55 research outputs found

    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds

    Share - Publish - Store - Preserve. Methodologies, Tools and Challenges for 3D Use in Social Sciences and Humanities

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    Through this White Paper, which gathers contributions from experts of 3D data as well as professionals concerned with the interoperability and sustainability of 3D research data, the PARTHENOS project aims at highlighting some of the current issues they have to face, with possible specific points according to the discipline, and potential practices and methodologies to deal with these issues. During the workshop, several tools to deal with these issues have been introduced and confronted with the participants experiences, this White Paper now intends to go further by also integrating participants feedbacks and suggestions of potential improvements. Therefore, even if the focus is put on specific tools, the main goal is to contribute to the development of standardized good practices related to the sharing, publication, storage and long-term preservation of 3D data

    Design of a multiuser virtual trade fair using a game engine

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    The current world economic situation makes it necessary to develop new ways of establishing commercial relationships. One possible solution is to explore the advantages of virtual worlds, and for this reason online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a trade relationship with their customers without the need to visit them in person. This is very attractive for exhibitors because it can save them money, which is a priority for many companies today. In this line, this article presents a multiuser virtual trade fair developed using 3D game engine technologys. Users represented by avatars can interact with each other while they are visiting the virtual fair, which has some interactive objects included in the stands to provide information about the exhibitors. This virtual world is accessible online, and visitors only require a plug-in on their computers to be able to enter the virtual world. The game technology makes it possible to obtain a high degree of realism: very real lighting, cast shadows, collision detection, etc. Moreover, the virtual world presented builds the 3D objects automatically. Participants in the trade fair can customize their virtual stand and the application will generate the code necessary for its inclusion in the rendered virtual world.This work was supported by the Spanish Ministry of Science and Technology project TIN2010-21089-C03-03. And also by Bancaja, project P1 1B2007-5

    Museos virtuales y entorno construido: narrativas y experiencias inmersivas vía centros de geodatos multitemporales

