508 research outputs found

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

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    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot

    Ubiq: A System to Build Flexible Social Virtual Reality Experiences

    Get PDF
    While they have long been a subject of academic study, social virtual reality (SVR) systems are now attracting increasingly large audiences on current consumer virtual reality systems. The design space of SVR systems is very large, and relatively little is known about how these systems should be constructed in order to be usable and efficient. In this paper we present Ubiq, a toolkit that focuses on facilitating the construction of SVR systems. We argue for the design strategy of Ubiq and its scope. Ubiq is built on the Unity platform. It provides core functionality of many SVR systems such as connection management, voice, avatars, etc. However, its design remains easy to extend. We demonstrate examples built on Ubiq and how it has been successfully used in classroom teaching. Ubiq is open source (Apache License) and thus enables several use cases that commercial systems cannot

    An IoT-based contribution to improve mobility of the visually impaired in Smart Cities

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    The Internet of Things envisions that objects of everyday life will be equipped with sensors, microcontrollers, transceivers for digital communication and suitable protocol which communicates among them and with users, becoming an integral part of Internet. Due to the growing developments in digital technologies, Smart Cities have been equipped with different electronic devices based on IoT and several applications are being created for most diverse areas of knowledge making systems more efficient. However, Assistive technology is a field that is not enough explored in this scenario yet. In this work, an integrated framework with an IoT architecture customized for an electronic cane (electronic travel aid designed for the visually impaired) has been designed. The architecture is organized by a five-layer architecture: edge technology, gateway, Internet, middleware and application. This new feature brings the ability to connect to environment devices, receiving the coordinates of their geographic locations, alerting the user when it is close to anyone of these devices and sending those coordinates to a web application for smart monitoring. Preliminary studies and experimental tests with three blind users of the Cane show that this approach would contribute to get more spatial information from the environment improving mobility of visually impaired people.This research was supported by the Brazilian National Council of Scientific & Technological Development—CNPq, Grant Number 315338/2018-0, and Fundação de Amparo a Pesquisa no Estado de Santa Catarina -FAPESC, (Programa Sinapse da Inovação Operação SC III)

    Bridging Web 4.0 and Education 4.0 For Next Generation User Training in ERP Adoption

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    This study addresses the critical issue of user comprehension and application within the sphere of cloudbased Enterprise Resource Planning (ERP) systems, a recurrent challenge exacerbated by the intricate nature of these systems. To bridge the existing gaps in training methodologies, a novel paradigm that synergizes Web 4.0 and Education 4.0 modules with traditional ERP systems is proposed. This innovative framework ushers in a paradigm shift in ERP adoption strategies, promising a marked enhancement in user interaction and efficiency. Rigorous qualitative evaluations, conducted with expert panels and potential end-users, provided robust validation of the framework's transformative potential in the realm of user training for ERP systems. This pioneering approach not only makes a substantial academic contribution by reframing the perception of ERP systems but also holds a significant practical value in ameliorating the user experience with cloud-based ERP systems. In essence, the adoption of a Web 4.0-oriented approach in user training heralds a revolutionary shift in ERP adoption strategies, setting a solid foundation for future explorations in this domain
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