66,007 research outputs found
Design and development of multimedia and multi-marker detection techniques in interactive augmented reality colouring book
The aim of this paper is to the design and develop multimedia and multi-markers detection techniques in interactive Augmented Reality (AR) colouring book application for aquarium museum. This study is conducted to create entertaining AR colouring mobile application on Android Operating System which allows users to express, create and interact with their creativity through colouring activities. It allows users to engage and relish the stimulating colouring book content by switching between a reality and augmented world. Conversely, users may tend to lose interest in the colouring activities, but with AR technology it keeps colouring relaxing and inspiring. The design and development of this project was carried out using Unity3D integrates with Vuforia Engine. The multimedia and multi-markers scripting was written in C# programming language
Future Trends of Virtual, Augmented Reality, and Games for Health
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. As a major subset of serious games, designing and developing Virtual Reality (VR), Augmented Reality (AR), and serious games or adopting off-the-shelf games to support medical education, rehabilitation, or promote health has become a promising frontier in the healthcare sector since 2004, because games technology is inexpensive, widely available, fun and entertaining for people of all ages, with various health conditions and different sensory, motor, and cognitive capabilities. In this chapter, we provide the reader an overview of the book with a perspective of future trends of VR, AR simulation and serious games for healthcare
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Location-based and contextual mobile learning. A STELLAR Small-Scale Study
This study starts from several inputs that the partners have collected from previous and current running research projects and a workshop organised at the STELLAR Alpine Rendevous 2010. In the study, several steps have been taken, firstly a literature review and analysis of existing systems; secondly, mobile learning experts have been involved in a concept mapping study to identify the main challenges that can be solved via mobile learning; and thirdly, an identification of educational patterns based on these examples has been done.
Out of this study the partners aim to develop an educational framework for contextual learning as a unifying approach in the field. Therefore one of our central research questions is: how can we investigate, theorise, model and support contextual learning
Scenarios and research issues for a network of information
This paper describes ideas and items of work within the
framework of the EU-funded 4WARD project. We present
scenarios where the current host-centric approach to infor-
mation storage and retrieval is ill-suited for and explain
how a new networking paradigm emerges, by adopting the
information-centric network architecture approach, which
we call Network of Information (NetInf). NetInf capital-
izes on a proposed identifier/locator split and allows users
to create, distribute, and retrieve information using a com-
mon infrastructure without tying data to particular hosts.
NetInf introduces the concepts of information and data ob-
jects. Data objects correspond to the particular bits and
bytes of a digital object, such as text file, a specific encod-
ing of a song or a video. Information objects can be used
to identify other objects irrespective of their particular dig-
ital representation. After discussing the benefits of such an
indirection, we consider the impact of NetInf with respect
to naming and governance in the Future Internet. Finally,
we provide an outlook on the research scope of NetInf along
with items for future work
Wearable and mobile devices
Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for ânot only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skinâ (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Labâs Physics and Media Group, argues, âThe world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worldsâ (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing
Promising Beginning? Evaluating Museum Mobile Phone Apps
Since 2009 museums have started introducing mobile apps in their range of interpretative media and visitor services.
As mobile technology continues to develop and permeate all aspects of our life, and the capabilities of smart phones
increase while they become more accessible and popular, new possibilities arise for cultural institutions to exploit these
tools for communicating in new ways and promoting their exhibitions and programmes. The use of mobile apps opens
up new channels of communication between the cultural institution and the user, which extent to his or her personal
space and go beyond the boundaries of the museumâs walls. The paper presents a survey carried out of mobile apps
designed by art or cultural historical museums and analyses the wider issues which are raised by the findings. It
discusses, among others, the kind of use these apps were designed to fulfil (e.g. the majority are guided tours to the
permanent collections or to temporary exhibitions), the layering of content,and the type of user interaction and
involvement they support
Model Driven Development of m-Health Systems (with a Touch of Formality)
We propose a model driven design and development methodology augmented with formal validation and verification (V&V) for the development of mobile health systems. Systems which deliver healthcare services remotely should be developed using robust and trusted engineering technologies. The methodology instantiates steps in the MDA trajectory using formal methods to verify critical properties of models, to test preservation of those properties in the derived implementations and to effect model transformations by correctness preserving transformations. The methodology is described and some initial modelling is reported
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