52 research outputs found

    Design, development, and usability evaluation of a system for adding and editing social media banners in the immersive street-level 3D virtual city

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    Abstract In this paper, we present design and implementation of a system for adding and visualizing social media content in an immersive street-level 3D virtual city environment. The system enables its users to add banners anywhere in the virtual 3D environment, typically on building façades, walls, or on the ground. The banner’s owner is then able to edit the banner and select the social media platform to load the content from, thereby creating a social media content banner with a specific ID. The system supports four social media platforms: Facebook, Twitter, Pinterest, and Flickr. Users can also customize banners’ position, rotation, and the visual elements such as text, images and colors. To evaluate our system’s usability, we conducted an iterative usability evaluation with 12 participants. Each evaluation round with three participants indicated improvements to the system, which were implemented before next evaluation round. Finally, after the last modifications, system was found to be easy to use by average users and only a little help was needed for non-experienced users. We believe this system could provide added value for the business owners and users by enabling social media content to be add on the 3D virtual city and use it as a marketing platform

    Relatório de estágio em farmácia comunitária

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    Relatório de estágio realizado no âmbito do Mestrado Integrado em Ciências Farmacêuticas, apresentado à Faculdade de Farmácia da Universidade de Coimbr

    Two real-world case studies on 3D web applications for participatory urban planning

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    Abstract 3D Web is a potential platform for publishing and distributing 3D visualizations that have proven useful in enabling the participation of the general public in urban planning. However, technical requirements imposed by detailed and rich real-world plans and related functionalities are demanding for 3D web technologies. In this paper we explore the maturity of modern 3D web technologies in participatory urban planning through two real-world case studies. Applications built on Unity-based platform are published on the web to allow the general public to create, browse and comment on urban plans. The virtual models of seven urban development sites of different visual styles are optimized in terms of download sizes and memory use to be feasible on browsers used by the general public. We report qualitative feedback from users and present a technical analysis of the applications in terms of download sizes, runtime performance and memory use. We summarize the findings of the case studies into an assessment of the general feasibility of modern 3D web technologies in web-based urban planning

    “Nice to see you virtually”:thoughtful design and evaluation of virtual avatar of the other user in AR and VR based telexistence systems

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    Abstract This paper presents two studies investigating how physically remote telexistence users wish to see other users visualized as virtual avatars in a) augmented reality, and b) immersive virtual reality while conducting a collaborative task. To answer this research question, a telexistence system was designed and implemented with simple avatar designs. After that, visual examples of alternative avatar representations for both use cases were designed by thoughtfully altering the visual parameters of 36 virtual avatar examples. The avatar designs were first evaluated in a user study with 16 participants in conjunction with using an implemented telexistence system. As a follow-up an online survey with 43 respondents was used to record their preferences regarding virtual avatar appearance. The results suggest that users prefer the other user to be represented in a photorealistic full-body human avatar in both augmented reality and virtual reality due to its humanlike representation and affordances for interaction. In augmented reality, the choice for a hologram full body avatar was also popular due to its see-through appearance, which prevents a mix-up with a real person in the physical space

    DRUMM:dynamic viewing of large-scale 3D city models on the web

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    Abstract 3D city models have become an important user interface for various applications, ranging from entertainment to civil engineering. Today, 3D city models can also be accessed on the web without installing any additional software, which has significantly widened their potential audience. However, visually accurate 3D city models are typically large in terms of file size, and hence, require ample network bandwidth for minimizing download delays and providing a smooth user experience. In this paper, we introduce a method called DRUMM, which enables dynamic resource management for viewing 3D city models on the web. DRUMM supports both the use of varying criteria for prioritizing the download order of 3D graphics, and the division of 3D graphics into chunks facilitating parallel downloads that can be suspended and later continued. The performance of DRUMM was evaluated in terms of (1) starting delay; (2) used network bandwidth; and (3) the number of buildings with textures in the view using the developed prototype implementation. Based on the results, DRUMM improves the usability of 3D city applications, particularly when the network bandwidth is scarce

    Chasing digital shadows:exploring future hybrid cities through anthropological design fiction

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    Abstract This paper presents an anthropological design fiction envisioning a future hybrid city where 3D virtual city models and physical reality are intertwined seamlessly. The crafted fiction addresses three broad themes. Firstly, it explores how not only digital and physical but also past and present as well as near and distant places might become entangled in such a hybrid city. Secondly, we speculate what it means if the digital traces of a person — perhaps even his/her digitalized body — continue “living” in a hybrid city after s/he has passed away. Thirdly, we raise questions regarding power: who owns the digital city, and who has the right to change it? Lastly, we ponder some sociocultural questions and design ideas opened up by the fiction

    Immersive street-level social media in the 3D virtual city:anticipated user experience and conceptual development

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    Abstract In this paper we explore immersive street-level integration of social media content into collaborative virtual 3D city environments on two levels: i) public, where the virtual environment is populated with relevant social media content (e.g. Twitter and Facebook feeds of shops, non-governmetal organizations, the City organization); and ii) personal, where the virtual user, through his/her avatar, is able to access his/her personal social media feeds while immersed in the virtual city. We conducted a qualitative anticipated user experience study with 14 participants in four focus groups, who were asked to create designs of how they imagined social networking services could be integrated into virtual city environments. Further, participants were asked to comment on two visual concepts created by researchers. Results show that people appreciate the concept of having virtual cities populated with up-to-date content from social media services, but linking their own social media accounts is a more complex issue

    Stepping out of the classroom:anticipated user experiences of web-based mirror world like virtual campus

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    Abstract While three-dimensional virtual learning environments have attracted plenty of research interest, mirror-world-like virtual campuses have been used mainly for virtual tours, promotions, or for simulation purposes. In this article, the authors investigate the use of geographically accurate mirror-world-like virtual campus models as an interactive learning environment. The initial prototype of the virtual campus covers about 2,300 m2 of a university campus and contains basic pedagogical, communicational, and content creation functionalities. A qualitative study with 14 participants explored their anticipated user experiences as well as their needs for the services and functionalities of the virtual campus. The findings suggest that a more profound link of reality and virtuality than just mirroring physical spaces in the virtual realm is needed. A hybrid reality approach is required to foster social community building and collaboration, 3D space design, and service integration. Finally, stepping out of the classroom introduces privacy issues that should be considered carefully
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