21,820 research outputs found

    Designing mobile augmented reality art applications:addressing the views of the galleries and the artists

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    The utilization of mobile augmented reality to display gallery artworks or museum content in novel ways is a well-established concept in the augmented reality research community. However, the focus of these systems is generally technologically driven or only addresses the end user and not the views of the gallery or the original artist. In this paper we discuss the design and development of the mobile application ?Taking the Artwork Home?, which allows people to digitally curate their own augmented reality art exhibitions in their own homes by digitally ?replacing? the pictures they have on their walls with content from the Peter Scott Gallery in Lancaster. In particular, we present the insights gained from a research through design methodology that allowed us to consider how the views of the gallery and artists impacted on the system design and therefore the user experience. Thus the final artifact is the result of an iterative evaluation process with over 100 users representing a broad range of demographics and continues to be evaluated/enhanced by observing its operation ?in the wild?. Further, we consider the effect the project has had on gallery practices to enable both augmented reality designers, and galleries and museums to maximize the potential application of the technology when working together on such project

    Software for Wearable Devices: Challenges and Opportunities

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    Wearable devices are a new form of mobile computer system that provides exclusive and user-personalized services. Wearable devices bring new issues and challenges to computer science and technology. This paper summarizes the development process and the categories of wearable devices. In addition, we present new key issues arising in aspects of wearable devices, including operating systems, database management system, network communication protocol, application development platform, privacy and security, energy consumption, human-computer interaction, software engineering, and big data.Comment: 6 pages, 1 figure, for Compsac 201

    The LAB@FUTURE Project - Moving Towards the Future of E-Learning

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    This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer-generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused subjects namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment

    Smart Phone Purchasing Habits among the University of New Hampshire Students

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    College students are more connected to technology now than ever, especially because a smart phone that has all of the capabilities of a computer is right in their pockets. This study delves into why students at the University of New Hampshire purchase their smart phones, how they use their smart phones, and how to better market toward profitable segments. The two segments found were the technology buffs, who are smart phone experts and are constantly on their devices, and the practical users who mainly use their smart phones for texting and calling. The results from the study showed that students perceived the iOS operating system to be the best with Android, BlackBerry, and Windows Phone following respectively. I recommend that these smart phone brands focus on the technology buffs and improve their perception among the campus to gain market share

    Emerging technologies for learning report (volume 3)

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    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    Narrative approaches to design multi-screen augmented reality experiences

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    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

    The Mobile Phone as a Globalising Artefact

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    This paper presents the findings from a qualitative study of mobile phones and youth culture in Melbourne, Australia. The focus is on how the social dynamic resulting from the use of such communications tools has created a paradigm shift that has changed the nature of inter-human relations. Mobile facilitated interaction is driving a fundamental change in social mores with respect to engagement and commitment, to notions of fluid time versus fixed time and ultimately to urban mobility. Connectivity is becoming central to what it means to have a social identity and users are responding to this by merging bits of data to create their ‘ideal digital self’ through which they communicate socially. This calls into question the nature of ‘digital identity’, indicating it is not only about how much information can be restricted, but rather, what is revealed. While the results are based on a localized study, it is proposed that this phenomenon is happening across societies and that mobile phones themselves are becoming the globalizing icon of youth culture in the early 21st Century
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