1,109 research outputs found

    Creation of dynamic virtual tours in multimedia spaces

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    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

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    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

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    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

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    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

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    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

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    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

    Investigating User Experiences Through Animation-based Sketching

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