so too has our desire to become more involved with the process of content-creation and content-sharing. Now new web-based technologies look to provide smarter, more meaningful content and present that content with a new level of depth and interactivity. No longer are faculty and students browsing for information that is largely static; instead, these users are interacting through their three-dimensional (3-D) proxies (their avatars) and are querying applications (semantic web agents) soliciting them to collect, filter, verify, correlate, and present answers to their queries. Yet, all of this capability is not without potential challenges. There is an evolving need for faculty and students to find and build out new structure in their 3-D virtual surroundings that visually enables their content, making it more palatable to the user while presenting it in a 3-D format verses the typical 2-D format that has been the mainstay for the past two decades. With the maturation of virtual world (3-D Web) and semantic web technologies, the web-based content available in the classroom increases exponentially and takes on a new look. Following a brief overview of these two technologies and their overall impact in the classroom, this article presents several practical approaches for presenting course content in 3-D Web environments based on recent implementation efforts. In-World lectures and lab assignments, project team briefing sessions, student mentoring activities, and open conference forums are just a few of the areas discussed. Further discussions also focus on setup and future evaluation studies planned in the near-term to further evaluate course content presentation techniques

    New technologies for urban designers: the VENUE project

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    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    Framework for creating augmented reality (AR) experiences

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    Mestrado em Engenharia Informática na Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Viana do CasteloThis work proposes the architecture of a system whose main goal focuses on implementing a complete framework for creating augmented reality (AR) experiences, allowing creators to digitize reality to create their storylines. Moreover, it is an internal process with the objective of merging/grouping multimedia content, enabling clear and intuitive navigation within infinite augmented realities (based on the captured real world). This way, the user can create points of interest within their parallel realities, allowing them to navigate and traverse their new augmented worlds through an AR experience.Neste trabalho propõe-se a arquitetura de um sistema em que o seu objetivo central se foca na criação de uma framework completa para criação de experiências de Realidade Aumentada (RA), permitindo a digitalização da realidade para que criadores consigam criar as suas histórias ou enredos. Posteriormente existirá um processo interno com o propósito de fundir/agrupar conteúdo multimédia, possibilitando assim uma navegação clara e intuitiva dentro de infinitas realidades aumentadas (baseadas no mundo real capturado). Desta forma, o utilizador consegue criar pontos de interesse dentro das suas realidades paralelas, podendo navegar e percorrer os seus novos mundos aumentados através de uma experiência RA

    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

    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
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