9,058 research outputs found

    Remotely hosted services and 'cloud computing'

    Get PDF
    Emerging technologies for learning report - Article exploring potential of cloud computing to address educational issue

    Service oriented interactive media (SOIM) engines enabled by optimized resource sharing

    Get PDF
    In the same way as cloud computing, Software as a Service (SaaS) and Content Centric Networking (CCN) triggered a new class of software architectures fundamentally different from traditional desktop software, service oriented networking (SON) suggests a new class of media engine technologies, which we call Service Oriented Interactive Media (SOIM) engines. This includes a new approach for game engines and more generally interactive media engines for entertainment, training, educational and dashboard applications. Porting traditional game engines and interactive media engines to the cloud without fundamentally changing the architecture, as done frequently, can enable already various advantages of cloud computing for such kinds of applications, for example simple and transparent upgrading of content and unified user experience on all end-user devices. This paper discusses a new architecture for game engines and interactive media engines fundamentally designed for cloud and SON. Main advantages of SOIM engines are significantly higher resource efficiency, leading to a fraction of cloud hosting costs. SOIM engines achieve these benefits by multilayered data sharing, efficiently handling many input and output channels for video, audio, and 3D world synchronization, and smart user session and session slot management. Architecture and results of a prototype implementation of a SOIM engine are discussed

    Design and creation of a virtual world of Petra, Jordan

    Get PDF
    Includes bibliographical references.This thesis presents the design and creation of a 3D virtual world of Petra, Jordan, based on the digital spatial documentation of this UNESCO World Heritage Site by the Zamani project. Creating digital records of the spatial domain of heritage sites is a well-established practice that employs the technologies of laser scanning, GPS and traditional surveys, aerial and close range photogrammetry, and 360-degree panorama photography to capture spatial data of a site. Processing this data to produce textured 3D models, sections elevations, GISs, and panorama tours to has led to the establishment of the field of virtual heritage. Applications to view this spatial data are considered too specialised to be used by the general public with only trained heritage practitioners being able to use the data. Additionally, data viewing platforms have not been designed to allow for the viewing of combinations of 3D data in an intuitive and engaging manner as currently each spatial data type must be viewed by independent software. Therefore a fully integrated software platform is needed which would allow any interested person, without prior training, easy access to a combination of spatial data, from anywhere in the world. This study seeks to provide a solution to the above requirement by using a game engine to assimilate spatial data of heritage sites in a 3D virtual environment where a virtual visitor is able to interactively engage with combinations of spatial data. The study first begins with an analysis of what virtual heritage applications, in the form of virtual environments, have been created, and the elements that were used in their creation. These elements are then applied to the design and creation of the virtual world of Petra

    Emerging technologies for learning report (volume 3)

    Get PDF

    Augmented reality X-ray vision on optical see-through head mounted displays

    Get PDF
    Abstract. In this thesis, we present the development and evaluation of an augmented reality X-ray system on optical see-through head-mounted displays. Augmented reality X-ray vision allows users to see through solid surfaces such as walls and facades, by augmenting the real view with virtual images representing the hidden objects. Our system is developed based on the optical see-through mixed reality headset Microsoft Hololens. We have developed an X-ray cutout algorithm that uses the geometric data of the environment and enables seeing through surfaces. We have developed four different visualizations as well based on the algorithm. The first visualization renders simply the X-ray cutout without displaying any information about the occluding surface. The other three visualizations display features extracted from the occluder surface to help the user to get better depth perception of the virtual objects. We have used Sobel edge detection to extract the information. The three visualizations differ in the way to render the extracted features. A subjective experiment is conducted to test and evaluate the visualizations and to compare them with each other. The experiment consists of two parts; depth estimation task and a questionnaire. Both the experiment and its results are presented in the thesis

    The Fractured Memory of a Mind’s Eye

    Get PDF
    The work I create is informed by questioning reality/identity, the fractalizing planes of existence our essence occupies, and the artifacts of memory experience navigating through space time. While existing in this realm of oversaturated media and neon glow, I question the effects of pervasive data systems overloading or programming the mental software we possess. My work includes humor as a means of exploring these conventions while also displaying psychedelic surrealist imagery to help break away from the conscious prison this existence births our concept apparatuses within

    Towards Green Metaverse Networking Technologies, Advancements and Future Directions

    Full text link
    As the Metaverse is iteratively being defined, its potential to unleash the next wave of digital disruption and create real-life value becomes increasingly clear. With distinctive features of immersive experience, simultaneous interactivity, and user agency, the Metaverse has the capability to transform all walks of life. However, the enabling technologies of the Metaverse, i.e., digital twin, artificial intelligence, blockchain, and extended reality, are known to be energy-hungry, therefore raising concerns about the sustainability of its large-scale deployment and development. This article proposes Green Metaverse Networking for the first time to optimize energy efficiencies of all network components for Metaverse sustainable development. We first analyze energy consumption, efficiency, and sustainability of energy-intensive technologies in the Metaverse. Next, focusing on computation and networking, we present major advancements related to energy efficiency and their integration into the Metaverse. A case study of energy conservation by incorporating semantic communication and stochastic resource allocation in the Metaverse is presented. Finally, we outline the critical challenges of Metaverse sustainable development, thereby indicating potential directions of future research towards the green Metaverse
    • …
    corecore