8,876 research outputs found

    The role of avatars in e-government interfaces

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    This paper investigates the use of avatars to communicate live message in e-government interfaces. A comparative study is presented that evaluates the contribution of multimodal metaphors (including avatars) to the usability of interfaces for e-government and user trust. The communication metaphors evaluated included text, earcons, recorded speech and avatars. The experimental platform used for the experiment involved two interface versions with a sample of 30 users. The results demonstrated that the use of multimodal metaphors in an e-government interface can significantly contribute to enhancing the usability and increase trust of users to the e-government interface. A set of design guidelines, for the use of multimodal metaphors in e-government interfaces, was also produced

    Technical pre-study for the ExMS project

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    This report aims to give an overview of software and hardware platforms available now or in the near future for building a prototype of an ExMS application (for an overview of the ExMS project, see Appendix). The report also gives an overview of the different technologies for building third-party mobile client software applications that are in use today. The report is composed of three sections. The first section is a general discussion on mobile client software and the different technologies that can be used to develop third-party mobile client software. The next section continues with a specific discussion on ExMS and answers the following questions: What is the general architecture of the ExMS application? What alternatives exist for implementing the ExMS prototype? The final section of the report is a recommendation of hardware and software platform for building the ExMS prototype

    Designing and Building immersive education spaces using Project Wonderland: from pedagogy through to practice

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    This paper presents work on the JISC funded SIMiLLE project to build a culturally sensitive virtual world to support language learning. This builds on the MiRTLE project (funded by Sun Microsystems), which created a mixed-reality space for teaching and learning. The aim of the SIMiLLE project is to investigate the technical feasibility and pedagogical value of using virtual environments to provide a realistic socio-cultural setting and content for language learning interaction. The paper starts by providing some background information on the Wonderland platform and the MiRTLE project, and then outlines the requirements for SIMiLLE, and how these requirements will be supported through the use of a virtual world based on Project Wonderland. We then present our plans for the evaluation of the system, with a particular focus on the importance of incorporating pedagogy into the design of these systems, and how we can support good practice with the ever-growing use of 3D virtual environments in formalised education

    3Dactyl: Using WebGL to Represent Human Movement in 3D

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    3 case studies: a hybrid educational strategy for ART/SCI collaborations

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    In this paper we report on a transdisciplinary university course designed to bring together fine art/visual communication design and computer science students for the creation and implementation of collaborative visual/audio projects that draw upon the specialized knowledge of both these disciplines. While an overview of the syllabus and the teaching methodologies is undertaken in the introduction, the focus of the paper concentrates upon an in-depth discussion and analysis of 3 specific projects that were developed by 3 distinct teams of students comprised of one artist/designer and one engineer each

    Virtual reality in theatre education and design practice - new developments and applications

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    The global use of Information and Communication Technologies (ICTs) has already established new approaches to theatre education and research, shifting traditional methods of knowledge delivery towards a more visually enhanced experience, which is especially important for teaching scenography. In this paper, I examine the role of multimedia within the field of theatre studies, with particular focus on the theory and practice of theatre design and education. I discuss various IT applications that have transformed the way we experience, learn and co-create our cultural heritage. I explore a suite of rapidly developing communication and computer-visualization techniques that enable reciprocal exchange between students, theatre performances and artefacts. Eventually, I analyse novel technology-mediated teaching techniques that attempt to provide a new media platform for visually enhanced information transfer. My findings indicate that the recent developments in the personalization of knowledge delivery, and also in student-centred study and e-learning, necessitate the transformation of the learners from passive consumers of digital products to active and creative participants in the learning experience

    HTTP adaptive streaming with media fragment URIs

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    HTTP adaptive streaming was introduced with the general idea that user agents interpret a manifest file (describing different representations and segments of the media); where-after they retrieve the media content using sequential HTTP progressive download operations. MPEG started with the standardization of an HTTP streaming protocol, defining the structure and semantics of a manifest file and additional restrictions and extensions for container formats. At the same time, W3C is working on a specification for addressing media fragments on the Web using Uniform Resource Identifiers. The latter not only defines the URI syntax for media fragment identifiers but also the protocol for retrieving media fragments over HTTP. In this paper, we elaborate on the role of Media Fragment URIs within HTTP adaptive streaming scenarios. First, we elaborate on how different media representations can be addressed by means of Media Fragment URIs, by using track fragments. Additionally, we illustrate how HTTP adaptive streaming is realized relying on the Media Fragments URI retrieval protocol. To validate the presented ideas, we implemented Apple's HTTP Live streaming technique using Media Fragment URI

    But a walking shadow: designing, performing and learning on the virtual stage

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    Representing elements of reality within a medium, or taking aspects from one medium and placing them in another is an act of remediation. The process of this act, however, is largely taken for granted. Despite the fact that available information enables a qualitative assessment of the history of multimedia and their influences on different fields of knowledge, there are still some areas that require more focused research attention. For example, the relationship between media evolution and new developments in scenographic practice is currently under investigation. This article explores the issue of immediacy as a condition of modern theatre in the context of digital reality. It discusses the opportunities and challenges that recent technologies present to contemporary practitioners and theatre design educators, creating a lot of scope to break with conventions. Here, we present two case studies that look into technology-mediated learning about scenography through the employment of novel computer visualization techniques. The first case study is concerned with new ways of researching and learning about theatre through creative exploration of design artefacts. The second case study investigates the role of the Immersive Virtual World Second Life™ (SL) in effective teaching of scenography, and in creating and experiencing theatrical performances
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