7,164 research outputs found

    e-Archeo. A pilot national project to valorize Italian archaeological parks through digital and virtual reality technologies

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    Commissioned to ALES spa by the Ministry of Culture (MiC), the e-Archeo project was born with the intention of enhancing and promoting knowledge of some Italian archaeological sites with a considerable narrative potential that has not yet been fully expressed. The main principle that guided the choice of the sites and the contents was of illustrating the various cultures and types of settlements present in the Italian territory. Eight sites were chosen, spread across the national territory from north to south, founded by Etruscans, Greeks, Phoenicians, natives and Romans. e-Archeo has developed multimedia, integrated and multi-channel solutions for various uses and types of audiences, adopting both scientific and narrative and emotional languages. Particular attention was paid to multimedia accessibility, technological sustainability and open science. The e-Archeo project was born from a strong synergy between public entities, research bodies and private industries thanks to the collaboration of MiC and ALES with the CNR ISPC, 10 Italian Universities, 12 Creative Industries and the Italian National Television (RAI). This exceptional and unusual condition made it possible to realise all the project’s high-quality contents and several outputs in only one and a half years

    Disability, Locative Media, and Complex Ubiquity

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    The current phase of network societies has generated an intensification of pervasive, ubiquitous digital technologies and cultures of uses, with emergent, complex social functions, and politics. In this chapter, we explore a fascinating, instructive example of the actualization of such ubiquity-effects — the case of locative media technologies designed for and by people with disabilities. In the meeting of disability and locative media technology, we find an apposite, challenging example of ubiquity — its associated, emergent social practices, what their cultural implications are, and how design makes sense of this. We discuss these dynamics of complex ubiquity and disability through two case studies: way-finding locative technology, smartphones and apps; and Google Glass.Australian Research Counci

    Usable Interface Design for Everyone

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    En el diseño de "interfaces para todo el mundo" para los sistemas interactivos, es importante tener en cuenta factores como el costo, el mercado de destino, el estado del medio ambiente,etc. Los interfaces de usuario son fundamentales para el proceso de desarrollo de cualquier aplicaciĂłn, y su diseño debe estar contemplado desde el principio. De las distintas partes de un sistema (hardware y software), es la interfaz el sistema que permite al usuario el acceso a los recursos informĂĄticos. Los siete principios del "Diseño Universal" o "Diseño para Todos" se centran en un diseño utilizable universal, pero al mismo tiempo reconocer la influencia de factores internos y externos. Los cambios estructurales en los servicios sociales y de salud podrĂ­an proporcionar un aumento en el bienestar de los ciudadanos de un paĂ­s a travĂ©s del uso de la programaciĂłn de auto-cuidado y la gestiĂłn proactiva / prevenciĂłn de la enfermedad. Plataformas automatizadas en el hogar pueden actuar como un instrumento que permitan a los usuarios evitar, compensar, mitigar o neutralizar las deficiencias y las dependencias causada por el envejecimiento.When designing “interfaces for everyone” for interactive systems, it is important to consider factors such as cost, the intended market, the state of the environment, etc. User interfaces are fundamental for the developmental process in any application, and its design must be contemplated from the start. Of the distinct parts of a system (hardware and software), it is the interface that permits the user access to computer resources. The seven principles of “Universal Design” or “Design for Everyone” focus on a universal usable design, but at the same time acknowledge the influences of internal and external factors. Structural changes in social and health services could provide an increase in the well-being of a country’s citizens through the use of self-care programming and proactive management/prevention of disease. Automated home platforms can act as an accessibility instrument which permits users to avoid, compensate, mitigate, or neutralize the deficiencies and dependencies caused by living alon

