1,823 research outputs found

    Promotion of Intangible Cultural Heritage in China during the Epidemic Using Modern Visual Technologies with Information Security

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    The transition from physical work to cyberspace has been happening in a very rampant phase in recent years, which has changed and transformed the notion of traditional physical museums into digital but more interactive museums. The worldwide shutdown due to the pandemic has led to the closure of museums and other cultural heritage artifacts. However, a major advantage that could be reaped from technological advancement is the protection and inheritance of age-old Intangible cultural heritage without disrupting its originality by deploying immersive technologies. This study proposes a holistic three-layered framework that considers the possible technologies, storage options, and user views without compromising information security. An overview of the widely deployed technologies is also presented in the work along with its potential usage. The work enumerates the popular technologies, software, and tools that can find their application in the establishment of digital museums. Finally, the work discusses the important challenges and limitations that should be confronted by the digitization of the elements of museums, which are the future research directions. These limitations are a blessing in disguise that can be convolved into the de facto design of the future digital museums to provide a more realistic and appealing experience to the visitors so that the ICH is preserved for generations

    The Cthulhu Journey : storytelling through an architectural immersive experience

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    The exhibition of sequential art is becoming increasingly popular. The subjects of these shows vary from fantasy, horror to science fiction depending on the style of authors. Compared with other 2d images, sequential art requires more narrative framing. Typical exhibitions show sequential art like regular images, however narrative is the essence of sequential art. This thesis will find a way to exhibit sequential art forms in a way that respects that they are based in storytelling. I will develop an immersive experience of sequential art. Immersion is also a narrative-based experience, if we combine the immersive experience with the sequential art. Each will enhance the other. It used to be that immersive experiences made some reference to the architecture that housed them. Nowadays if you have a topic and a portable digital tool, the experience can take place even in blank boxes. To me, this is a loss. I hope to design a prototype of an exploratory and immersive visit in an adaptive reuse space, always with the goal of enhancing the narrative quality of sequential art. My intent is to bring people into the story and make them feel the rhythm of the stories with the help of spatial qualities. The site will be the first floor of the CIT building of the Rhode Island School of Design in Providence. Providence is the birthplace of the Cthulhu Mythos, which is popular in manga or cartoon works. CIT is a school building, in front of Johnson and Wales University, which will attract many students who are interested in manga. This sequential art exhibition will be centered on “Hellstar Remina”, a horror manga by Junji Ito, considering the psychological benefits of the horror experience. Through tilted floors, lighting, compression of space, eerie sounds and direct interaction with architectural elements that bring the visitor into close contact with the sequential art of “Hellstar Remina,” a feeling of unease and terror is created. In this way, the intent of the sequential art is achieved

    We Dare You: A Lifecycle Study of a Substitutional Reality Installation in a Museum Space

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    In this article, we present a lifecycle study of We Dare You, a Substitutional Reality (SR) installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while playing with vertigo, in a visual Virtual Reality (VR) environment that replicates the surrounding physical space of the installation. Drawing on an ethnographic approach, including observations and interviews, we researched the exhibit from its opening, through the initial months plagued by technical problems, its subsequent success as a social and playful installation, on to its closure, due to COVID-19, and its subsequent reopening. Our findings explore the challenges caused by both the hybrid nature of the installation, as well as the visitor' playful use of the installation which made the experience social and performative - but also caused some problems. We also discuss the problems We Dare You faced in light of hygiene demands due to COVID-19. The analysis contrasts the design processes and expectations of stakeholders with the audience's playful appropriation, which led the stakeholders to see the installation as both a success and a failure. Evaluating the design and redesign through use on behalf of visitors, we argue that an approach that further opens up the post-production experience to a process of continuous redesign based on the user input - what has been termed "design-after-design" - could facilitate the design of similar experiences in the museum and heritage sector, supporting a participatory agenda in the design process, and helping to resolve the tension between stakeholders' expectations and visitors' playful appropriations.Comment: Accepted to be published in the Journal on Computing and Cultural Heritage (JOCCH

