83,538 research outputs found

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Digital Image Access & Retrieval

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    The 33th Annual Clinic on Library Applications of Data Processing, held at the University of Illinois at Urbana-Champaign in March of 1996, addressed the theme of "Digital Image Access & Retrieval." The papers from this conference cover a wide range of topics concerning digital imaging technology for visual resource collections. Papers covered three general areas: (1) systems, planning, and implementation; (2) automatic and semi-automatic indexing; and (3) preservation with the bulk of the conference focusing on indexing and retrieval.published or submitted for publicatio

    The role of the research simulator in the systems development of rotorcraft

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    The potential application of the research simulator to future rotorcraft systems design, development, product improvement evaluations, and safety analysis is examined. Current simulation capabilities for fixed-wing aircraft are reviewed and the requirements of a rotorcraft simulator are defined. The visual system components, vertical motion simulator, cab, and computation system for a research simulator under development are described

    Characteristics of flight simulator visual systems

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    The physical parameters of the flight simulator visual system that characterize the system and determine its fidelity are identified and defined. The characteristics of visual simulation systems are discussed in terms of the basic categories of spatial, energy, and temporal properties corresponding to the three fundamental quantities of length, mass, and time. Each of these parameters are further addressed in relation to its effect, its appropriate units or descriptors, methods of measurement, and its use or importance to image quality

    Assessment of satellite and aircraft multispectral scanner data for strip-mine monitoring

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    The application of LANDSAT multispectral scanner data to describe the mining and reclamation changes of a hilltop surface coal mine in the rugged, mountainous area of eastern Kentucky is presented. Original single band satellite imagery, computer enhanced single band imagery, and computer classified imagery are presented for four different data sets in order to demonstrate the land cover changes that can be detected. Data obtained with an 11 band multispectral scanner on board a C-47 aircraft at an altitude of 3000 meters are also presented. Comparing the satellite data with color, infrared aerial photography, and ground survey data shows that significant changes in the disrupted area can be detected from LANDSAT band 5 satellite imagery for mines with more than 100 acres of disturbed area. However, band-ratio (bands 5/6) imagery provides greater contrast than single band imagery and can provide a qualitative level 1 classification of the land cover that may be useful for monitoring either the disturbed mining area or the revegetation progress. However, if a quantitative, accurate classification of the barren or revegetated classes is required, it is necessary to perform a detailed, four band computer classification of the data
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