46,910 research outputs found

    Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO

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    Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games. Imagine if you could connect paper to the Internet, interact and update it with additional data but without recourse to reprinting or using e-ink alternatives. This paper explores work examining conductive inks and web-connectivity of printed objects, which form part of an emergent sub-field within the Internet of Things (IoT) and paper. Our research is starting to explore a range of media uses, such as interactive newspapers, books, beer mats and now gaming environments through prototype IoT device named EKKO; a clip that allows conductive ink frameworks to detect human touch interaction revealing rich media content through a mobile application as the 'second screen'

    Augmented Reality in Astrophysics

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    Augmented Reality consists of merging live images with virtual layers of information. The rapid growth in the popularity of smartphones and tablets over recent years has provided a large base of potential users of Augmented Reality technology, and virtual layers of information can now be attached to a wide variety of physical objects. In this article, we explore the potential of Augmented Reality for astrophysical research with two distinct experiments: (1) Augmented Posters and (2) Augmented Articles. We demonstrate that the emerging technology of Augmented Reality can already be used and implemented without expert knowledge using currently available apps. Our experiments highlight the potential of Augmented Reality to improve the communication of scientific results in the field of astrophysics. We also present feedback gathered from the Australian astrophysics community that reveals evidence of some interest in this technology by astronomers who experimented with Augmented Posters. In addition, we discuss possible future trends for Augmented Reality applications in astrophysics, and explore the current limitations associated with the technology. This Augmented Article, the first of its kind, is designed to allow the reader to directly experiment with this technology.Comment: 15 pages, 11 figures. Accepted for publication in Ap&SS. The final publication will be available at link.springer.co

    Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm

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    This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970\u27s and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations presented

    Toward future 'mixed reality' learning spaces for STEAM education

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    Digital technology is becoming more integrated and part of modern society. As this begins to happen, technologies including augmented reality, virtual reality, 3d printing and user supplied mobile devices (collectively referred to as mixed reality) are often being touted as likely to become more a part of the classroom and learning environment. In the discipline areas of STEAM education, experts are expected to be at the forefront of technology and how it might fit into their classroom. This is especially important because increasingly, educators are finding themselves surrounded by new learners that expect to be engaged with participatory, interactive, sensory-rich, experimental activities with greater opportunities for student input and creativity. This paper will explore learner and academic perspectives on mixed reality case studies in 3d spatial design (multimedia and architecture), paramedic science and information technology, through the use of existing data as well as additional one-on-one interviews around the use of mixed reality in the classroom. Results show that mixed reality can provide engagement, critical thinking and problem solving benefits for students in line with this new generation of learners, but also demonstrates that more work needs to be done to refine mixed reality solutions for the classroom

    From digital interface to material artifact

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    In previous works I have discussed how the image of the graphical user interface (GUI) has been appropriated as a referent for a creative practice beyond the screen, materialized as two-dimensional print and painted images. In this paper I will explore instances where the GUI has been referenced in the creation of three-dimensional physical artifacts and performative three-dimensional spaces. An examination of selected works will give us the opportunity to look critically at the evolution of the computer desktop metaphor and its appropriation back into object based artifacts and to unpacking some of the theoretical implications implicit in these shifts in representation. The selected works examined in the paper originate from a group of international artists who have been repositioning the use of the computer GUI within the realm of creative practice. These creative recontextualisations allow us to problematise our engagement with digital technology. Allowing us to question our experience of the GUI in terms of a personal, and broader communal context. As well as intimating the pivotal place that computer technologies have taken in our everyday social, cultural and increasingly our creative realms. The transformation from digital computer icon to material artifact engenders the potential of the computer GUI to become a precious, rarefied object, which commands value and prestige

    Poetic Witness in a Networked Age

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    When online videos mobilize protestors to occupy public spaces, and those protestors incorporate hashtags in their chants and markered placards, deliberative democratic theory must no longer dismiss technology and peoples historically excluded from the arena of politics. Specifically, political models must account for the role of repetition in paving the way for unheard and unseen messages and people to appear in the political arena. Drawing on Judith Butler’s theory of the Performative and Hannah Arendt’s Space of Appearance, this paper assesses that critical and generative role of iteration. Repeating unheeded acts performs the capacity for those acts to be entered into discourse. The World Wide Web evidently augments such performativity with features such as accessibility, potential for ‘viral’ proliferation, and an endurance unlike non-networked acts. This paper eventually grapples with the hazards and risks of networked repetition (e.g. desensitization, trivialization, etc.) in order to propose a poetics of repetition to mitigate those dangers. Such poetics ultimately distinguishes the witness from the spectator

    A Model of Hybrid Media for Publishing Industry

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    Supported by the wide diffusion of mobile technologies, internet-based media risk to become a popular alternative to traditional print media. The ubiquitous connection to the internet enables to reach a multitude of virtual contents such as videos, images, 3d representations and hypertexts. Moreover internet-based media enable the direct interaction between user and publisher: the user can provide feedback, express preferences and receive related recommendations. Motivated by the necessity to modify the traditional paradigm of print media to face the competition of internet-based media, we show a perspective oriented to integrate paper medium and internet-based contents. This approach finds expression in the core results of our research: the ontology model of a general mixed reality (MR) environment for hybrid media, which is adopted to describe our system, and the integration of a recommender system into a MR environment, which is possible through the development of an automated app creation proces
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