710 research outputs found

    Emerging technologies for learning report (volume 3)

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    Electronic Imaging & the Visual Arts. EVA 2019 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Electronic Imaging & the Visual Arts. EVA 2017 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Sciences and Culture Developments and Applications; New Technical Developments & Applications; Museums - Virtual Galleries and Related Initiatives; Art and Humanities Ecosystem & Applications; Access to the Culture Information. Two Workshops regard: Innovation and Enterprise; the Cloud Systems connected to the Culture (eCulture Cloud) in the Smart Cities context. The more recent results of the Researches at national and international are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Regenerating Regeneration: augmented reality and new models of minor architectural heritage reuse

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    [EN] The paper presents the first results of an interdisciplinary research conducted by the Department of Architecture of Roma Tre University aimed at developing guidelines for enhancement of minor architectural heritage, urban and suburban. The research evaluates the creation of a widespread museum that exploit cultural dissemination technologies in augmented reality. The economic crisis, not yet overcome, leads to rethink urban development and heritage conservation, reorienting design towards techniques and practices of reuse. These strategies represent one of the most effective ways to enhance and protect the minor architectural heritage, often protagonist of degradation and abandonment. It seems necessary that the architectural heritage protection has been articulated through contemporaneity, adapting itself to the age of Information Communication Technology. In addition to the architectural heritage, strictly intended as a monument, Italy has a complex system of goods well explained, in the broadest sense, as "minor architectural heritage ". This approach makes possible to identify the Italian Historical Cities as a new category of widespread heritage to be protected. Consequently, it emerges the need to put aside the discretization in punctual assets, approaching an entire system of architectural goods, characterized by a high degree of complexity. Valuing the latter in a sustainable way also passes through new technologies as augmented reality.Baratta, AF.; Finucci, F.; Magarò, A. (2018). Regenerating Regeneration: augmented reality and new models of minor architectural heritage reuse. VITRUVIO - International Journal of Architectural Technology and Sustainability. 3(2):1-14. doi:10.4995/vitruvio-ijats.2018.10884SWORD11432Baratta, A., Farroni, L., Finucci, F., Magarò, A. (2018) Nuove tecnologie per il riuso del patrimonio architettonico minore. In Minutoli, F.(ed) Reuso 2018. VI Convegno Internazionale sulla documentazione, conservazione e recupero del patrimonio architettonico e sulla tutela paesaggistica, Gangemi Editore, Roma, IT, pp. 2401-2412.Bonacina, E. (2014) La realtà aumentata e le app culturali in Italia, Journal of the department of Cultural Heritage, 9, 89-122. https://doi.org/10.13138/2039-2362/740Colavitti, A. M. (2018) Urban heritage management: planning with history. Springer, Cham CH. https://doi.org/10.1007/978-3-319-72338-9Ettorre, M. A. (2010). "i-MiBAC: un'avanguardia tecnologica per il Ministero per i Beni e le Attività Culturali", LuBeC 2010, una finestra virtuale sul futuro dei beni culturali. Multimedialità, nuove professioni e ruolo del pubblico: ecco come cambia la valorizzazione del territorio [WWW document]. URL archivio.lubec.it/component/content/article/82-lubec-programma/418-interventi.html (accessed 22 October 2018).Frate, M. C. (2010) Restauro e conservazione del patrimonio storico, Dario Flaccovio Editore, Palermo IT.ICAR (2000) Atti della Commissione Franceschini. 1967 [WWW document]. URL archivio.lubec.it/component/content/article/82-lubec-programma/418-interventi.html (accessed 22 October 2018).ICCD (2018) Atralante dei Centri Storici, sistema webGIS [WWW document]. URL 151.12.80.71/iccdms/index.html (accessed 22 October 2018).Ippoliti, E., Meschini, A. (2010) Dal modello 3D alla scena 3D. Prospettive e opportunità per la valorizzazione del Patrimonio culturale, architettonico e urbano. Disegnare con, 3, 177-191. https://doi.org/10.6092/issn.1828-5961/2083Milgram, P., Takemura, H., Utsumi, A., Kishino, F. (1994) Augmented reality: a class of displays on the reality-virtuality continuum, Proceedings of Telemanipulator and Telepresence Technologies, SPIE, vol 2351, pp. 282-291 [WWW document]. URL etclab.mie.utoronto.ca/publication/1994/Milgram_Takemura_SPIE1994.pdf (accessed 22 October 2018). https://doi.org/10.1117/12.197321Molteni, L. (1993) L'analisi multivariata nella ricerca di marketing, Egea, Milano.Nicolucci, F. (2005) Technologies for the public understanding of the past: EPOCH's contribution", Digital Culture & Heritage, Patrimonie & Culture Numérique [WWW document]. URL www.archimuse.com/publishing/ichim05/Niccolucci.pdf (accessed 22 October 2018).Solima, L., Minguzzi, A. (2012) Relazioni virtuose tra patrimonio culturale, turismo e industrie creative a supporto dei processi di sviluppo territoriale, Atti del XXIV Convegno Annuale di Sinergie, il territorio come giacimento di vitalità per l'impresa, Università di Lecce, Lecce (IT).Sukigara, T. (2005) The history information disclosure system by a cellular phone, Smart environments and their application to cultural heritage, a workshop held in conjunction with UbiComp '05, pp. 57-60

    Chasing Metaverses: Reflecting on Existing Literature to Understand the Business Value of Metaverses

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    Metaverses refer to immersive virtual worlds in which people, places, and things of the physical world are represented by their digital representations. The wide adoption of metaverses is expected to widely disrupt the way we interact in the virtual world by elevating our online interactive experiences and bringing a plethora of implications for businesses. Following a structured literature review of related research published in the last decade, we shed light on our current understanding of metaverses and reflect on the potentially transformative value of metaverses for businesses in the near future. We draw on an established research framework to organize the insights of existing literature across different levels of analysis and activities’ purpose. Through this analysis, we reveal eight propositions on the changes brought by the use of metaverses and identify a number of open questions which could serve as future research avenues.publishedVersionPaid Open Acces

    SuperFight I: the battle to understand a space through the behaviour of its occupants

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    This dissertation describes an interaction design project which investigates whether the symbiosis of physical and digital environments might be used to create a stronger sense of ‘place’ for the occupants of the physical space. Sensing technology, implicit interaction, ambient interfaces, game strategy and a network connection were combined in an attempt to increase participants' awareness of their physical actions and location. The principles and theory underpinning this project are discussed, after which a list of criteria for an interactive system designed for public spaces is drawn up. The design of SuperFight I is described and evaluated in relation to this theoretical background. Finally suggestions are made for future areas of research that might be undertaken in order to develop the system further

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects
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