    Virtual library:a technical implementation for a virtual reality library interface

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    Abstract. Libraries, as traditional information storages, serve an important role in providing free access to civilization’s knowledge to the public. In the advent of the information society, conventional means of knowledge seeking slowly become obsolete. As technologies advance, libraries shall discover how available inventions could be utilized in enhancing library services and raising public awareness. The offer to discover Virtual Library project was given to the author by the Center for Ubiquitous Computing in the University of Oulu, with the idea originating from Oulu City Library. The goal of the project was to implement an interactive application that would provide a unique experience for library users and show off capabilities of modern virtual technologies. The requirements for it were elicited and refined in a series of participatory design workshops held in Oulu City Library, and as a result, the content of initial web prototype was utilized in the creation of standalone virtual reality application on Unreal Engine 4. The application works with Oculus Rift headset and Oculus Touch motion controllers and lets the user explore the virtual model of Oulu City Library premises as well as some fictional places, added for diverse experience, and experience several activities. Virtual Library was evaluated in a series of testing sessions held in the Oulu City Library with a total of 12 participants, which were primarily the library’s staff members. Overall, the application was positively acclaimed, providing an interesting and unusual library experience, and presenting capabilities of modern virtual reality technologies.Virtuaalikirjasto : tekninen kuvaus virtuaalitodellisuutta hyödyntävälle kirjastopalvelulle. Tiivistelmä. Kirjastoilla on perinteisesti tärkeä rooli tiedon välittäjinä ja tallentajina. Kirjastojen tulee myös mahdollistaa pääsy tiedon ääreen. Siirryttäessä lähemmäksi tietoyhteiskuntaa, perinteiset tavat käsitellä ja havainnoida tietoa ovat jäämässä historiaan. Myös kirjastot kehittyvät ja oppivat kuinka uusia teknologioita on mahdollista hyödyntää tiedon välittämisessä yhteisöille. Virtuaalikirjasto-projekti lähti Oulun kaupungin kirjaston pyynnöstä Oulun yliopiston Jokapaikan tietotekniikan tutkimusryhmälle. Projektin päämääränä oli toteuttaa interaktiivinen sovellus, joka tarjoaisi kirjaston asiakkaille elämyksellistä sisältöä samalla havainnollistaen virtuaalitodellisuuden ja siihen liittyvien teknologioiden mahdollisuuksia. Sovelluksen toteutusta hiottiin Oulun kaupunginkirjastossa sarjalla osallistavan suunnittelun mukaisia työpajoja. Virtuaalitodellisuussovellus toteutettiin Unreal Engine 4 -pelimoottorilla. Se toimii Oculus Rift -virtuaalilaseilla ja Oculus Touch -ohjaimilla. Sovelluksessa on mahdollista kulkea vapaasti virtuaalisessa Oulun kaupunginkirjastossa, sekä tilaan liitetyissä mielikuvituksellisemmissa maailmoissa. Virtuaalikirjasto-sovellus evaluoitiin Oulun kaupunginkirjastossa sarjalla käyttäjätestejä. Testikäyttäjiä oli kaikkiaan 12 ja he olivat pääosin kirjaston työntekijöitä. Sovelluksen vastaanotto oli positiivinen. Käyttäjät totesivat sen havainnollistavan käytettävissä olevan tekniikan mahdollisuuksia samalla tarjoten mielenkiintoisen ja epätavallisen kirjastokokemuksen

