12 research outputs found

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Behind Livia's villa : A case study for the devolution of large scale interactive "in-site" to "on-line" application

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    This work presents a methodology for designing online web presentations reusing a large scale, interactive and immersive VR installation by mapping assets as well as interactions to a low capability environment. With the emergence of WebGL plugin-free interactive 3D graphics inside limited information processing environments, e.g. browser technologies, becomes reality. However, macro VR worlds typically use large or even out-of-core data sets in order to produce and communicate scientifically relevant content. The major challenge still remains on how we can redesign and optimize applications that have been planned for macro VR worlds and map those to adequate concepts of micro scale worlds. We showcase this in the area of virtual archaeology for the online virtual museum of "Villa Di Livia", part of the bigger project "Flaminia Reloaded", in which several limitations could become crucial. The elaborated workflow could easily be adopted by other VMs and assist in future migrations

    Archeologia virtuale, realismo, interattività e performance: dalla ricostruzione alla fruizione on line

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    The paper presents the different steps of a virtual archaeology project, where different data are produced using separate pipelines, and are optimized and integrated in a real time environment, accessible on line by specialists (restricted access to a back end section) and by a wider public (open access to a front end section). The work is based on an open source tool previously developed by the team, OSG4WEB, recently optimized, adding new features and functionalities to enable the final publication of massive landscape reconstructions and virtual environments. The case study, Aquae Patavinae project, was chosen in order to explain the problematic aspects of a typical virtual archaeology work, where the main goal is to reconstruct ancient potential contexts and landscapes, thus supporting the choices made in the development of the software. The paper will underline how large reconstructed worlds and virtual environments within real-time 3D applications via web is still a challenge.L'articolo presenta le diverse fasi di un progetto di archeologia virtuale, nel quale i diversi tipi di dati vengono acquisiti e realizzati utilizzando approcci metodologici diversi, per poi essere integrati all'interno di un unico ambiente interattivo. Tale ambiente è costituito da una parte accessibile solo da utenti “esperti” (tramite accesso ristretto ad una sezione beck-end in cui è possibile comporre la scena 3d ed esporla) e da una parte 3d esplorabile interattivamente da un pubblico più ampio. Viene dunque descritto il software open source  realizzato, OSG4WEB, recentemente ottimizzato tramite l'aggiunta di nuove funzionalità che consentono di pubblicare on line ampi paesaggi 3d ricostruiti. Viene quindi analizzato un caso di studio, Aquae Patavinae VR, su cui si sono testati gli approcci metodologici e le funzionalità del software di visualizzazione e interazione on line. Vengono infine sottolineate le problematiche ancora aperte nel settore della creazione di paesaggi archeologici e nella loro esplorazione all'interno di ambienti di realtà virtuale

    Analysis of Visualisation and Interaction Tools Authors

    No full text
    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Analysis of Visualisation and Interaction Tools Authors

    Get PDF
    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    I "Sonetti et canzoni" di Iacopo Sannazaro

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    Il volume I “Sonetti et canzoni” di Iacopo Sannazaro raccoglie gli Atti del XVIII Convegno internazionale di Letteratura italiana “Gennaro Barbarisi”, tenutosi a Gargnano del Garda il 20-21 settembre 2018. Attraverso prospettive e punti di vista diversi, i contributi qui raccolti mostrano i frutti delle ricerche più recenti e aggiornate intorno a un’opera che svolse un ruolo fondamentale nello sviluppo della lirica rinascimentale e che è ora oggetto di un rinnovato interesse e di un intenso dibattito

    Mutations in the mammalian target of rapamycin pathway regulators NPRL2 and NPRL3 cause focal epilepsy

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    OBJECTIVE: Focal epilepsies are the most common form observed and have not generally been considered to be genetic in origin. Recently, we identified mutations in DEPDC5 as a cause of familial focal epilepsy. In this study, we investigated whether mutations in the mammalian target of rapamycin (mTOR) regulators, NPRL2 and NPRL3, also contribute to cases of focal epilepsy. METHODS: We used targeted capture and next-generation sequencing to analyze 404 unrelated probands with focal epilepsy. We performed exome sequencing on two families with multiple members affected with focal epilepsy and linkage analysis on one of these. RESULTS: In our cohort of 404 unrelated focal epilepsy patients, we identified five mutations in NPRL2 and five in NPRL3. Exome sequencing analysis of two families with focal epilepsy identified NPRL2 and NPRL3 as the top candidate-causative genes. Some patients had focal epilepsy associated with brain malformations. We also identified 18 new mutations in DEPDC5. INTERPRETATION: We have identified NPRL2 and NPRL3 as two new focal epilepsy genes that also play a role in the mTOR-signaling pathway. Our findings show that mutations in GATOR1 complex genes are the most significant cause of familial focal epilepsy identified to date, including cases with brain malformations. It is possible that deregulation of cellular growth control plays a more important role in epilepsy than is currently recognized

    Correction: The landscape of epilepsy-related GATOR1 variants

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    International audienceThe original version of this article contained an error in the spelling of the author Erik H. Niks, which was incorrectly given as Erik Niks. This has now been corrected in both the PDF and HTML versions of the article
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