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    [EN] Our built environment is nowadays considered as a dynamic complex, stretching and transforming across space and time, with the interaction of human, social and economic dimensions. It needs to be safeguarded as living places for the future taking into account such complexity. The general aim of this work is to contribute to the comprehension of landscape values, enhancing participation processes by tourists and local communities, considering the built environment as a system: the sum of natural transformation, ancient artefacts stratification and human activities, partially covering the tangible traces, and functioning as a vehicle for the comprehension of intangible values. Multi-temporal, multi-scale and geospatial datasets can play an important role in such knowledge transfer processes by means of narratives and immersive experiences in a multimedia museum approach. In particular, the cartographic heritage, in the form of metric and non-metric maps, can be progressively used as a source of information for innovative narratives. Virtual Museums (VMs)are additional "channels" to disseminate content and to provide knowledge about cultural heritage; they have emerged from the crossbreeding process between museums and digital technologies. Investigating how digital storytelling may support communication and understanding of complex systems, such as the built environment and landscape, it is relevant because cultural awareness may foster the sense of belonging and identity construction of which Europe is thirsty, contributing to the safeguarding of fragile sites. The paper provides useful information for museums that would like to follow this pathway. It retraces the main steps of storytelling production and presents interesting examples of immersive narrative models based on geospatial data and a virtual hub, helping people to retrieve and access information and to recognize places of memory mostly unknown. Moreover, it offers an evaluation of existing tools that can be adopted for this purpose. Eventually, by virtue of the research carried out for the case study of the Virtual Museum of Como Lake Landscape, the paper aims at ascertaining which kind of stories and experiences can be designed, the potential of these tools and possible weaknesses or constraints that deserve future researches.[ES] El entorno construido se considera hoy en día como un complejo dinámico, que se extiende y transforma a través del espacio y el tiempo, con interacción de dimensiones humanas, sociales y económicas. Debe salvaguardarse como lugares donde vivir el futuro teniendo en cuenta tal complejidad. El objetivo general de este trabajo es contribuir a la comprensión de los valores paisajísticos, potenciando los procesos de participación de los turistas y de los autóctonos, considerando el entorno construido como un sistema: suma de la transformación natural, de la estratificación de artefactos antiguos y de actividades humanas, cubriendo parcialmente los rastros tangibles, y vehículo de comprensión de valores intangibles. Los conjuntos de datos multitemporales, a multi-escala y geoespaciales pueden desempeñar un papel importante en dicho proceso de transferencia de conocimiento a través de narrativas y experiencias inmersivas en el enfoque de un museo multimedia. En particular, el patrimonio cartográfico, en forma de mapas métricos y mapas no métricos, puede utilizarse progresivamente como fuente de información para narrativas innovadoras. Los Museos Virtuales (VM) son “canales” adicionales que permiten difundir contenido y proporcionar conocimiento sobre el patrimonio cultural; surgen del proceso de mestizaje entre museos y tecnologías digitales. Investigar cómo la narración digital puede apoyar la comunicación y la comprensión de sistemas complejos, como el entorno construido y el paisaje, es relevante porque la conciencia cultural puede fomentar el sentido de pertenencia y la construcción de identidad de los que Europa tiene sed, contribuyendo a la protección de sitios frágiles. El artículo proporciona información útil para los museos que deseen seguir este camino. Describe los principales pasos que deberían considerarse a la hora de producir narrativas y pone ejemplos interesantes de modelos narrativos inmersivos basados en datos geoespaciales y centros virtuales, que ayudan a las personas a recuperar y acceder a información, y a reconocer lugares desconocidos o vagamente retenidos en la memoria. Además, ofrece una evaluación de las herramientas existentes que se pueden adoptar con este propósito. El objetivo es aclarar, finalmente, en virtud dela investigación desarrollada en el caso de estudio del Museo Virtual del Paisaje del Lago di Como, qué tipo de historias y experiencias se pueden diseñar, el potencial de estas herramientas y las posibles debilidades o limitaciones que merecen futuras investigaciones.We thank Stefano Della Torre (Head of Polimi dABC) as Sc. Responsible of the Advisory within the PORL FESR 2007/2013 ‘Multimedia system for the presentation and participated recognizing of the environmental values of the landscape of the Lake of Como’; and Leoni Marco (Director of the Museum of Como Lake Landscape) for the concession of museum’s data and his support in developing the PhD research of which this paper presents a summary of preliminary findings.The research leading to the results of this paper is partially funded under the ICT Policy Support Programme (ICT PSP) as part of the Competitiveness and Innovation Framework Programme by the European Community (CIP) GA no. 620400.Brumana, R.; Oreni, D.; Caspani, S.; Previtali, M. (2018). Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub. Virtual Archaeology Review. 9(19):34-49. https://doi.org/10.4995/var.2018.9918SWORD3449919Bedford, L. (2001). Storytelling: The real work of museums. Curator: the museum journal, Vol. 44, Issue 1, 27-34. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, Vol. 9(1-2), 39-52. doi: 10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). doi: 10.1007/978-3-319-09147-1_4Barazzetti L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In Geomatics Workbooks n° 12, "FOSS4G Europe Como 2015" (pp.1-12).Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. In Core spatial databases - updating maintenance and services. From theory to practice (pp. 90-95). Haifa, Israel.Brumana, R., Oreni, D., Cuca, B., Rampini, A., & Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework. In ICCSA 2012 (pp. 397-413). Springer Int. Publishing. doi: 10.1007/978-3-642-31075-1_30.Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined Geometric and Thermal Analysis from Uav Platforms for Archaeological Heritage Documentation. In XXIV International Cipa Symposium (pp. 49-54). Strasbourg, France.