    EL LABORATORIO DE CIENCIAS DE LA FUTURA ESCUELA. TECNOLOGÍAS Y CONTENIDOS EMERGENTES

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    Este artigo investiga as tendências atuais na transformação de laboratórios STEM na era da digitalização devido à integração de tecnologias digitais e ao reconhecimento da importância do desenvolvimento de habilidades metacognitivas. O artigo examina o papel da metacognição e seu impacto no processo de aprendizagem, bem como o uso de tecnologias digitais, como laboratórios remotos, laboratórios virtuais, realidade aumentada, realidade virtual e dispositivos móveis na educação STEM. Os resultados desta pesquisa sugerem que o uso dessas tecnologias digitais pode ser benéfico para a aprendizagem de ciências no ensino superior e secundário. Além disso, essas tecnologias podem ser usadas para promover o engajamento, a colaboração e o acesso dos alunos ao conhecimento científico. Além disso, a metacognição é uma habilidade importante para professores e alunos, e pode ser desenvolvida através do uso da pirâmide do conhecimento, pirâmide de inteligência emocional, pirâmide metacognitiva e modelos de pirâmide de superdotação.This paper investigates the current trends in the transformation of STEM laboratories in the age of digitization due to the integration of digital technologies and the recognition of the importance of developing metacognitive skills. The paper examines the role of metacognition and its impact on the learning process, as well as the use of digital technologies such as remote labs, virtual labs, augmented reality, virtual reality, and mobile devices in STEM education. Results from this research suggest that the use of these digital technologies can be beneficial for science learning in both higher and secondary education. Additionally, these technologies can be used to promote student engagement, collaboration, and access to scientific knowledge. Furthermore, metacognition is an important skill for both teachers and students, and can be developed through the use of the knowledge pyramid, emotional intelligence pyramid, metacognitive pyramid, and giftedness pyramid models.Este artículo investiga las tendencias actuales en la transformación de los laboratorios STEM en la era de la digitalización debido a la integración de tecnologías digitales y al reconocimiento de la importancia del desarrollo de habilidades metacognitivas. El documento examina el papel de la metacognición y su impacto en el proceso de aprendizaje, así como el uso de tecnologías digitales como laboratorios remotos, laboratorios virtuales, realidad aumentada, realidad virtual y dispositivos móviles en la educación STEM. Los resultados de esta investigación sugieren que el uso de estas tecnologías digitales puede ser beneficioso para el aprendizaje de las ciencias tanto en la educación superior como en la secundaria. Además, estas tecnologías pueden utilizarse para promover la participación, colaboración y acceso al conocimiento científico por parte de los estudiantes. Además, la metacognición es una habilidad importante tanto para profesores como para estudiantes y puede desarrollarse mediante el uso de los modelos de pirámide del conocimiento, pirámide de inteligencia emocional, pirámide metacognitiva y pirámide de talento.Este artigo investiga as tendências atuais na transformação de laboratórios STEM na era da digitalização devido à integração de tecnologias digitais e ao reconhecimento da importância do desenvolvimento de habilidades metacognitivas. O artigo examina o papel da metacognição e seu impacto no processo de aprendizagem, bem como o uso de tecnologias digitais, como laboratórios remotos, laboratórios virtuais, realidade aumentada, realidade virtual e dispositivos móveis na educação STEM. Os resultados desta pesquisa sugerem que o uso dessas tecnologias digitais pode ser benéfico para a aprendizagem de ciências no ensino superior e secundário. Além disso, essas tecnologias podem ser usadas para promover o engajamento, a colaboração e o acesso dos alunos ao conhecimento científico. Além disso, a metacognição é uma habilidade importante para professores e alunos, e pode ser desenvolvida através do uso da pirâmide do conhecimento, pirâmide de inteligência emocional, pirâmide metacognitiva e modelos de pirâmide de superdotação