    NMC Horizon Report: 2017 Higher Education Edition

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    The NMC Horizon Report > 2017 Higher Education Edition is a collaborative effort between the NMC and the EDUCAUSE Learning Initiative (ELI). This 14th edition describes annual findings from the NMC Horizon Project, an ongoing research project designed to identify and describe emerging technologies likely to have an impact on learning, teaching, and creative inquiry in education. Six key trends, six significant challenges, and six important developments in educational technology are placed directly in the context of their likely impact on the core missions of universities and colleges. The three key sections of this report constitute a reference and straightforward technology-planning guide for educators, higher education leaders, administrators, policymakers, and technologists. It is our hope that this research will help to inform the choices that institutions are making about technology to improve, support, or extend teaching, learning, and creative inquiry in higher education across the globe. All of the topics were selected by an expert panel that represented a range of backgrounds and perspectives

    The Future of the Internet III

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    Presents survey results on technology experts' predictions on the Internet's social, political, and economic impact as of 2020, including its effects on integrity and tolerance, intellectual property law, and the division between personal and work lives

    Ten Years of Rich Internet Applications: A Systematic Mapping Study, and Beyond

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    BACKGROUND: The term Rich Internet Applications (RIAs) is generally associated with Web appli- cations that provide the features and functionality of traditional desktop applications. Ten years after the introduction of the term, an ample amount of research has been carried out to study various aspects of RIAs. It has thus become essential to summarize this research and provide an adequate overview. OBJECTIVE: The objective of our study is to assemble, classify and analyze all RIA research performed in the scienti c community, thus providing a consolidated overview thereof, and to identify well-established topics, trends and open research issues. Additionally, we provide a qualitative discussion of the most inter- esting ndings. This work therefore serves as a reference work for beginning and established RIA researchers alike, as well as for industrial actors that need an introduction in the eld, or seek pointers to (a speci c subset of) the state-of-the-art. METHOD: A systematic mapping study is performed in order to identify all RIA-related publications, de ne a classi cation scheme, and categorize, analyze, and discuss the identi ed research according to it. RESULTS: Our source identi cation phase resulted in 133 relevant, peer-reviewed publications, published between 2002 and 2011 in a wide variety of venues. They were subsequently classi ed according to four facets: development activity, research topic, contribution type and research type. Pie, stacked bar and bubble charts were used to visualize and analyze the results. A deeper analysis is provided for the most interesting and/or remarkable results. CONCLUSION: Analysis of the results shows that, although the RIA term was coined in 2002, the rst RIA-related research appeared in 2004. From 2007 there was a signi cant increase in research activity, peaking in 2009 and decreasing to pre-2009 levels afterwards. All development phases are covered in the identi ed research, with emphasis on \design" (33%) and \implementation" (29%). The majority of research proposes a \method" (44%), followed by \model" (22%), \methodology" (18%) and \tools" (16%); no publications in the category \metrics" were found. The preponderant research topic is \models, methods and methodologies" (23%) and to a lesser extent, \usability & accessibility" and \user interface" (11% each). On the other hand, the topic \localization, internationalization & multi-linguality" received no attention at all, and topics such as \deep web" (under 1%), \business processing", \usage analysis", \data management", \quality & metrics", (all under 2%), \semantics" and \performance" (slightly above 2%) received very few attention. Finally, there is a large majority of \solution proposals" (66%), few \evaluation research" (14%) and even fewer \validation" (6%), although the latter are increasing in recent years

    3D assistive technologies and advantageous themes for collaboration and blended learning of users with disabilities

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    The significance of newly emergent 3D virtual worlds to different genres of users is currently a controversial subject in deliberation. Users range from education pursuers, business contenders, and social seekers to technology enhancers and many more who comprise both users with normal abilities in physical life and those with different disabilities. This study aims to derive and critically analyze, using grounded theory, advantageous and disadvantageous themes and their sub concepts of providing elearning through 3D Virtual Learning Environments (VLEs), like Second Life, to disabled users; hence providing evidence that 3DVLEs not only support traditional physical learning, but also offer e-learning opportunities unavailable through 2D VLEs (like moodle, blackboard), and offer learning opportunities unavailable through traditional physical education. Furthermore, to achieve full potential from the above mentioned derived concepts, architectural and accessibility design requirements of 3D educational facilities proposed by different categories of disabled students to accommodate for their needs, are demonstrated
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