8 research outputs found

    Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective

    Get PDF
    The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices. To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms. In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal

    Participatory analytics for transport decision-making

    Full text link
    This thesis investigates the design and evaluation of several software platforms that facilitate participatory outcomes in transport decision-making across operational, local and strategic scales. These platforms act as instruments to explore aspects of the research question: "How can urban dashboards be contextualised, designed & evaluated in a way that is sensitive to the changing role of digital democracy, immersive technologies and the increasingly collaborative nature of planning?". The concept of participatory urban dashboards is introduced, followed by process of participatory analytics. This process involves bringing more people on board with both using the dashboard (e.g., together or collaboratively) and allowing a more general audience of citizens or stakeholders to make sense and validate what is displayed. The research is applied to the city of Sydney, Australia. Sydney is a growing, global city with a wide variety of transport infrastructure ambitions and a strong, open-data ecosystem. Sydney’s transport system underpins the case studies of the operational, local and strategic digital artefacts assessed in this research. Participatory analytics outcomes as a result of interacting with these digital prototypes are evaluated. This will, in turn, help direct research and real-life applications and development of these tools. Further, it aims to build on research gap calling for further understanding of context-specific, user-centric design and evaluation of these participatory analytics tools

    ICEIRD 2011

    Get PDF
    corecore