    Visual Techniques for Geological Fieldwork Using Mobile Devices

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    Visual techniques in general and 3D visualisation in particular have seen considerable adoption within the last 30 years in the geosciences and geology. Techniques such as volume visualisation, for analysing subsurface processes, and photo-coloured LiDAR point-based rendering, to digitally explore rock exposures at the earth’s surface, were applied within geology as one of the first adopting branches of science. A large amount of digital, geological surface- and volume data is nowadays available to desktop-based workflows for geological applications such as hydrocarbon reservoir exploration, groundwater modelling, CO2 sequestration and, in the future, geothermal energy planning. On the other hand, the analysis and data collection during fieldwork has yet to embrace this ”digital revolution”: sedimentary logs, geological maps and stratigraphic sketches are still captured in each geologist’s individual fieldbook, and physical rocks samples are still transported to the lab for subsequent analysis. Is this still necessary, or are there extended digital means of data collection and exploration in the field ? Are modern digital interpretation techniques accurate and intuitive enough to relevantly support fieldwork in geology and other geoscience disciplines ? This dissertation aims to address these questions and, by doing so, close the technological gap between geological fieldwork and office workflows in geology. The emergence of mobile devices and their vast array of physical sensors, combined with touch-based user interfaces, high-resolution screens and digital cameras provide a possible digital platform that can be used by field geologists. Their ubiquitous availability increases the chances to adopt digital workflows in the field without additional, expensive equipment. The use of 3D data on mobile devices in the field is furthered by the availability of 3D digital outcrop models and the increasing ease of their acquisition. This dissertation assesses the prospects of adopting 3D visual techniques and mobile devices within field geology. The research of this dissertation uses previously acquired and processed digital outcrop models in the form of textured surfaces from optical remote sensing and photogrammetry. The scientific papers in this thesis present visual techniques and algorithms to map outcrop photographs in the field directly onto the surface models. Automatic mapping allows the projection of photo interpretations of stratigraphy and sedimentary facies on the 3D textured surface while providing the domain expert with simple-touse, intuitive tools for the photo interpretation itself. The developed visual approach, combining insight from all across the computer sciences dealing with visual information, merits into the mobile device Geological Registration and Interpretation Toolset (GRIT) app, which is assessed on an outcrop analogue study of the Saltwick Formation exposed at Whitby, North Yorkshire, UK. Although being applicable to a diversity of study scenarios within petroleum geology and the geosciences, the particular target application of the visual techniques is to easily provide field-based outcrop interpretations for subsequent construction of training images for multiple point statistics reservoir modelling, as envisaged within the VOM2MPS project. Despite the success and applicability of the visual approach, numerous drawbacks and probable future extensions are discussed in the thesis based on the conducted studies. Apart from elaborating on more obvious limitations originating from the use of mobile devices and their limited computing capabilities and sensor accuracies, a major contribution of this thesis is the careful analysis of conceptual drawbacks of established procedures in modelling, representing, constructing and disseminating the available surface geometry. A more mathematically-accurate geometric description of the underlying algebraic surfaces yields improvements and future applications unaddressed within the literature of geology and the computational geosciences to this date. Also, future extensions to the visual techniques proposed in this thesis allow for expanded analysis, 3D exploration and improved geological subsurface modelling in general.publishedVersio

    Eye-Tracking in Virtual Reality: A Visceral Notice Approach for Protecting Privacy

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    Eye-tracking is in our future. Across many fields, eye-tracking is growing in prominence. This paper focuses on eye-tracking in virtual reality as a case study to illuminate novel privacy risks and propose a governance response to them: a design shift that provides users with an experientially resonant means of understanding privacy threats. It is a strategy that Ryan Calo calls “visceral notice.” To make our case for visceral notice, we proceed as follows. First, we provide a concise account of how eye-tracking works, emphasizing its threat to autonomy and privacy.  Second, we discuss the sensitive personal information that eye-tracking reveals, complications that limit what eye-tracking studies establish, and the comparative advantage large technology companies may have when tracking our eyes.  Third, we explain why eye-tracking will likely be crucial for developing virtual reality technology. Fourth, we review Calo’s conception of visceral notice and offer suggestions for applying it to virtual reality to help users better appreciate eye-tracking risks. Finally, we consider seven objections to our proposals and provide counterpoints to them. &nbsp
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