6,026 research outputs found

    Narrative approaches to design multi-screen augmented reality experiences

    Get PDF
    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

    Get PDF
    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable

    Using 2D codes for creating ubiquitous user interfaces for ambient intelligence environments

    Full text link
    Workshop Proceedings of the 6th International Conference on Intelligent Environments, Vol 8, Javier Gómez, Germán Montoro, Pablo A. Haya, Xavier Alamán, Using 2D Codes for Creating Ubiquitous User Interfaces for Ambient Intelligence Environments, 42 - 51, Copyright 2010, with permission from IOS PressThis is an electronic version of the paper presented at the 1st International Workshop on Human-Centric Interfaces for Ambient Intelligence (HCIAmI'10), held in Kuala Lumpur (Malaysia) on 2010Smart phones are one of the most popular devices nowadays. The enrichment of their technical capabilities allows them to carry out new operations beyond the traditional in telephony. This work presents a system that automatically generates user interfaces for Ambient Intelligence environments. This way, smart phones act as “ubiquitous remote controllers” for the elements of the environment. The paper proposes some ideas about the usability and adequacy of these interfaces.This work was partially funded by projects eMadrid (Comunidad de Madrid, S2009/TIC-1650), Vesta (Ministerio de Industria, Turismo y Comercio, TSI-020100- 2009-828) and HADA (Ministerio de Ciencia y Educación, TIN 2007-64718

    Connecting to Educational Resources Online with QR Codes

    Get PDF
    Quick Response (QR) codes are two-dimensional barcodes which can be scanned with web-enabled mobile devices. These codes connect directly to a website, video, phone number, or text message, providing instant access to information resources whenever and wherever needed. This paper will examine to what extent QR codes are currently being used in schools, and will explore the possibilities of integrating QR codes in school settings. Embedded in this discussion are descriptions of the next evolution of this form of technology

    Exploring multimedia and interactive technologies

    Get PDF
    The goal of multimedia design strategies and innovation is to produce meaningful learning environments that relate to and build upon what the learner already knows and what the learner seeks. The multimedia tools used to achieve knowledge transfer should activate recall or prior knowledge and help the learner alter and encode new structures. Traditionally, multimedia has been localized to specific delivery systems and demographics based on the government, industry, or academic concentration. The presenter will explore the introduction of immersive telecommunications technologies, constructivist learning methodologies, and adult learning models to standardize networking and multimedia-based services and products capable of adapting to wired and wireless environments, different devices and conditions on a global scale

    Mobil pazarlama: Turizmde artırılmış gerçeklik kullanımı

    Get PDF
    The developing number of applications by smart devices provides an expanding diversity of travel-related services. In the most recent decade, marketers and advertisers have developed more innovative practices to attract consumers. One of these new marketing tools is augmented reality (AR) application with the smart technologies, which is considered as an advertising and new marketing communication instrument that increases awareness and helps get information. The use of augmented reality has unfolded across several sectors in recent years. One in every of the areas of wherever this technology will notice a possible use is that the tourism industry. AR is taken into account extremely vital for promoting in several industries; but, within the tourism industry there exist comparatively few researches and articles despite the very fact that tourism may fine benefit from the applications for these practices. Therefore this study aimed to seeks; 1) To identify the potentials of the AR applications within the tourism industry. 2) To identify the AR applications in several tourism businesses at the tourism industry from the attitude of promoting, for instance hotels, restaurants, museums and transportation.Akıllı cihazlarla uygulanan çok sayıda uygulama seyahatle ilgili hizmetlerde genişleyen bir çeşitlilik sunmaktadır. Son on yılda, pazarlamacılar ve reklamcılar müşterileri çekmek için daha yenilikçi uygulamalar geliştirmişlerdir. Bu yeni pazarlama araçlarından biri farkındalığı artıran ve bilgi edinmede yardımcı olan, yeni bir reklam aracı ve pazarlama iletişimi aracı olarak kabul edilen, akıllı teknolojiler ile uygulanan artırılmış gerçeklik (AG) uygulamalarıdır. Artırılmış gerçeklik kullanımına son yıllarda birçok sektörlerde tanıklık uygulamalarıdır. Artırılmış gerçeklik kullanımına son yıllarda birçok sektörlerde tanıklık edilmektedir. Bu teknolojinin kullanımına imkân sağlayan alanlardan biride turizm sektörüdür. AG çeşitli sektörlerde pazarlamada hayati öneme sahiptir ancak, turizm sektöründe bu uygulamalara yönelik çok az sayıda araştırma ve makale bulunmaktadır. Bu sebeple bu araştırma: 1) Turizm sektöründe AG uygulamalarının potansiyelini tanımlamayı, 2) Oteller, restoranlar, müzeler, ulaşım gibi çeşitli turizm sektörlerinde pazarlamada kullanılan AG uygulamalarını incelemeyi amaçlamıştır
    corecore