Search results for " Immersive"

showing 10 items of 12 documents

The case of literacy motivation : Playful 3D immersive learning environments and problem-focused education for blended digital storytelling

2018

The University of Patras' Library Services designed and offered to primary and secondary schools the pilot educational program “From the Ancient to the Modern Tablets”, featuring immersive multimedia learning experiences about the book history. The pilot program consisted of three stages: a playful library tour, followed by an interactive game-based digital storytelling activity with game elements, and a collaborative creative reflective hands-on activity. Utilizing the avatar psychology power, the visualization and simulation affordances of 3D immersive learning environments and the appeal of storytelling and game-based learning, the “gamified” blended narrative on the book evolution enabl…

Cooperative learningoppimisympäristömedia_common.quotation_subjectproblem-focused educationExperiential learningdigital storytellingLiteracyEducationkontekstuaalisuuspelillistäminen3D virtual learning environmentsPedagogyNarrativemedia_commonDigital storytellingongelmalähtöinen oppiminen05 social sciencesEducational technologyComputingMilieux_PERSONALCOMPUTINGmulti-user virtual environments050301 educationlibraryimmersive learning environmentsGamificationComputer Science ApplicationsMedia- ja viestintätieteet - Media and communicationssecond lifekirjastotperuskoulu3D Virtual Immersive Learning Environments0509 other social sciences050904 information & library sciencesPsychology0503 educationEducational programStorytelling
researchProduct

Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
researchProduct

A 3D reworking of the urban transformations of Palermo in recent history for a hypothesis of a "City Museum" based on digital visualizations

2021

The objective that drives this research is given by a multitude of information which, in addition to the contribution of technology, allows us to study, analyze, verify and remodel the sites, monuments and evolutions of the city through graphic processes of perspective restitution that start from the analysis of historical photos. The drawing methods, the digital graphic rendering and through the aid of geometric techniques, contribute to the reconstruction of projects and architectures that are now lost, this is possible thanks to the methods of perspective, axonometry and three-dimensional restitution. This remarkable photographic heritage belonging to Palermo, but also to any other city …

Perspective restitution 3D modeling 3D printing Graphic analysis Disappeared architecture Immersive digital visualizationSettore ICAR/17 - Disegno
researchProduct

Redrawing the Past, reimaiging the Future. Gamification project for the reinterpretation of historical architecture

2021

The objectives of the work we present concern the reinterpretation of architectural traces of the past with a "gamification" project for educational laboratories to be activated in schools of different order and grade. The methodology used starts from the 3D-reconstruction of disappeared architectures, urban plots where the stratification lends itself to different interpretations, based on the documentary information found and the hypotheses that can be spent directly from reading the artefact. Then it translates everything into diversified outputs to tell the evolution of the monument and the site and its conjectural reconfiguration: from immersive 3D visualization to 3D printing of modula…

Settore ICAR/17 - DisegnoGamification Immersive Three-dimensional Visualization 3D Printing Unbuilt Architecture.
researchProduct

An Explorable Immersive Panorama

2012

The immersive panoramas are widely used to provide virtual tours of real scene. Their use covers a wide field of applications: art, industry, space research, topography, forensic investigation and all those systems requiring the exploration of a virtual environment which simulates a real one. Often sophisticated devices are used to perform the panorama acquisition. In this paper, we present an image based immersive panorama requiring low cost devices for the acquisition task and provides an innovative human-computer interaction approach. Many panoramic images of the same location are captured. The visualization system changes the panorama in a transparent way with respect to the user intera…

Settore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniPoint (typography)Panoramabusiness.industryComputer sciencemedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONImage processingcomputer.software_genreVisualizationXJ3D Immersive Panorama Panoramic ImageSoftwareData visualizationVirtual machineComputer graphics (images)businessFunction (engineering)computerComputingMethodologies_COMPUTERGRAPHICSmedia_common
researchProduct

Macchine, media, pensieri e visioni... appunti (molto) sparsi

2020

Immersive art proposes a vision that is the result of a machinic utopia

Settore L-ART/06 - Cinema Fotografia E TelevisioneMachine vision Postcinema Immersive Art
researchProduct

VR Storytelling

2021

The question of cinematic VR production has been on the table for several years. This is due to the peculiarity of VR language which, even if it is de ned by an image that surrounds and immerses the viewer rather than placing them, as in the classic cinematic situation, in front of a screen, relies decisively on an audiovisual basis that cannot help but refer to cinematic practices of constructing visual and auditory experience. Despite this, it would be extremely reductive to consider VR as the mere transposition of elements of cinematic language. The VR medium is endowed with its own speci city, which inevitably impacts its forms of narration. We thus need to investigate the narrative for…

Settore L-ART/06 - Cinema Fotografia E TelevisioneVR postcinema Immersive storytelling
researchProduct

VR Storytelling

2021

The monographic section of this issue of Cinergie arises from a need that has becoming increasingly acute in the past few years, namely that of closely examining the modes, practices, strategies, and forms of storytelling used in the various forms and experiences of Virtual Reality (VR) entertainment. The question that we asked ourselves, and thus also the eld of analysis that we wanted to open focuses primarily on two elements: first, on if and how cinematic narration can exist in VR; second, on what paths the development of a form of storytelling not directly tied to cinematic language might take.

Settore L-ART/06 - Cinema Fotografia E TelevisioneVR storytelling postcinema immersive stories
researchProduct

Training Language Mediators and Interpreters through Embodied Cognition, Immersive Learning and Virtual Reality: Didactic, Organizational and Cost Be…

2022

The use of Virtual Reality (VR) for training purposes has expanded exponentially in the last decade. This paper specifically examines the use of VR in the training of language mediators and interpreters. By way of exemplification, the paper describes a training project at the University of Palermo, the “Coopera” project. The physically-cognitively immersive ‘learning by doing’ factor that characterizes a VR educational experience is particularly well-suited to skill- based activities. The paper explains how the immersive nature of VR and the notion of ‘embodied cognition’ is particularly suited to mediator/interpreter training by plausibly reproducing daily life situations and providing a ‘…

Settore SPS/07 - Sociologia Generalevirtual reality language and cultural mediation interpreter training embodied cognition immersive learning soft skills distance learningSettore L-LIN/12 - Lingua E Traduzione - Lingua Inglese
researchProduct

TeamLab : au-delà de quelles limites ? Le numérique à la portée des publics

2019

L’article va étudier l’exposition « TeamLab : au-delà des limites », qui s’est déroulée à la Halle de la Villette à Paris du 15 mai au 9 septembre 2018. Il s’agit de mettre en évidence les nouveaux usages et les expériences induits au visiteur par cette exposition temporaire qualifiée d’immersive entièrement construite sur des outils numériques. Peut-on encore parler d’exposition ? L’emploi d’interfaces conviviales permet-il de dépasser les barrières culturelles et valoriser le pays mis à l’honneur dans ce parcours exploratoire : le Japon ? This text intends to study the « TeamLab : beyond the limits » exhibition which took place at the Halle de la Villette in Paris from 15 May to 9 Septemb…

numériquedigital[SHS.INFO]Humanities and Social Sciences/Library and information sciencesmuseum05 social sciencesGeography Planning and Developmentpublicimmersive experienceDevelopmentpublics050905 science studiesPublics[SHS.INFO] Humanities and Social Sciences/Library and information scienceslcsh:P87-96lcsh:Zlcsh:Communication. Mass medialcsh:Bibliography. Library science. Information resourcesPolitical science0502 economics and business0509 other social sciencesmuséeHumanities050212 sport leisure & tourismComputingMilieux_MISCELLANEOUSexpérience immersive
researchProduct