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015). A geo-swot chart, using a values centered approach and multitemporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values, Theme 1 "Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Bedford, L. (2001). Storytelling: The real work of museums. Curator: the Museum Journal, 44(1), 27-34.https://doi.org/10.1111/j.2151-6952.2001.tb00027.xBarazzetti, L., Brumana, R., Oreni, D., & Roncoroni, F. (2013). Recognizing landscapes: can we change the point of view of geographic data? Journal of Mobile Multimedia, 9(1-2), 39-52.Barazzetti, L., Brumana, R., Oreni, D., & Previtali, M. (2014). Historical Map Registration via Independent Model Adjustment with Affine Transformations. In ICCSA 2014 (pp. 44-56). Guimaraes, Portugal. https://doi.org/10.1007/978-3-319-09147-1_4Barazzetti, L., Brumana, R., Cuca, B., & Previtali, M. (2015). Towards a Virtual Hub for a wider Open Data community. In FOSS4G Europe 2015(pp.1-12). Como, Italy.Brumana, R., Cuca, B., Oreni, D., Prandi, F., & Scaioni, M. (2010). Integration of old cadastral maps into up-to-date geodatabases for urban planning. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XXXVIII, 4-8-2/W9, 90-95.Brumana, R., Oreni, D., Cuca, B., Rampini, A., &Pepe, M. (2012). Open Access to Historical Atlas: Sources of Information and Services for Landscape Analysis in an SDI Framework .In ICCSA 2012(pp. 397-413).Salvador de Bahia, Brazil. https://doi.org/10.1007/978-3-642-31075-1_30Brumana, R., Oreni, D., Van Hecke, L., Barazzetti, L., Previtali, M., Roncoroni, F., & Valente, R. (2013). Combined geometric and thermal analysis from UAV platforms for archaeological heritage documentation. ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Science, II-5/W1, 49-54. https://doi.org/10.5194/isprsannals-II-5-W1-49-2013Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Della Torre, S., Roels, D., & Capitani, M. (2015a). A geo-swot chart, using a values centered approach and multi temporal-maps for landscape assessment and multimedia ecomuseum. In ICOMOS International Symposium "Heritage and Landscape as Human Values", Theme 1"Sharing and experiencing the identity of communities through tourism and interpretation" (pp. 186-191). Florence, Italy.Brumana, R., Santana Quintero, M., Barazzetti, L., Previtali, M., Banfi, F., Oreni, D., Roels D., & Roncoroni, F. (2015b). Towards a virtual hub approach for landscape assessment and multimedia ecomuseum using multi temporal-maps. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XL-5/W7, 49-56. https://doi.org/10.5194/isprsarchives-XL-5-W7-49-2015Bruner, J. (1991). The Narrative Construction of Reality. Critical Inquiry, 18 (1), 1-21. https://doi.org/10.1086/448619Caquard, S. (2013). Mapping narrative cartography. Progress in Human Geography, 37(1), 135-144.https://doi.org/10.1177/0309132511423796Caspani, S., Brumana, R., Oreni, D., Previtali, M. (2017). Virtual museums as digital storytellers for dissemination of built environment: possible narratives and outlooks for appealing and rich encounters with the past. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 113-119.https://doi.org/10.5194/isprs-archives-XLII-2-W5-113-2017Castells, M. (2000). The construction of European Identity. Retrieved October25, 2017, fromhttps://www.chet.org.za/files/CASTELLS%202004%20European%20Identity.pdfCouncil of Europe. (2000). European Landscape Convention. Retrieved October25, 2017, from https://rm.coe.int/1680080621Cuca, B., Brumana, R., Scaioni, M., & Oreni, D. (2011). Spatial Data Management of Temporal Map Series for Cultural and Environmental Heritage. International Journal of Spatial Data Infrastructures Research, 6, 97-125.https.//doi.org/10.2902/1725-0463.2011.06.art5Cuca, B., Previtali, M., Barazzetti, L., & Brumana, R. (2017). Benefits of using Open Geo-spatial Data for valorization of Cultural Heritage: GeoPan app. In 19th EGU General Assembly (p. 19101). Wien, Austria. Retrieved June 20, 2018, from https://meetingorganizer.copernicus.org/EGU2017/EGU2017-19101.pdfGiaccardi, E., & Fogli, D. (2008). Affective geographies: toward a richer cartographic semantics for the geospatial web. In AVI 8 Proceedings of the working conference on Advanced visual interfaces (pp. 173-180). Napoli, Italy. https://doi.org/10.1145/1385569.1385598Hooper-Greenhill, E. (2005). I musei e la formazione del sapere: le radici storiche, le pratiche del presente. Milan: Il Saggiatore.ICOMOS. (1996). The Declaration of San Antonio. Retrieved April 1, 2018, from https://www.icomos.org/en/charters-and-texts/179-articles-en-francais/ressources/charters-and-standards/188-the-declaration-of-san-antonioICOMOS. (2008a). Charter on cultural routes. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Charters/culturalroutes_e.pdfICOMOS. (2008b). Quebèc Declaration on the preservation of the spirit of place. Retrieved April 1, 2018, from https://www.icomos.org/quebec2008/quebec_declaration/pdf/GA16_Quebec_Declaration_Final_EN.pdfICOMOS. (2014). The Florence Declaration on Heritage and Landscapes as Human Values. Retrieved April 1, 2018, from https://www.icomos.org/images/DOCUMENTS/Secretariat/2015/GA_2014_results/GA2014_Symposium_FlorenceDeclaration_EN_final_20150318.pdfMacdonald, S. (2013) .Memorylands: Heritage and Identity in Europe Today. London: Routledge.Monti, C., Achille, C., Brumana, R., Musumeci, S., Oreni, D., & Signori, M. (2009). Perspectives on the 3-D analysis through the cadastral map series (XVIII -XX sec.) and the first geodetic large scale map of Milan realized by the 'Astronomidi Brera' (Astronomers of Brera): toward an advanced portal. E-PERIMETRON, 4(2), 86-100.Nativi, S., Craglia, M., & Pearlman, J. (2013). Earth science infrastructures interoperability: the brokering approach. IEEE Journal of Selected Topics. Applied Earth Observations and Remote Sensing, 6(3), 1118-1129. https://doi.org/10.1109/JSTARS.2013.2243113Pierdicca, R., Malinverni, E., Frontoni, E., Colosi, F., & Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review, 7(15), 44-53.https://doi.org/10.4995/var.2016.5904Pini, L. (2003). Tremezzo il paese dove fioriscono I limoni. Tremezzo: Silvana Editoriale.Previtali, M. (2017). Geopan atl@s: A brokering based gateway to georeferenced historical maps for risk analysis. The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, XLII-2/W5, 583-589.https://doi.org/10.5194/isprs-archives-XLII-2-W5-583-2017Redweik, P., Cláudio, A., Carmo, M., Naranjo, J., & Sanjosé, J. (2017). Digital preservation of cultural and scientific heritage: involving university students to raise awareness of its importance. Virtual Archaeology Review, 8(16), 22-34. https://doi.org/10.4995/var.2017.4629Scazzosi, L. (2003). Landscape and Cultural Landscape: European Landscape Convention and UNESCO Policy .World Heritage papers, 7, 55-59.Scazzosi, L., (2004).Reading and assessing the landscape as cultural and historical heritage. Landscape Research, 29(4), 335-355.https://doi.org/10.1080/0142639042000288993ViMM. (2018).Virtual Multimodal Museum. Retrieved April 1, 2018, from https://www.vi-mm.euV-MUST. (2015). D. 2.3c State of the art on Virtual Museums in Europe and outside Europe: Report. Commissioned by the V-MUST project. Retrieved October25, 2017, from http://www.v-must.net/sites/default/files/D2.3d_StateArt_VirtualMuseums_2015.pdfWong, A. (2015). The whole story, and then some: 'digital storytelling' in evolving museum practice. In MW2015: Museums and the Web 2015, Chicago, United States. Retrieved October25, 2017, from http://mw2015.museumsandtheweb.com/paper/the-whole-story-and-then-some-digital-storytelling-in-evolving-museum-practice

