Search results for " reality"

showing 10 items of 615 documents

AR/VR Contextualization of the Statue of Zeus from Solunto

2022

The aim of the research is to test how VR and AR technologies can contribute to a virtuous reconnection between the museums, where archaeological works of art are exhibited, and the sites where these works come from. The connection between the museum and the site will be operated with panoramic images generated with SfM photogrammetric tools; these images will set up a twofold reconnection: i) between the work of art and the building where it was hosted; ii) between the building and the site, with the landscape around. The connection between the site and the museum will be operated with Augmented Reality, through the visualization on site of the works of Art exhibited in the archaeological …

statue of ZeuSoluntoSettore ICAR/17 - DisegnoMuseum Salinapanoramic imageaugmented reality
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A Self-Contained Biometric Sensor for Ubiquitous Authentication

2007

This paper describes a real-life behavior framework in simulation game based on Probabilistic State Machine (PSM) with Gaussian random distribution. According to the dynamic environment information, NPC can generate behavior planning autonomously associated with defined FSM. After planning process, we illuminate Gaussian probabilistic function for real-life action simulation in time and spatial domains. The expected value of distribution is estimated during behavior planning process and variance is determined by NPC personality in order to realize real life behavior simulation. We experiment the framework and Gaussian PSM on a restaurant simulation game. Furthermore we give some suggestions…

symbols.namesakeFinite-state machineTheoretical computer scienceComputer scienceGaussianAutonomous agentProbabilistic logicsymbolsVariance (accounting)Function (mathematics)Expected valueVirtual reality
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Erzwingt die Quantenmechanik eine drastische Änderung unseres Weltbilds? Gedanken und Experimente nach Einstein, Podolsky und Rosen

1989

Von den Anfangen der Quantenmechanik bis heute gibt es Versuche, sie als statistische Theorie uber Ensembles individueller ‚klassischer’ Systeme zu interpretieren. Die Bedingungen, unter denen Theorien verborgener Parameter zu deterministischen Beschreibungen dieser individuellen Systeme als ‚klassisch’ angesehen werden konnen, wurden von Einstein, Podolsky und Rosen 1935 formuliert: 1. Physikalische Systeme sind im Prinzip separierbar. 2. Zu jeder physikalischen Grose, deren Wert man ohne Storung des betrachteten Systems mit Sicherheit voraussagen kann, existiert ein ihr entsprechendes Element der physikalischen Realitat. Zusammen sind sie, wie Bell 1964 gezeigt hat, prinzipiell unvertragl…

symbols.namesakePhysical realityVerstehenPhilosophyHidden variable theorysymbolsGeneral Physics and AstronomyEinsteinHumanitiesClassical physicsMathematical physicsAnnalen der Physik
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Towards a scenario of virtual mental health environments for school-aged children

2017

This study explores student teachers’ future design scenarios focusing on promoting children’s mental health literacy through virtual reality (VR) environments. VR use is on the verge of many breakthroughs in several areas of lived experience. One such area pertains to educational contexts. Student teachers were chosen as the subjects of this study due to the likelihood that they will be the primary users and disseminators of these emerging technologies in educational contexts. The students created five types of future scenarios that contained different environments and activity modes, including those that are still not yet feasible to realize with current technological capabilities. The ai…

ta113Engineeringbusiness.industryEmerging technologiesschool-aged childrenStudent teacherVirtual realityMental healthscenarioCurriculum frameworkmielenterveysPedagogyMathematics educationComputingMilieux_COMPUTERSANDEDUCATIONdigital literacySet (psychology)businessMental health literacystudent teachermental healthvirtual reality (VR)Digital literacy
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A modelling framework for social media monitoring

2013

This paper describes a hierarchical, three-level modelling framework for monitoring social media. Immediate social reality is modelled through the first level of the models. They represent various virtual communities at social media sites and adhere to the social world models of the sites, i.e., the "site ontologies". The second-level model is a temporal multirelational graph that captures the static and dynamic properties of the first-level models from the perspective of the monitoring site. The third-level model consists of a temporal relational database scheme that models the temporal multirelational graph within the database. The models are specified and instantiated at the monitoring s…

ta113Graph databaseComputer Networks and Communicationsbusiness.industryComputer scienceRelational databaseSocial realitySchematiccomputer.software_genreTemporal databaseHardware and ArchitectureGraph (abstract data type)The InternetSocial mediaData miningbusinesscomputerInformation SystemsInternational Journal of Web Engineering and Technology
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Depth perception in tablet-based augmented reality at medium- and far-field distances

