128 research outputs found

    Adoption Of ASL Classifiers As Delivered By Head-Mounted Displays In A Planetarium Show

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    Accommodating the planetarium experience to members of the deaf or hard-of-hearing community has often created situations that are either disruptive to the rest of the audience or provide an insufficient accommodation. To address this issue, we examined the use of head-mounted displays to deliver an American Sign Language sound track to learners in the planetarium Here we present results from a feasibility study to see if an ASL sound track delivered through a head-mount display can be understood by deaf junior to senior high aged students who are fluent in ASL. We examined the adoption of ASL classifiers that were used as part of the sound track for a full dome planetarium show. We found that about 90% of all students in our sample adopted at least one classifier from the show. In addition, those who viewed the sound track in a head-mounted display did at least as well as those who saw the sound track projected directly on the dome. These results suggest that ASL transmitted through head-mounted displays is a promising method to help improve learning for those whose primary language is ASL and merits further investigation

    Basic Astronomy Labs

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    Providing the tools and know-how to apply the principles of astronomy first-hand, these 43 laboratory exercises each contain an introduction that clearly shows budding astronomers why the particular topic of that lab is of interest and relevant to astronomy. About one-third of the exercises are devoted solely to observation, and no mathematics is required beyond simple high school algebra and trigonometry.Organizes exercises into six major topics—sky, optics and spectroscopy, celestial mechanics, solar system, stellar properties, and exploration and other topics—providing clear outlines of what is involved in the exercise, its purpose, and what procedures and apparatus are to be used. Offers variations on standard and popular exercises, and includes many that are new and innovative, such as The Messier List which helps users discover basic facts about the Milky Way Galaxy by plotting these objects on a star chart; Motions of Earth demonstrates just how fast the Earth is moving through space and in which direction it is going, and; Radioactivity and Time which measures the half-life of a short-lived isotope, and consider radioactive dating and heating of celestial bodies. Includes a guide to astronomical pronunciations, a guide to the constellations, spectral classifications, quotes on science, and more. For astronomers

    New interactive interface design for STEM museums: a case study in VR immersive technology

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    Novel technologies are used to develop new museum exhibits, aiming to attract visitors’ attention. However, using new technology is not always successful, perhaps because the design of a new exhibit was inappropriate, or users were unfamiliar with interacting with a new device. As a result, choosing alternative technology to create a unique interactive display is critical. The results of using technology best practices enable the designer to help reduce failures. This research uses virtual reality (VR) immersive technology as a case study to explore how to design a new interactive exhibit in science, technology, engineering and mathematics (STEM) museums. VR has seen increased use in Thailand museums, but people are unfamiliar with it, and few use it daily. It had problems with health concerns such as motion sickness, and the virtual reality head-mounted display (VR HMD) restricts social interaction, which is essential for museum visitors. This research focuses on improving how VR is deployed in STEM museums by proposing a framework for designing a new VR exhibit that supports social interaction. The research question is, how do we create a new interactive display using VR immersive technology while supporting visitor social interaction? The investigation uses mixed methods to construct the proposed framework, including a theoretical review, museum observational study, and experimental study. The in-the-wild study and workshop were conducted to evaluate the proposed framework. The suggested framework provides guidelines for designing a new VR exhibit. The component of a framework has two main parts. The first part is considering factors for checking whether VR technology suit for creating a new exhibit. The second part is essential components for designing a new VR exhibit includes Content Design, Action Design, Social Interaction Design, System Design, and Safety and Health. Various kinds of studies were conducted to answer the research question. First, a museum observational study led to an understanding of the characteristics of interactive exhibits in STEM museums, the patterns of social interaction, the range of immersive technology that museums use and the practice of using VR technology in STEM museums. Next, the alternative design for an interactive exhibit study investigates the effect on the user experience of tangible, gesture and VR technologies. It determines the factors that make the user experience different and suggests six aspects to consider when choosing technology. Third, social interaction design in VR for museum study explores methods to connect players; single player, symmetric connection (VR HMD and VR HMD) and asymmetric connection (VR HMD and PC), to provide social interaction while playing the VR exhibit and investigates social features and social mechanics for visitors to communicate and exchange knowledge. It found that the symmetric connection provides better social interaction than others. However, the asymmetric link is also a way for visitors to exchange knowledge. The study recommends using mixed symmetric and asymmetric connections when deploying VR exhibits in a museum. This was confirmed by the in-the-wild research and validated the framework that indicated it helped staff manage the VR exhibit and provided a co-presence and co-player experience. Fourth, the content design of a display in the virtual environment study examines the effect of design content between 2D and 3D on visitors' learning and memory. It showed that content design with 2D and 3D did not influence visitors to gain knowledge and remember the exhibit’s story. However, the 3D view offers more immersion and emotion than the 2D view. The research proposes using 3D when designing content to evoke a player’s emotion; designing content for a VR exhibit should deliver experience rather than text-based learning. Furthermore, the feedback on the qualitative results of each study provided insight into the design user experience. Evaluation of the proposed framework is the last part of this research. A study in the wild was conducted to validate the proposed framework in museums. Two VR exhibits were adjusted with features that matched the proposed framework’s suggested components and were deployed in the museum to gather visitors' feedback. It received positive feedback from the visitors, and visitors approved of using VR technology in the museum. The results of user feedback from a workshop to evaluate the helpfulness of the framework showed that the framework's components are appropriate, and the framework is practical when designing a new VR exhibit, particularly for people unfamiliar with VR technology. In addition, the proposed framework of this research may be applied to study emerging technology to create a novel exhibit