    Design and Implementation of Online DIY Platform for Handicraft Based on Web3D

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    伴随着80、90后逐步成为社会消费的主体,整个社会的产品市场正在逐渐细分并朝个性化方向发展。我们可以看到近两年,互联网上越来越多的商品可以被量身定制。在淘宝网上以"定制"为关键词,可以搜索到208万件商品。作为企业只有迎合消费者的需求才能更好地生存和发展。然而产品的个性化细分对企业来说是一个非常巨大的挑战,因为企业可能要从卖众多产品的产品模式变成卖单一产品的订单模式。拿小型工艺品来说吧,一个小型工艺品类的样品制作费用单个在5000左右,而一个小型工艺品在成型之前要经过多次的反复打样,由此引发的打样费用是一笔很大的开支。 我们开发的基于Web3D的工艺品在线DIY平台就是一个将WEB3D技术和...Now the Post-80s and Post-90s generations gradually become the main part of social consumption , the product market of whole society gradually subdivides and develops individually as well. From these two years, we find more and more products on internet are able to be customized. If searching the key word Customization on Taobao, there would display 2.08 million products. As an enterprise, o...学位:工程硕士院系专业:软件学院_工程硕士(软件工程)学号:X201023049

    Virtual museums and built environment: narratives and immersive experience via multi-temporal geodata hub

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    open4Our built environment is nowadays considered as a dynamic complex, stretching and transforming across space and time, with the interaction of human, social and economic dimensions. It needs to be safeguarded as living places for the future taking into account such complexity. The general aim of this work is to contribute to the comprehension of landscape values, enhancing participation processes by tourists and local communities, considering the built environment as a system: the sum of natural transformation, ancient artefacts stratification and human activities, partially covering the tangible traces, and functioning as a vehicle for the comprehension of intangible values. Multi-temporal, multi-scale and geospatial datasets can play an important role in such knowledge transfer processes by means of narratives and immersive experiences in a multimedia museum approach. In particular, the cartographic heritage, in the form of metric and non-metric maps, can be progressively used as a source of information for innovative narratives. Virtual Museums (VMs)are additional "channels" to disseminate content and to provide knowledge about cultural heritage; they have emerged from the crossbreeding process between museums and digital technologies. Investigating how digital storytelling may support communication and understanding of complex systems, such as the built environment and landscape, it is relevant because cultural awareness may foster the sense of belonging and identity construction of which Europe is thirsty, contributing to the safeguarding of fragile sites. The paper provides useful information for museums that would like to follow this pathway. It retraces the main steps of storytelling production and presents interesting examples of immersive narrative models based on geospatial data and a virtual hub, helping people to retrieve and access information and to recognize places of memory mostly unknown. Moreover, it offers an evaluation of existing tools that can be adopted for this purpose. Eventually, by virtue of the research carried out for the case study of the Virtual Museum of Como Lake Landscape, the paper aims at ascertaining which kind of stories and experiences can be designed, the potential of these tools and possible weaknesses or constraints that deserve future researches.openR. Brumana, D. Oreni, S. Caspani, M. PrevitaliBrumana, R.; Oreni, D.; Caspani, S.; Previtali, M
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