5,038 research outputs found

    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

    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

    Recent Developments and Future Challenges in Medical Mixed Reality

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    As AR technology matures, we have seen many applicationsemerge in entertainment, education and training. However, the useof AR is not yet common in medical practice, despite the great po-tential of this technology to help not only learning and training inmedicine, but also in assisting diagnosis and surgical guidance. Inthis paper, we present recent trends in the use of AR across all med-ical specialties and identify challenges that must be overcome tonarrow the gap between academic research and practical use of ARin medicine. A database of 1403 relevant research papers publishedover the last two decades has been reviewed by using a novel re-search trend analysis method based on text mining algorithm. Wesemantically identified 10 topics including varies of technologiesand applications based on the non-biased and in-personal cluster-ing results from the Latent Dirichlet Allocatio (LDA) model andanalysed the trend of each topic from 1995 to 2015. The statisticresults reveal a taxonomy that can best describes the developmentof the medical AR research during the two decades. And the trendanalysis provide a higher level of view of how the taxonomy haschanged and where the focus will goes. Finally, based on the valu-able results, we provide a insightful discussion to the current limi-tations, challenges and future directions in the field. Our objectiveis to aid researchers to focus on the application areas in medicalAR that are most needed, as well as providing medical practitioners with latest technology advancements

    Digital Cognitive Companions for Marine Vessels : On the Path Towards Autonomous Ships

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    As for the automotive industry, industry and academia are making extensive efforts to create autonomous ships. The solutions for this are very technology-intense. Many building blocks, often relying on AI technology, need to work together to create a complete system that is safe and reliable to use. Even when the ships are fully unmanned, humans are still foreseen to guide the ships when unknown situations arise. This will be done through teleoperation systems.In this thesis, methods are presented to enhance the capability of two building blocks that are important for autonomous ships; a positioning system, and a system for teleoperation.The positioning system has been constructed to not rely on the Global Positioning System (GPS), as this system can be jammed or spoofed. Instead, it uses Bayesian calculations to compare the bottom depth and magnetic field measurements with known sea charts and magnetic field maps, in order to estimate the position. State-of-the-art techniques for this method typically use high-resolution maps. The problem is that there are hardly any high-resolution terrain maps available in the world. Hence we present a method using standard sea-charts. We compensate for the lower accuracy by using other domains, such as magnetic field intensity and bearings to landmarks. Using data from a field trial, we showed that the fusion method using multiple domains was more robust than using only one domain. In the second building block, we first investigated how 3D and VR approaches could support the remote operation of unmanned ships with a data connection with low throughput, by comparing respective graphical user interfaces (GUI) with a Baseline GUI following the currently applied interfaces in such contexts. Our findings show that both the 3D and VR approaches outperform the traditional approach significantly. We found the 3D GUI and VR GUI users to be better at reacting to potentially dangerous situations than the Baseline GUI users, and they could keep track of the surroundings more accurately. Building from this, we conducted a teleoperation user study using real-world data from a field-trial in the archipelago, where the users should assist the positioning system with bearings to landmarks. The users experienced the tool to give a good overview, and despite the connection with the low throughput, they managed through the GUI to significantly improve the positioning accuracy
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