2,537 research outputs found

    Shared visiting in Equator city

    Get PDF
    In this paper we describe an infrastructure and prototype system for sharing of visiting experiences across multiple media. The prototype supports synchronous co-visiting by physical and digital visitors, with digital access via either the World Wide Web or 3-dimensional graphics

    mLearning, development and delivery : creating opportunity and enterprise within the HE in FE context

    Get PDF
    This research project was funded by ESCalate in 2006-7 to support Somerset College in developing the curriculum, as well as widening participation via the use of mobile communications technologies such as mp3 players and mobile phones. The Project represents a highly topical and timely engagement with the opportunities for learning provided by the burgeoning use of mobile computing/ communications devices. Activities bring together colleagues from Teacher Education and Multimedia Computing in an innovative approach to designing for and delivering the curriculum. The Project addresses pedagogic issues and also vitally involves current and future learners, providing them with a new context for skills development and entrepreneurship. Anticipated outcomes include informed development of new HE modules and professional CPD activities which address the skills and context of this emerging approach to delivering the curriculum. The Project also intends to trial and evaluate the use of mobile technologies to support a blended learning approach to programme delivery and the development of a FD module which could be delivered via a mobile computing device. An interim report and a final project report are available as Word and PDF file

    Enabling collaboration in virtual reality navigators

    Get PDF
    In this paper we characterize a feature superset for Collaborative Virtual Reality Environments (CVRE), and derive a component framework to transform stand-alone VR navigators into full-fledged multithreaded collaborative environments. The contributions of our approach rely on a cost-effective and extensible technique for loading software components into separate POSIX threads for rendering, user interaction and network communications, and adding a top layer for managing session collaboration. The framework recasts a VR navigator under a distributed peer-to-peer topology for scene and object sharing, using callback hooks for broadcasting remote events and multicamera perspective sharing with avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show that our approach has good performance in the collaborative inspection of complex models.Postprint (published version

    External interaction management of VRML scenes for e-learning applications

    Full text link
    This is an electronic version of the paper presenten at the International conference on International Workshop on Web3D Technologies in Learning, Education and Training (LET-Web3D 2004) held in Udine (Italy) on 2004This paper describes an innovative approach to solve some of the problems that arise when integrating virtual reality capabilities into e-learning environments. The VRML representation of a scene includes, along with its geometric description, a full specification of the student-scene interaction logic. This representation is rendered by a browser, which also orchestrates the interaction according to the logic. Such a mechanism implies reprogramming and/or replicating partly the logic when modifying the interaction scheme of a single scene for different students. It also prevents any external access to student’s actions or scene reactions, which is necessary for on-line evaluation or instruction. We propose to expand the standard interaction mechanism of VRML so that both the specification of the scene logic and the interaction flow are managed by an external and centralized entity following a clientserver approach, hence solving the identified problems, while additionally increasing design efficiency and content protection.This work has been partly supported by the Plan Nacional de Ciencia y Tecnología of the Spanish Government under project TIC2001-306

    Agile in Wonderland: Implementing a Virtual World Workshop Activity

    Get PDF
    For immersive 3D environments to be useful for specialist teaching, their programming facilities must be powerful enough to enable educators to create flexible learning tools. In this paper we describe the creation of a virtual environment designed to be used to host a workshop activity based on agile software development. Following an initial assessment of some available virtual world tools, the Java-based ‘Project Wonderland’ was used to create a proof of concept for running the workshop. We discuss the features that were implemented and a number of significant issues encountered during the process. In the light of our experiences, we assess the utility of Project Wonderland as a tool for creating an immersive workshop activity and describe the future work that would be needed to enable a robust and useable environment to be developed

    CSI4FS - A Markerless Augmented Reality Application for Forensic Science Crime Scene Investigation Training

    Get PDF
    A capstone submitted in partial fulfillment of the requirements for the degree of Doctor of Education in the College of Education at Morehead State University by Ian Levstein on April 9, 2018

    Context-Aware Mobile Games Using Android, Arduino and HTML5

    Get PDF
    Mobiilitehnoloogiate areng ja nutitelefonide kiire levik loob uusi vĂ”imalusi mobiilirakenduste arendamiseks ning palju rĂ”hku pannakse mĂ€ngudele. Loodavad mĂ€ngud muutuvad aga keerulisemaks, sest ĂŒha enam kasutatakse keskkonnast tulevat informatsiooni, et kohandada mĂ€ngu vastavalt kasutaja asukohale ja kontekstile. MĂ€nge, mis seovad kasutaja fĂŒĂŒsile asukoha ja oleku virtuaalmaailmaga keskkonnateadlikuks mĂ€nguks. Üha enam luuakse rakendusi veebiplatvormile, mitte kindlatele operatsioonisĂŒsteemidele, sest veebitehnoloogiad vĂ”imaldavad luua vĂ”rdvÀÀrse funktsionaalsuse ning kasutajamugavusega rakendusi. VeebipĂ”histe rakenduste suurimaks eeliseks on see, et nende tööks on vaja ainult veebibrauserit ning igale operastioonisĂŒteemile ei pea kirjutama eraldi programmi. Antud tehnoloogiad on jĂ”udnud ka mobiilimaailma, kus iga operatsioonisĂ”steemi jaoks peab arendama eraldiseisva rakenduse, sest iga tootja sĂŒsteem on teistest erinev. Antud bakalaurusetöö eesmĂ€rgiks on luua veebitehnoloogiaid kasutades mobiilimĂ€ng, mille juhtimiseks kasutatakse nutitelefonis olevaid sensoreid ning lisaks Arduino mikrokontrolleritest tulevat vĂ€liskeskoona informatsiooni. Antud bakalaurusetöö suurimaks panuseks on PhoneGap raamistikule loodud moodul, mis vĂ”imaldab pĂ€rida Arduino mikrokontrollerist saadetud sensorite informatsiooni kliendipoolsest koodist, mis tavaliste lahendustega pole vĂ”imalik.Latest technological achievements in mobile and open-source electronics platforms made it possible to develop pervasive applications that use environmental information to enhance software usability aspects in real-time, like in the case of context-aware mobile games. However, the development of this kind of pervasive applications is tied to speci c aspects owned by each mobile platform (e.g. programming language, SDK and tools, etc.). Moreover, a considerable effort and knowledge in low-level programming techniques is required for porting the applications between platforms, and thus in general most of the solutions are targeted at particular platform. In order to investigate the possibility of creating portable pervasive applications that combine sensor information from the multiple micromechanical artefacts embedded within the smartphones, we used contextual sensor data provided by Arduino Microcontroller. The current thesis proposed extending the existing implementation of PhoneGap to create hybrid mobile applications based on HTML5 that are easy to port, maintain and reuse
    • 

    corecore