    Experimental Museology

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    Experimental Museology scrutinizes innovative endeavours to transform museum interactions with the world. Analysing cutting-edge cases from around the globe, the volume demonstrates how museums can design, apply and assess new modes of audience engagement and participation. Written by an interdisciplinary group of researchers and research-led professionals, the book argues that museum transformations must be focused on conceptualizing and documenting the everyday challenges and choices facing museums, especially in relation to wider social, political and economic ramifications. In order to illuminate the complexity of these challenges, the volume is structured into three related key dimensions of museum practice - namely institutions, representations and users. Each chapter is based on a curatorial design proposed and performed in collaboration between university-based academics and a museum. Taken together, the chapters provide insights into a diversity of geographical contexts, fields and museums, thus building a comprehensive and reflexive repository of design practices and formative experiments that can help strengthen future museum research and design. Experimental Museology will be of great value to academics and students in the fields of museum, gallery and heritage studies, as well as architecture, design, communication and cultural studies. It will also be of interest to museum professionals and anyone else who is interested in learning more about experimentation and design as resources in museums

    The architecture of photography

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    Celebration of Learning 2015: Full Program

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    Full program of the 2015 Celebration of Learning at Augustana College

    Experience and Viewpoints in the Social Domain of Space Technology

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    This thesis is about how space technology is experienced in the social domain and how its purpose is recast from different viewpoints. The author is an artist and the approach taken foregrounds qualities of experience and viewpoint in which artists have a particular investment. This approach opens up the ways that affect, agency and authorship cross social domains that are directly and indirectly associated with the production of space technologies. A key focus is a group project led by the author that was initiated in response to the launch in October 2008 of the Chandrayaan-1 spacecraft by the Indian Space Research Organisation (ISRO). The project took place in Bengaluru, India where the spacecraft was built. Taking the ambivalence that surrounds the uses and purposes of space technologies as a starting point, a description of the spacecraft is developed from a number of viewpoints, including the mission scientists, public media and the participants of the artist-led project. The interventionist strategies of the project shed light on the ways that technologies can be accessed through their imaginaries and this has significance for large-scale technologies, such as spacecraft, for which physical access is delimited and much of the infrastructure is invisible or hidden from public view. The thesis proposes ways of reinstating missed qualities of viewpoint and experience within the affective spaces of space technology through the imperative to articulate first-person engagements with the world that is bound into artistic interpretation. What is further proposed is that by picturing the interrelations and flows of space technology in social domains through the lenses of experience and viewpoint, a 'technographic picture' is created that then becomes available as a tool with which to re-imagine spacefaring. This is a crucial addition to discussions about the interplay between science, technology and society that recognises the intimate spaces at the core of such large-scale concepts. It offers a new transdisciplinary modality that incorporates an artistic approach with which to make sense of the structurally ambivalent pursuits of spacefaring

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Spinoff 2013

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    Topics covered include: Innovative Software Tools Measure Behavioral Alertness; Miniaturized, Portable Sensors Monitor Metabolic Health; Patient Simulators Train Emergency Caregivers; Solar Refrigerators Store Life-Saving Vaccines; Monitors Enable Medication Management in Patients' Homes; Handheld Diagnostic Device Delivers Quick Medical Readings; Experiments Result in Safer, Spin-Resistant Aircraft; Interfaces Visualize Data for Airline Safety, Efficiency; Data Mining Tools Make Flights Safer, More Efficient; NASA Standards Inform Comfortable Car Seats; Heat Shield Paves the Way for Commercial Space; Air Systems Provide Life Support to Miners; Coatings Preserve Metal, Stone, Tile, and Concrete; Robots Spur Software That Lends a Hand; Cloud-Based Data Sharing Connects Emergency Managers; Catalytic Converters Maintain Air Quality in Mines; NASA-Enhanced Water Bottles Filter Water on the Go; Brainwave Monitoring Software Improves Distracted Minds; Thermal Materials Protect Priceless, Personal Keepsakes; Home Air Purifiers Eradicate Harmful Pathogens; Thermal Materials Drive Professional Apparel Line; Radiant Barriers Save Energy in Buildings; Open Source Initiative Powers Real-Time Data Streams; Shuttle Engine Designs Revolutionize Solar Power; Procedure-Authoring Tool Improves Safety on Oil Rigs; Satellite Data Aid Monitoring of Nation's Forests; Mars Technologies Spawn Durable Wind Turbines; Programs Visualize Earth and Space for Interactive Education; Processor Units Reduce Satellite Construction Costs; Software Accelerates Computing Time for Complex Math; Simulation Tools Prevent Signal Interference on Spacecraft; Software Simplifies the Sharing of Numerical Models; Virtual Machine Language Controls Remote Devices; Micro-Accelerometers Monitor Equipment Health; Reactors Save Energy, Costs for Hydrogen Production; Cameras Monitor Spacecraft Integrity to Prevent Failures; Testing Devices Garner Data on Insulation Performance; Smart Sensors Gather Information for Machine Diagnostics; Oxygen Sensors Monitor Bioreactors and Ensure Health and Safety; Vision Algorithms Catch Defects in Screen Displays; and Deformable Mirrors Capture Exoplanet Data, Reflect Lasers
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