32,553 research outputs found

    Developing Interaction 3D Models for E-Learning Applications

    Get PDF
    Some issues concerning the development of interactive 3D models for e-learning applications are considered. Given that 3D data sets are normally large and interactive display demands high performance computation, a natural solution would be placing the computational burden on the client machine rather than on the server. Mozilla and Google opted for a combination of client-side languages, JavaScript and OpenGL, to handle 3D graphics in a web browser (Mozilla 3D and O3D respectively). Based on the O3D model, core web technologies are considered and an example of the full process involving the generation of a 3D model and their interactive visualization in a web browser is described. The challenging issue of creating realistic 3D models of objects in the real world is discussed and a method based on line projection for fast 3D reconstruction is presented. The generated model is then visualized in a web browser. The experiments demonstrate that visualization of 3D data in a web browser can provide quality user experience. Moreover, the development of web applications are facilitated by O3D JavaScript extension allowing web designers to focus on 3D contents generation

    Developing a MovieBrowser for supporting analysis and browsing of movie content

    Get PDF
    There is a growing awareness of the importance of system evaluation directly with end-users in realistic environments, and as a result some novel applications have been deployed to the real world and evaluated in trial contexts. While this is certainly a desirable trend to relate a technical system to a real user-oriented perspective, most of these efforts do not involve end-user participation right from the start of the development, but only after deploying it. In this paper we describe our research in designing, deploying and assessing the impact of a web-based tool that incorporates multimedia techniques to support movie analysis and browsing for students of film studies. From the very start and throughout the development we utilize methodologies from usability engineering in order to feed in end-user needs and thus tailoring the underlying technical system to those needs. Starting by capturing real users’ current practices and matching them to the available technical elements of the system, we deployed an initial version of our system to University classes for a semester during which we obtained an extensive amount of rich usage data. We describe the process and some of the findings from this trial

    KAPTUR: technical analysis report

    Get PDF
    Led by the Visual Arts Data Service (VADS) and funded by the JISC Managing Research Data programme (2011-13) KAPTUR will discover, create and pilot a sectoral model of best practice in the management of research data in the visual arts in collaboration with four institutional partners: Glasgow School of Art; Goldsmiths, University of London; University for the Creative Arts; and University of the Arts London. This report is framed around the research question: which technical system is most suitable for managing visual arts research data? The first stage involved a literature review including information gathered through attendance at meetings and events, and Internet research, as well as information on projects from the previous round of JISCMRD funding (2009-11). During February and March 2012, the Technical Manager carried out interviews with the four KAPTUR Project Officers and also met with IT staff at each institution. This led to the creation of a user requirement document (Appendix A), which was then circulated to the project team for additional comments and feedback. The Technical Manager selected 17 systems to compare with the user requirement document (Appendix B). Five of the systems had similar scores so these were short-listed. The Technical Manager created an online form into which the Project Officers entered priority scores for each of the user requirements in order to calculate a more accurate score for each of the five short-listed systems (Appendix C) and this resulted in the choice of EPrints as the software for the KAPTUR project

    An Architectural Framework for Collaboration of Heterogeneous Communication Devices Using WAP and Mobile Device Augmented(MDA)Gateway Integration

    Get PDF
    Within the last couple of years, the challenge of displaying collaborative multimedia information has become very important with the large diversity of communication devices such as Personal Computers, laptops, notebooks and handheld devices. The shared data and information may be presented with different views depending on the communication device used by a particular collaborator. The use of various web tools (HTML, WML etc) offers some solutions to the problem but if the target application requires more complex features such as rich multimedia data than is manageable using HTML or WML format, something else need to be done. In this paper, we propose a framework that integrates WAP and MDA Gateway to support collaboration among virtual teams and nomadic workers using heterogeneous communication devices. We then discuss an approach for augmenting mobile device small screen capabilities with surrounding large screen display device

    Mobile support in CSCW applications and groupware development frameworks

    No full text
    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
    • 

    corecore