64,283 research outputs found

    Interpretation at the controller's edge: designing graphical user interfaces for the digital publication of the excavations at Gabii (Italy)

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    This paper discusses the authors’ approach to designing an interface for the Gabii Project’s digital volumes that attempts to fuse elements of traditional synthetic publications and site reports with rich digital datasets. Archaeology, and classical archaeology in particular, has long engaged with questions of the formation and lived experience of towns and cities. Such studies might draw on evidence of local topography, the arrangement of the built environment, and the placement of architectural details, monuments and inscriptions (e.g. Johnson and Millett 2012). Fundamental to the continued development of these studies is the growing body of evidence emerging from new excavations. Digital techniques for recording evidence “on the ground,” notably SFM (structure from motion aka close range photogrammetry) for the creation of detailed 3D models and for scene-level modeling in 3D have advanced rapidly in recent years. These parallel developments have opened the door for approaches to the study of the creation and experience of urban space driven by a combination of scene-level reconstruction models (van Roode et al. 2012, Paliou et al. 2011, Paliou 2013) explicitly combined with detailed SFM or scanning based 3D models representing stratigraphic evidence. It is essential to understand the subtle but crucial impact of the design of the user interface on the interpretation of these models. In this paper we focus on the impact of design choices for the user interface, and make connections between design choices and the broader discourse in archaeological theory surrounding the practice of the creation and consumption of archaeological knowledge. As a case in point we take the prototype interface being developed within the Gabii Project for the publication of the Tincu House. In discussing our own evolving practices in engagement with the archaeological record created at Gabii, we highlight some of the challenges of undertaking theoretically-situated user interface design, and their implications for the publication and study of archaeological materials

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Computational Simulation and 3D Virtual Reality Engineering Tools for Dynamical Modeling and Imaging of Composite Nanomaterials

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    An adventure at engineering design and modeling is possible with a Virtual Reality Environment (VRE) that uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. In this paper, an approach to developing some advanced architecture and modeling tools is presented to allow multiple frameworks work together while being shielded from the application program. This architecture is being developed in a framework of workbench interactive tools for next generation nanoparticle-reinforced damping/dynamic systems. Through the use of system, an engineer/programmer can respectively concentrate on tailoring an engineering design concept of novel system and the application software design while using existing databases/software outputs.Comment: Submitted on behalf of TIMA Editions (http://irevues.inist.fr/tima-editions

    The virtual environment display system

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    Virtual environment technology is a display and control technology that can surround a person in an interactive computer generated or computer mediated virtual environment. It has evolved at NASA-Ames since 1984 to serve NASA's missions and goals. The exciting potential of this technology, sometimes called Virtual Reality, Artificial Reality, or Cyberspace, has been recognized recently by the popular media, industry, academia, and government organizations. Much research and development will be necessary to bring it to fruition

    Mining Knowledge in Astrophysical Massive Data Sets

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    Modern scientific data mainly consist of huge datasets gathered by a very large number of techniques and stored in very diversified and often incompatible data repositories. More in general, in the e-science environment, it is considered as a critical and urgent requirement to integrate services across distributed, heterogeneous, dynamic "virtual organizations" formed by different resources within a single enterprise. In the last decade, Astronomy has become an immensely data rich field due to the evolution of detectors (plates to digital to mosaics), telescopes and space instruments. The Virtual Observatory approach consists into the federation under common standards of all astronomical archives available worldwide, as well as data analysis, data mining and data exploration applications. The main drive behind such effort being that once the infrastructure will be completed, it will allow a new type of multi-wavelength, multi-epoch science which can only be barely imagined. Data Mining, or Knowledge Discovery in Databases, while being the main methodology to extract the scientific information contained in such MDS (Massive Data Sets), poses crucial problems since it has to orchestrate complex problems posed by transparent access to different computing environments, scalability of algorithms, reusability of resources, etc. In the present paper we summarize the present status of the MDS in the Virtual Observatory and what is currently done and planned to bring advanced Data Mining methodologies in the case of the DAME (DAta Mining & Exploration) project.Comment: Pages 845-849 1rs International Conference on Frontiers in Diagnostics Technologie
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