17,659 research outputs found

    Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: NL

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    Proceedings ICPW'07: 2nd International Conference on the Pragmatic Web, 22-23 Oct. 2007, Tilburg: N

    BaBar - A Community Web Site in an Organizational Setting

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    The BABAR Web site was established in 1993 at the Stanford Linear Accelerator Center (SLAC) to support the BABAR experiment, to report its results, and to facilitate communication among its scientific and engineering collaborators, currently numbering about 600 individuals from 75 collaborating institutions in 10 countries. The BABAR Web site is, therefore, a community Web site. At the same time it is hosted at SLAC and funded by agencies that demand adherence to policies decided under different priorities. Additionally, the BABAR Web administrators deal with the problems that arise during the course of managing users, content, policies, standards, and changing technologies. Desired solutions to some of these problems may be incompatible with the overall administration of the SLAC Web sites and/or the SLAC policies and concerns. There are thus different perspectives of the same Web site and differing expectations in segments of the SLAC population which act as constraints and challenges in any review or re-engineering activities. Web Engineering, which post-dates the BABAR Web, has aimed to provide a comprehensive understanding of all aspects of Web development. This paper reports on the first part of a recent review of application of Web Engineering methods to the BABAR Web site, which has led to explicit user and information models of the BABAR community and how SLAC and the BABAR community relate and react to each other. The paper identifies the issues of a community Web site in a hierarchical, semi-governmental sector and formulates a strategy for periodic reviews of BABAR and similar sites.Comment: Talk from the 2003 Computing in High Energy and Nuclear Physics (CHEP03), La Jolla, Ca, USA, March 2003, 8 pages, PDF, PSN MONT00

    Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality

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    In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques

    USALSIM: Learning, Professional Practices and Employability in a 3D Virtual World

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    Int. J. Technology Enhanced Learning, Vol. 5, Nos. 3/4, 2013 pp. 307-321 http://www.inderscience.com/info/inarticletoc.php?jcode=ijtel&year=2013&vol=5&issue=3/4[EN] USALSIM is a project developed by the University of Salamanca as a response to the policy changes of learning and work placements in the new European Space for Higher Education, funded by the Spanish Ministry of Education and inscribed within an innovation programme regarding the employability of university students (CAIE059). The contribution of USALSIM is concerned with how to face the increase in the number of students who will participate in the different university work placement programmes and the increasing number of companies and institutions necessary to host and train theses students. This project uses a 3D virtual environment (a work placement simulator) that creates a virtual representation of different work environments and allows students to acquire professional skills. Representing a professional workspace such as a laboratory, for example, the student can simulate common tasks through active learning. This virtual world is focused on a constructive pedagogy, whereby students are directly involved in their formative development, establishing professional relationships, developing transversal and technical competencies, and evaluating their knowledge

    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

    Virtual Factory:a systemic approach to building smart factories

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    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
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