4,569 research outputs found
Advanced visual rendering, gesture-based interaction and distributed delivery for immersive and interactive media services
The media industry is currently being pulled in the often-opposing directions of increased realism (high resolution, stereoscopic, large screen) and personalisation (selection and control of content, availability on many devices). A capture, production, delivery and rendering system capable of supporting both these trends is being developed by a consortium of European organisations including partners from the broadcast, film, telecoms and academic sectors, in the EU-funded FascinatE project. This paper reports on the latest project developments in the delivery network and end-user device domains, including advanced audiovisual rendering, computer analysis and scripting, content-aware distributed delivery and gesture-based interaction. The paper includes an overview of existing immersive media services and concludes with initial service concept descriptions and their market potential.Peer ReviewedPreprin
Learning archetypes as tools of Cybergogy for a 3D educational landscape: a structure for eTeaching in Second Life
This paper considers issues of validity and credibility of eTeaching using a 3D Virtual World as a delivery medium of eLearning pertaining to the transfer of authentic real life skills. It identifies the game like qualities perceived therein, recognising that these very attributes may, when experienced superficially, be a contributing factor to the potential educational demise of the platform. It goes on to examine traditional educational theories in the light of the affordances of a virtual world seeking to adapt and apply them to the construction of a new conceptual framework of a pedagogy reflecting the affordances and understanding of on-line learning which incorporates the implementation of Learning Archetypes (models of activities) to maximise the essence of a virtual world, in as much as it is able to facilitate learning experiences delimited by physical world constraints. It builds upon these ideas to develop a working model of Cybergogy and Learning Archetypes in 3D with a view to making it available to people who wish to demonstrate theoretically robust lesson and course planning. The model is then applied to three examples of eTeaching, developed as Case Studies for the purpose of critically evaluating the model, which is found to be operationally effective, accurate and flexible. Conclusions are drawn that identify the merits and challenges of implementing such a model of Cybergogy into eTeaching and eLearning conducted in Second LifeÂź
Immersive Journalism as Storytelling
"This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.
Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ NYTVR application.
This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.
Analysis of Visualisation and Interaction Tools Authors
This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document
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A literature review of the use of Web 2.0 tools in Higher Education
This review focuses on the use of Web 2.0 tools in Higher Education. It provides a synthesis of the research literature in the field and a series of illustrative examples of how these tools are being used in learning and teaching. It draws out the perceived benefits that these new technologies appear to offer, and highlights some of the challenges and issues surrounding their use. The review forms the basis for a HE Academy funded project, âPeals in the Cloudâ, which is exploring how Web 2.0 tools can be used to support evidence-based practices in learning and teaching. The project has also produced two in-depth case studies, which are reported elsewhere (Galley et al., 2010, Alevizou et al., 2010). The case studies focus on evaluation of a recently developed site for learning and teaching, Cloudworks, which harnesses Web 2.0 functionality to facilitate the sharing and discussion of educational practice. The case studies aim to explore to what extent the Web 2.0 affordances of the site are successfully promoting the sharing of ideas, as well as scholarly reflections, on learning and teaching
Media of things : supporting the production and consumption of object-based media with the internet of things
Ph. D. Thesis.Visual media consumption habits are in a constant state of flux, predicting which platforms and consumption mediums will succeed and which will fail is a fateful business. Virtual Reality and Augmented Reality could be the 3D TVs that went before them, or they could push forward a new level of content immersion and radically change media production forever. Content producers are constantly trying to adapt to these shifts in habits and respond to new technologies. Smaller independent studios buoyed by their new-found audience penetration through sites like YouTube and Facebook can inherently respond to these emerging technologies faster, not weighed down by the âlegacyâ many. Broadcasters such as the BBC are keen to evolve their content to respond to the challenges of this new world. Producing content that is both more compelling in terms of immersion, and more responsive to technological advances in terms of input and output mediums. This is where the concept of Object-based Broadcasting was born, content that is responsive to the user consuming their content on a phone over a short period of time whilst also providing an immersive multi-screen experience for a smart home environment.
One of the primary barriers to the development of Object-based Media is in a feasible set of mechanisms to generate supporting assets and adequately exploit the input and output mediums of the modern home. The underlying question here is how we build these experiences, we obviously canât produce content for each of the thousands of combinations of devices and hardware we have available to us. I view this challenge to content makers as one of a distinct lack of descriptive and abstract detail at both ends of the production pipeline. In investigating the contribution that the Internet of Things may have to this space I first look to create well described assets in productions using embedded sensing. Detecting non-visual actions and generating detail not possible from vision alone. I then look to exploit existing datasets from production and consumption environments to gain greater understanding of generated media assets and a means to coordinate input/output in the home. Finally, I investigate the opportunities for rich and expressive interaction with devices and content in the home exploiting favourable characteristics of existing interfaces to construct a compelling control interface to Smart Home devices and Object-based experiences. I resolve that the Internet of Things is vital to the development of Object-based Broadcasting and its wider roll-out.British Broadcasting Corporatio
Immersive Journalism as Storytelling
"This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives.
Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ NYTVR application.
This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.
Immersive Journalism as Storytelling
This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews alongside insightful case studies that discuss Euronews, Nonny de la Peñaâs Project Syria, and The New York Timesâ VR application NYTVR. This book is written for journalism teachers, educators, and students as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice
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