1,109 research outputs found
Creation of dynamic virtual tours in multimedia spaces
With the advancement of technology, it has become possible to carry out virtual tours to
physical spaces, without being there in person. With the pandemic, this type of technology
proved to be of great importance for places like museums due to people only leaving home to
go to places of extreme importance, such as the hospital or to buy essential goods, but even
that began to be less thanks to the existence of applications like Uber that deliver food at home.
In case of physical tours, with the innovation of technology, it is possible to use augmented
reality to make the visits more interesting and thus enrich the experience. Although virtual tours
are useful, there are still certain difficulties in their implementation due to the inclusion of
dynamic elements, such as interaction with people and the scenery. Throughout this paper,
these same difficulties will be addressed and explained how they were resolved.
Build2050 is a European project coordinated by IPS, which aims to build smart and
sustainable buildings. This dissertation consists of the implementation of the technologies
mentioned above, to provide different ways of visiting buildings and be more impactful for the
visitor
Incorporating Interactive Elements into Children's Storybook to Improve Children's Motivation to Learn Bible: Case Study on the Parable of the Sower
Christian children frequently show low enthusiasm in learning the Bible due to difficulties in understanding the language and unappealing content for their taste. Moreover, their motivation towards Bible studies getting even lower by the exposure to more captivating multimedia products available in this age. Some parents and Sunday School teachers have attempted to use various teaching aid in the form of multimedia or physical property to engage children to no avail. The problem found regarding of current situation is the lack of interactivity in traditional teaching aids no longer captivate children who have already been exposed to a multitude of more exciting media alternatives. Therefore, this research proposes another form of teaching aid to capture the attention of both younger (grades 1-3) and older (grades 4-6) Sunday school children. One potential solution involves the creation of an interactive Bible Story Book, presented through a simple projector and enhanced with Augmented Reality technology, incorporating two-dimensional animations on each page. ARCS Model would be used to evaluate if the solution proposed increase the motivation to learn
Auggie: Encouraging Effortful Communication through Handcrafted Digital Experiences
Digital communication is often brisk and automated. From auto-completed
messages to "likes," research has shown that such lightweight interactions can
affect perceptions of authenticity and closeness. On the other hand, effort in
relationships can forge emotional bonds by conveying a sense of caring and is
essential in building and maintaining relationships. To explore effortful
communication, we designed and evaluated Auggie, an iOS app that encourages
partners to create digitally handcrafted Augmented Reality (AR) experiences for
each other. Auggie is centered around crafting a 3D character with photos,
animated movements, drawings, and audio for someone else. We conducted a
two-week-long field study with 30 participants (15 pairs), who used Auggie with
their partners remotely. Our qualitative findings show that Auggie participants
engaged in meaningful effort through the handcrafting process, and felt closer
to their partners, although the tool may not be appropriate in all situations.
We discuss design implications and future directions for systems that encourage
effortful communication.Comment: To appear at the 25th ACM Conference On Computer-Supported
Cooperative Work And Social Computing (CSCW '22). 25 page
An Appetite for the Tasteless: An Evaluation of Off-Color Humor in Adult Animations and Video Games, Presented Through a Proposed Interactive Narrative via a Procedurally Generated Material Library
Off-color humor has propelled adult animation into its Golden Age. The success of this genre has prompted media studios to begin developing original series for subscription video-on-demand services. The technology used for these over the top (OTT) streaming services have improved to the point that providers have begun developing cloud-based gaming. These improvements, along with developments in rendering systems, have made it possible to create interactive media across both video and gaming platforms using similar assets. This document will detail the successes of adult animation and the proposal for more interactive narrative media within this category. Accompanying the text will be a procedural material library fitting within the theme and style of adult animation. In recent years media studios have been adapting to tools for a fully procedural texture creation workflow. The focus will be on the creation and implementation of a base material library, as well as examine the benefits and capabilities of said materials across multiple entertainment industries
AR Geography Textbooks
This paper describes the process of developing an Augmented Reality (AR) textbook
mobile application. This mobile application allowed the students to view the
superimposed virtual 3 dimensional animation objects in a fun and interactive manner
using the marker-less physical traditional textbooks as the interaction tool. The idea of
the whole project is to create a whole new and better learning experience that would be
able to captivate student's interest in study. Besides, the reason behind choosing the
Geography subject as the topic is because it is one of the subjects that has been teaches
to every students who are pursuing their studies in every secondary school located in
Malaysia. The author also believed that Geography subject is very important as it
provide us with the knowledge of the world around us. It is also related to etiquette as it
discussed the impact of both natural and manmade factors. Though each student will get
a free textbook under Textbook Loan Scheme (SPBT) sponsored by Ministry of
Education, the problem is that students might find the traditional textbooks dull and
boring considered the factor of these current generations are pretty tech-savvy these
days. Students in these generations are easily distracted and bored when they need to
learn from a traditional textbook. This is due to maybe they are always surrounded by
new technology and gadgets that can offered them a lot of entertainment which is very
interactive and fun. However, the use of augmented reality should solve this problem.
Augmented Reality (AR) is considered the best of both worlds, where, real and virtual
objects are combined in the real environment, that will allow the use of both technology
based application and a traditional physical textbooks, combining the benefits of both
and meeting the students and teachers midway. Although AR technology is not new, its
application on education sector is still not enough. The main aim of this research is to
develop an interactive AR textbook where it can create a whole new and better learning
experience that would be able to captivate student's interest in study. One of the
objectives of the study is to enhance the traditional textbooks by implementing an AR
technology. Meanwhile the scope of this project involves 3D modeling, texturing,
rigging and animation
Assisting individuals with autism and cognitive disorders: An augmented reality based framework
Individuals with autism require systematic assistance while dealing with the surrounding environment and its objects. The project aim is to develop a framework that could be of substantial help to people with autism and cognitive disorders. The framework is based on common mobile devices and freely available Augmented Reality (AR) applications. The Augmented Reality used in our approach is marker-based AR that employs a camera and a visual marker to trigger and present media content on the mobile device's screen. The developed framework allows parents and teachers to easily create educational augmented environments for children with autism and cognitive disorders by populating a real-world space with visual markers of favorite cartoonish helpers that can evoke helpful AR content and embed it in the real-world environment. The paper analyzes and discusses the use of the proposed framework from conceptual and technological points of view. - 2019 Kassel University Press GmbH.Scopu
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