194 research outputs found

    Designing Spatial UI as a Solution of the Narrow FOV of Microsoft HoloLens: Prototype of Virtual Museum Guide

    Get PDF
    Since the Augmented Reality (AR) headset ‘Microsoft HoloLens’ released in 2016, the academic and the industrial community witnessed an obvious transformation and changes in the perception of AR applications. Despite this breakthrough, most of the HoloLens users have explicitly reported the narrow field of view (FOV) that crops the virtual augmentation from the viewer’s sight to a small window of 34 degrees (Bimber & Bruns). This limitation can result in losing pre-made functions and visuals in the AR application. Therefore, this study introduced attempts to design a spatial UI representing a way around the narrow FOV that HoloLens suffers from. The UI was a crucial part of AR museum system which was evaluated by 9 experts in HCI, visual communication and museum engaging studies. Results showed a positive feedback on the usability of the system and users’ experience. This method can help HoloLens developers to extend their applications’ functionalities with avoiding missing content

    Augmented Reality and Gamification in Heritage Museums

    Get PDF

    Serious Gaming for Behaviour Change: A Systematic Review

    Get PDF
    Over the years, there has been a significant increase in the adoption of game-based interventions for behaviour change associated with many fields such as health, education, and psychology. This is due to the significance of the players’ intrinsic motivation that is naturally generated to play games and the substantial impact they can have on players. Many review papers measure the effectiveness of the use of gaming on changing behaviours; however, these studies neglect the game features involved in the game design process, which have an impact of stimulating behaviour change. Therefore, this paper aimed to identify game design mechanics and features that are reported to commonly influence behaviour change during and/or after the interventions. This paper identified key theories of behaviour change that inform the game design process, providing insights that can be adopted by game designers for informing considerations on the use of game features for moderating behaviour in their own games

    Virtual Guidance using Mixed Reality in Historical Places and Museums

    Get PDF
    Mixed Reality (MR) is one of the most disruptive technologies that shows potential in many application domains, particularly in the tourism and cultural heritage sector. MR using the latest headsets with the highest capabilities introduces a new visual platform that can change people’s visual experience. This thesis introduces a HoloLens-based mixed reality guidance system for museums and historical places. This new guidance form considers the inclusiveness of the necessary and optimised functionalities, visual and audio guiding abilities, essential roles of a guide, and the related social interactions in the real-time. A mixed reality guide, dubbed ‘MuseumEye’ was designed and developed for the Egyptian Museum in Cairo, to overcome challenges currently facing the museum, e.g. lack of guiding methods, limited information signposted on the exhibits, lack of visitor engagement resulting in less time spent in the museum compared to other museums with similar capacity and significance. These problems motivated the researcher to conduct an exploratory study to investigate the museum environment and guiding methods by interviewing 10 participants and observing 20 visitors. ‘MuseumEye’ was built based on a literature review of immersive systems in museums and the findings of an exploratory study that reveals visitor behaviours and the nature of guidance in the museum. This project increased levels of engagement and the length of time visitors spend in museums, the Egyptian Museum in Cairo in particular, using the mixed reality technology that provides visitors with additional visual, audio information and computer-generated images at various levels of details and via different media. This research introduces the guidelines of designing immersive reality guide applications using the techniques of spatial mapping, designing the multimedia and UI, and designing interactions for exploratory purposes. The main contributions of this study include various theoretical contributions: 1) creating a new form of guidance that enhances the museum experience through developing a mixed reality system; 2) a theoretical framework that assesses mixed reality guidance systems in terms of perceived usefulness, ease of use, enjoyment, interactivity, the roles of a guide and the likelihood of future use; 3) the Ambient Information Visualisation Concept for increasing visitor engagement through better presenting information and enhancing communication and interaction between visitors and exhibits; and a practical contribution in creating a mixed reality guidance system that reshapes the museum space, enhances visitors’ experience and significantly increases the length of time they spend in the museum. The evaluation comprised of quantitative surveys (171 participants and 9 experts) and qualitative observation (51 participants) using MuseumEye in their tours. The results showed positive responses for all measured aspects and compares these to similar studies. The observation results showed that visitors who use MuseumEye spent four times the duration visitors spent without guides or with human guides in front of exhibited items. The quantitative results showed significant correlations between the measured constructs (perceived usefulness, ease of use, enjoyment, multimedia and UI, interactivity) and the likelihood of future use when the roles of guide mediate the relations. Moreover, the ‘perceived guidance’ is the most influential construct on the likelihood of future use of MuseumEye. The results also revealed a high likelihood of future use, which ensures the sustainability of adopting mixed reality technology in museums. This thesis shows the potential of mixed reality guides in the museum sector that reshape the museum space and offers endless possibilities for museums and heritage sites

    User Experience of Markerless Augmented Reality Applications in Cultural Heritage Museums: ‘MuseumEye’ as a Case Study

