18 research outputs found

    User experience of panoramic video in CAVE-like and head mounted display viewing conditions

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    Panoramic 360 video is a rapidly growing part of interactive TV viewing experience due to the increase of both production by consumers and professionals and the availability of consumer headsets used to view it. Recent years have also seen proposals for the development of home systems that could ultimately approximate CAVE-like experiences. The question arises as to the nature of the user experience of viewing panoramic video in head mounted displays compared to CAVE-like systems. User preference seems hard to predict. Accordingly, this study took a qualitative approach to describing user experience of viewing a panoramic video on both platforms, using a thematic analysis. Sixteen users tried both viewing conditions and equal numbers expressed preferences for each display system. The differences in user experience by viewing condition are discussed in detail via themes emerging from the analysis

    Historical forensic pathology

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    These brief reports clearly show that contemporary forensic examination and analyses of material and specimens currently residing in museums may clarify historical questions that have been unanswered for many decades. Review of data may also provide graphic illustration of significant conditions and illnesses that are sometimes overlooked in the face of the far more dramatic aspects of armed conflict. Although administrators often fail to see the relevance of pathology museums, being more interested in dealing with costs than contributing to knowledge, historical forensic pathology has a distinct and important role to play in the contemporary multidisciplinary analysis of past events

    Where do we come from? what are we? where are we going?

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    Beginning with an account of the discovery of some fossilized ā€˜cave bear bonesā€™ in a small valley in 19th century Germany, this article describes the evolution of our genus Homo and the many species that comprise it. It ends with outlining some suggestions on how the study of human evolution can be integrated with science classrooms

    John Oliver's Postojnska jama of 1856

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    Glavnina knjige je faksimile rokopisa, ki ga je leta 1856 napisal angleÅ”ki duhovnik John Oliver po svojem obisku Postojnske jame v letih 1837 in 1852. Kljub temu v knjigi piÅ”e le malo o svojih izkuÅ”njah, saj je večji del knjige prevod Schnaffenrathovega vodnika Beschreibung der berĆ¼hmten Grotte bei Adelsberg in Krain iz leta 1834 v angleŔčino. Več Oliverjevih pripomb je v posebnem dodatku, ki vsebuje nekaj njegovih osebnih opažanj, kot tudi opis obiska Vilenice. Celota je ilustrirana s slikami iz takratnih knjig, kot tudi z nekaterimi njegovimi izvirnimi slikami in risbami. DaljÅ”i uvod Trevorja Shawa, ki je odkril ta dragocen, vrsto let domnevno izgubljen rokopis, razkrije, kdo je bil avtor Ā»J. O.Ā« in obrazloži pomen prevedenega vodnika iz leta 1834, kot tudi njegov vpliv na kasnejÅ”e vodnike po Krasu

    Electronic Literature as Digital Humanities

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    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)ā€“ā€“that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Electronic Literature as Digital Humanities

    Get PDF
    This book is available as open access through the Bloomsbury Open programme and is available on www.bloomsburycollections.com. Electronic Literature as Digital Humanities: Contexts, Forms & Practices is a volume of essays that provides a detailed account of born-digital literature by artists and scholars who have contributed to its birth and evolution. Rather than offering a prescriptive definition of electronic literature, this book takes an ontological approach through descriptive exploration, treating electronic literature from the perspective of the digital humanities (DH)ā€“ā€“that is, as an area of scholarship and practice that exists at the juncture between the literary and the algorithmic. The domain of DH is typically segmented into the two seemingly disparate strands of criticism and building, with scholars either studying the synthesis between cultural expression and screens or the use of technology to make artifacts in themselves. This book regards electronic literature as fundamentally DH in that it synthesizes these two constituents. Electronic Literature as Digital Humanities provides a context for the development of the field, informed by the forms and practices that have emerged throughout the DH moment, and finally, offers resources for others interested in learning more about electronic literature

    Visualisation and Exploration of Personal Data in Virtual Reality

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