307 research outputs found

    Multimedia in Views

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    Investigating the effects of odour integration in reading and learning experiences

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    Books are the tools used for reading novels and stories, but also for educational purposes. Conventional books have undergone a radical transformation in recent years due to the use of new technologies. However, even today the technological devices used for reading e-books are still poorly exploited, despite the fact that they represent a fundamental tool to make the reading experience more immersive by using a complete multisensory approach. In this perspective, one sense that represents an important element of human perception is the sense of smell. Consequently, authors make the hypothesis that the introduction of odours during reading sessions could increase the user experience and the learning performances. In order to demonstrate these hypotheses, the authors have defined and carried out several experimental testing sessions. The analysis of the collected data proved that the introduction of odour does not disturb the reader during reading activities but, on the contrary, can actually make the experience more immersive. Similarly, odours do not disturb studying activities, but they can instead increase the level of concentration and people's learning performance

    Design of an Intrinsically Motivating AR Experience for Environmental Awareness

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    Augmented Reality seems a promising tool to provide engaging and effective educational experiences, thanks to its potentiality in stimulating intrinsic motivation, that could influence the learning process and the attitude of the users towards behaviours. This paper presents the Resized Plastic Augmented Reality learning experience, designed on the basis of Dunleavy's framework to provide a systemic overview of the microplastics issue to allow users to understand its mechanisms, educate them about their role in the system and help them to connect this information to their everyday actions

    A novel educational model based on "knowing how to do" paradigm implemented in an academic makerspace

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    The design discipline is faced with radical changes related to new technologies and to an increasingly globalized world with more and more competitive markets. These factors are profoundly influencing methods and processes of design, and the knowledge and skills related to the designer's role. Consequently, the design educational models are radically changing. Today, one of the most impacting evolutions is related to rapid prototyping techniques, which are bringing design practice closer to the auto-production. This emerging trend cannot be anymore supported with traditional didactic approaches, but it is necessary to create spaces for allowing students to learn, design and experiment in a shared way. This paper presents the Polifactory Lab at Politecnico di Milano, an innovative makerspace established with the aim of creating a new research and teaching space. In this paper, the authors present the Polifactory Lab, its theoretical purposes, and some examples of didactic activities carried out in the lab

    Print-in-place of Interconnected Deformable and Rigid Parts of Articulated Systems

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    Abstract One of the most fascinating possibilities of Additive Manufacturing technologies is their capability to realize objects that include various types of joints and moving parts. The research presented in this paper proposes to embed elastic elements in these joints in order to control their compliance. Two applications are also presented, in order to demonstrate, firstly, the practical feasibility of this innovative joint, and, secondly, the possibility to control joint elastic behavior in order to force the connected parts to automatically return to their initial positions when the actuating load is removed

    Investigating the effects of odour integration in reading and learning experiences

    Get PDF
    Books are the tools used for reading novels and stories, but also for educational purposes. Conventional books have undergone a radical transformation in recent years due to the use of new technologies. However, even today the technological devices used for reading e-books are still poorly exploited, despite the fact that they represent a fundamental tool to make the reading experience more immersive by using a complete multisensory approach. In this perspective, one sense that represents an important element of human perception is the sense of smell. Consequently, authors make the hypothesis that the introduction of odours during reading sessions could increase the user experience and the learning performances. In order to demonstrate these hypotheses, the authors have defined and carried out several experimental testing sessions. The analysis of the collected data proved that the introduction of odour does not disturb the reader during reading activities but, on the contrary, can actually make the experience more immersive. Similarly, odours do not disturb studying activities, but they can instead increase the level of concentration and people's learning performance

    Augmented Reality to Engage Visitors of Science Museums through Interactive Experiences

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    In the last years, interactive exhibitions based on digital technologies have become widely common, thanks to their flexibility and effectiveness in engaging visitors and creating memorable experiences. One of the topics in which digital technologies can be particularly effective is the communication of abstract concepts that are difficult for the human mind to imagine. An emblematic example is the astronomy discipline, which requires us to imagine and understand phenomena far away from our everyday life. In this paper, the authors present a research project, MARSS, in which digital technologies are used effectively to enhance the Users' Experience of the Museo Astronomico di Brera located in Milan. Specifically, the MARSS project aims at designing and developing a new digital journey inside the museum to allow different categories of visitors to enjoy the exhibition in an engaging and interactive way. The paper presents the design and development phases of the experience and its evaluation with users. The results of the evaluation indicate that the digital interactive experience is appreciated by users and is successful in translating the content of high scientific value into more engaging and easily understandable elements

    Specification and Verification of Media Constraints using UPPAAL

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    We present the formal specification and verification of a multimedia stream. The stream is described in a timed automata notation. We verify that the stream satisfies certain quality of service properties, in particular, throughput and end-to-end latency. The verification tool used is the real-time model checker UPPAAL

    Investigating the role of redundancy in multimodal input systems

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