    Get PDF
    This paper explores the User Experience (UX) of Augmented Reality applications in museums. UX as a concept is vital to effective visual communication and interpretation in museums, and to enhance usability during a museum tour. In the project ‘MuseumEye’, the augmentations generated were localized based on a hybrid system that combines of (SLAM) markerless tracking technology and the indoor Beacons or Bluetooth Low Energy (BLE). These augmentations include a combination of multimedia content and different levels of visual information that required for museum visitors. Using mobile devices to pilot this application, we developed a UX design model that has the ability to evaluate the user experience and usability of the application. This paper focuses on the multidisciplinary outcomes of the project from both a technical and museological perspective based on public responses. A field evaluation of the AR system was conducted after the UX model considered. Twenty-six participants were recruited in Leeds museum and another twenty participants in the Egyptian museum in Cairo. Results showed positive responses on experiencing the system after adopting the UX design model. This study contributes on synthesizing a UX design model for AR applications to reach the optimum levels of user interaction required that reflects ultimately on the entire museum experience

    Traitement anti-angiogène par des vecteurs nanosphériques bioadhésifs

    Full text link
    Thèse numérisée par la Division de la gestion de documents et des archives de l'Université de Montréal

    Sistem Telemetri Pada Mobil Listrik INACOS Berbasis IOT

    Get PDF
    Pemantauan performa sangat dibutuhkan dalam kompetisi balapan, seperti pada medan balap motogp dan formula one yang mengandalkan sistem telemetri untuk memberikan informasi-informasi terkait kendaraan dan pengemudi saat perlombaan berlangsung. Informasi terkait performa seperti tekanan ban, GAP Time, kecepatan, LAP Time, kapasitas bahan bakar, dan berbagai sensor merupakan informasi yang dibutuhkan tim untuk menganalisa strategi dan sebagainya. Untuk itu sistem telemetri yang handal dibutuhkan. Sistem tersebut meliputi transmisi data dengan pilihan sesuai kondisi lapangan, untuk prototipe akan memakai media nirkabel selular internet. Pada rancangan sistemnya akan melibatkan minipc yaitu raspberry pi sebagai komunikator pada sisi kendaraan. Dimana pada sisi kendaraan akan disediakan LCD untuk penampilan informasi untuk tim dan pengemudi tentang kondisi yang terukur. Dengan adanya tampilan grafikal akan membantu sistem telemetri dimengerti pengemudi. Pada sisi tim disediakan aplikasi monitoring guna memantau keadaan yang terukur dari kendaraan. Interkoneksi akan memakai hubungan client-server dimana komunikator pada kendaraan disediakan sebuah modem selular. Pada sistem ini akan dilakukan percobaan dengan pemantauan kondisi kecepatan dan sensor lainnya, untuk pemantauan parameter lain akan menjadi bahan pengembangan selanjutnya. Hasil dari pengerjaan sistem ini diharapkan akan menciptakan sistem telemetri yang baik. Hasil yang telah direkayasa menghasilkan sistem telemetri yang cukup baik dalam hal fleksibilitas karena memakai modem yang bekerja relatif dimana saja asal terdapat jaringan seluler. Hanya saja masih terkendala pada Latency komunikasi datanya yang cukup besar, yaitu delay rata-rata1 detk lebih pada beberapa percobaan. Serta pembacaan sensor yang memiliki error rata-rata mutlak 4.77

    Organisational culture and service quality : an exploratory case study based investigation of Scottish universities' residential function

    Get PDF
    Research on the relationship between organisational culture and service quality is still in its early stages. Mostly, the evidence in such research tends to be either prescriptive or anecdotal. Based on the literature survey conducted it is the purpose of this study to offer a framework by which both concepts could be integrated. Utilising an exploratory case study design, qualitative and quantitative data from two Scottish Universities' student residential service has been collected. Quantitative data was collected through student service quality questionnaires. Performance based measurement was deemed the most appropriate. Qualitative data was gathered through in-depth interviews with members of the service as well as the examination of organisational publications. Association between questionnaire variables as well as the coding of the qualitative data, formed the backbone of two case studies examining the interaction between organisational culture and service quality. It has been demonstrated from the data the utility of the framework, in terms of data fit as well as explanatory power. It has been found in the results that the existing organisational cultures put more of an emphasis on tangible aspects of the service package. However, this research aims to demonstrate that an equal emphasis on the intangible service aspects is needed. That is potentially, the intangibles may offer more in terms of the enhancement of the service experience. Consequently, organisational culture analysis is put forward as the means for enhancing the intangibles of the service

    DIACEREIN-LOADED NIOSOMES (DC-NS): A NEW TECHNIQUE TO SUSTAIN THE RELEASE OF DRUG ACTION

    Get PDF
    Objective: The study's main goal is to develop a suitable niosomes (NS) encapsulated drug for anti-inflammatory effects such as diacerein (DC) and to evaluate the system's vesicle size (VS), entrapment efficiency (EE %), physical stability and in vitro release. Methods: Tween (40 and 60), cholesterol, and stearylamine were used in a 1:1:0.1 molar ratios as non-ionic surfactants. Thin film hydration was used to create the NS. Results: The higher EE% was observed with NS (F11) prepared from tween 60, cholesterol and 2.5 min sonication. These formulations' release patterns were Higuchi diffusion and first order. For the stability study, NS formulations were stored at temperature between 2-8 °C for 60 d retains the most drugs when compared to room and high temperature conditions. Conclusion: The findings of this study have conclusively shown that after NS encapsulation of DC, drug release is prolonged at a constant and controlled rate
    • …
    corecore