5,375 research outputs found

    Alternative Archaeological Representations within Virtual Worlds

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    Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization

    IATK:An immersive analytics toolkit

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    International audienceWe introduce IATK, the Immersive Analytics Toolkit, a software package for Unity that allows interactive authoring and exploration of data visualisation in immersive environments. The design of IATK was informed by interdisciplinary expert-collaborations as well as visual analytics applications and iterative refinement over several years. IATK allows for easy assembly of visualisations through a grammar of graphics that a user can configure in a GUI— in addition to a dedicated visualisation API that supports the creation of novel immersive visualisation designs and interactions. IATK is designed with scalability in mind, allowing visualisation and fluid responsive interactions in the order of several million points at a usable frame rate. This paper outlines our design requirements, IATK’s framework design and technical features, its user interface, as well as application examples

    Toward Intelligent Support of Authoring Machinima Media Content: Story and Visualization

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    The Internet and the availability of authoring tools have enabled a greater community of media content creators, including nonexperts. However, while media authoring tools often make it technically feasible to generate, edit and share digital media artifacts, they do not guarantee that the works will be valuable or meaningful to the community at large. Therefore intelligent tools that support the authoring and creative processes are especially valuable. In this paper, we describe two intelligent support tools for the authoring and production of machinima. Machinima is a technique for producing computer-animated movies through the manipulation of computer game technologies. The first system we describe, ReQUEST, is an intelligent support tool for the authoring of plots. The second system, Cambot, produces machinima from a pre-authored script by manipulating virtual avatars and a virtual camera in a 3D graphical environment

    Exploring Tablet Interfaces for Product Appearance Authoring in Spatial Augmented Reality

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    Users acceptance of innovative product appearance authoring tools based on Spatial Augmented Reality (SAR) is still limited due to their perception of a high technology complexity and a low performance/functionality of the current interaction systems. The integration of SAR technologies in professional design activities is still marginal, though many studies in this field have already proved their potential as supporting tools. To overcome this barrier, efficient means for interacting with the digital images projected onto the surfaces of real objects are essential. The aim of the current study is to respond to this demand by proposing and validating three UI configurations displayed by an unique and portable device embedded with a touch screen. These interface layouts, designed to cooperate with the output of the SAR system and to not affect the well-known benefits of its augmented environment, provide different types of visual feedback to the user by duplicating, extending or hiding the information already displayed by the projected mock-up. The experimental study reported here, performed with a panel of 41 subjects, revealed that accuracy, efficiency and perceived usability of the proposed solutions are comparable with each other and in comparison to standard desktop setups commonly used for design activities. According to these findings, the research simultaneously demonstrates (i) the high performances achieved by the touch device when coupled with a SAR system during the execution of authoring tasks, (ii) the capability of the projected mock-up to behave as an actual three-dimensional display for the real time rendering of the product appearance and (iii) the possibility to freely select - according to the users preference, the design task or the type of product - one of the three UI configurations without affecting the quality of the result.</p

    RealitySketch: Embedding Responsive Graphics and Visualizations in AR through Dynamic Sketching

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    We present RealitySketch, an augmented reality interface for sketching interactive graphics and visualizations. In recent years, an increasing number of AR sketching tools enable users to draw and embed sketches in the real world. However, with the current tools, sketched contents are inherently static, floating in mid air without responding to the real world. This paper introduces a new way to embed dynamic and responsive graphics in the real world. In RealitySketch, the user draws graphical elements on a mobile AR screen and binds them with physical objects in real-time and improvisational ways, so that the sketched elements dynamically move with the corresponding physical motion. The user can also quickly visualize and analyze real-world phenomena through responsive graph plots or interactive visualizations. This paper contributes to a set of interaction techniques that enable capturing, parameterizing, and visualizing real-world motion without pre-defined programs and configurations. Finally, we demonstrate our tool with several application scenarios, including physics education, sports training, and in-situ tangible interfaces.Comment: UIST 202

    A General Framework for Digital Game-Based Training Systems

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    This dissertation introduces a general framework for developing digital game-based training systems. The framework addresses all aspects of education. In that sense, it involves both teacher and student as game players. A visual review log supports teacher-student-communication. Based on the general framework, a novel digital game-based training system for crime scene investigation training called OpenCrimeScene has been developed and implemented.Diese Dissertation fĂŒhrt ein allgemeines Architekturmodell fĂŒr die Entwicklung von computerspielbasierten Trainingssystemen ein. Das Architekturmodell spricht alle Aspekte der Ausbildung an. In diesem Sinne bezieht es Lehrer und SchĂŒler als Spieler ein. Ein grafisches Bewertungsprotokoll unterstĂŒtzt die Lehrer-SchĂŒler-Kommunikation. Basierend auf dem allgemeinen Architekturmodell wurde ein neues computerspielbasiertes Trainingssystem zur Tatortsicherung entwickelt und implementiert

    Open Source Interactive Map of Albania Cultural Heritage

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    AbstractICTs represent strategic resources for Cultural Heritage (CH) projects. Anyway, several conditions put the success of promotion projects at risk, especially if carried out at the local level. Firstly, local scale amplifies the weight of budget constraints on the priorities of public administrations, compelled to allocate funds to the physical conservation of heritage rather than to software and training. Secondly, proprietary SW, often sophisticated and complex in procedures, fails to integrate precious unformalized knowledge from local stakeholders and communities, particularly in the field of cultural tourism. Finally, a changing demand for cultural tourism, with potential visitors frequently searching for information directly on the Web before moving, requires a higher interactivity in tools and systems. The paper illustrates the work carried out at the Construction Technologies Institute for delivering procedures and SW specifically designed to simplify the publication of geo-referenced information and reduce the need for specialized skills and equipments. The described results were achieved along different research programs focusing on the Albanian CH with a learning-by-doing approach
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