2013

Current augmented reality (AR) systems often fail to indicate the distance between the user and points of interest in the environment. Empirical evaluations of human depth perception in AR settings compared to real world settings are needed. Our goal in this study was to understand tablet-based AR depth perception by comparing it with real-world depth perception.

ta113Point of interestComputer sciencebusiness.industrybisectionNear and far fieldDistance perceptionhahmottaminenComputer visionAugmented realityArtificial intelligencebusinessDepth perceptionlisätty todellisuus
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Online user survey on current mobile augmented reality applications

2011

Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace — Layar, Junaio, Google Goggles, and Wikitude are perhaps the most prominent ones. However, the research community lacks an understanding of how well such timely applications have been accepted, what kind of user experiences they have evoked, and what the users perceive as the weaknesses of the various applications overall. During the spring of 2011 we conducted an online survey to study the overall acceptance and user…

ta113World Wide WebUser experience designEmerging technologiesbusiness.industryComputer scienceEnd userMobile computingContext (language use)Augmented realityMobile telephonybusinessUser Research2011 10th IEEE International Symposium on Mixed and Augmented Reality
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Behavior change types with Pokémon GO

2017

Digital games1 are one of the most popular entertainment media in the world. Teir allure and widespread popularity makes them an interesting and highly potential platform for behavior change atempts. In this paper, we investigate what types of behavior changes Pokémon GO has promoted or induced among its players. Te study is based on an online survey sample of 262 Pokémon GO players, collected using the critical incident technique and analyzed using qualitative methods. Te analysis shows that the behavior changes induced by Pokémon GO are not just restricted to increased physical activity or social behavior but are actually much more multifaceted: players were more social, found their routi…

ta520behavior changedigital gamingaugmented reality games050801 communication & media studiesSample (statistics)computer.software_genreexergamesEntertainmentPokémon GO0508 media and communicationscritical incident techniquebehavior change support systemtäydennetty todellisuus0502 economics and businessta616ta113Multimedia05 social sciencesBehavior changeProcedural rhetoricPopularityprocedural rhetoriclocation-based games050211 marketingAugmented realityPsychologyCritical Incident Techniquecomputerdigitaaliset pelitQualitative researchCognitive psychology
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Humanisierung des technischen Fortschritts. Ein Projekt von Papst Franziskus

2020

Theology of technique, in addition to the philosophy of technique, opens up a new research perspective on technique that defines everything or almost everything in the reality that surrounds us. The aim of these considerations my research is to seek a new idea of technological progress that will allow building of an integral vision of reality. The teaching of Pope Francis, especially in the Encyclical Laudato si’ (2015), forms the basis for the selected topic. The structure of the considerations refers to the principles of the social doctrine of the so-called three steps: look, judge, act. Therefore, the text presents firstly the features of technical progress (1), then its evaluation (2), …

technical progressholistic view of realitytheologyPope Francis
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Zwischen Rom und Silicon Valley. Papst Franziskus angesichts des technischen Fortschritts

2019

Co Rzym ma wspólnego z Doliną Krzemową? Innymi słowy, co Kościół ma współcześnie wspólnego z nauką i technologią? Jak Kościół odnosi się do problematyki postępu naukowo-technicznego, którego symbolem jest Dolina Krzemowa? Celem podjętych rozważań jest poszukiwanie nowej koncepcji postępu technicznego, uwzględniającej całościową wizję rzeczywistości. Nauczanie papieża Franciszka, zwłaszcza z Encykliki Laudato si’ (2015), stanowi podstawę realizacji wybranego tematu. Struktura rozważań nawiązuje do zasad nauki społecznej tzw. trzech kroków: zbadać, ocenić, działać. Dlatego w trakcie rozważań są prezentowane najpierw cechy postępu technicznego (1), dokonana jego ocena (2), a następnie elementy…

technical progressintegral vision of realitytheologyPapież Franciszekteologiapostęp technicznyPope Francisintegralna wizja rzeczywistościPoznańskie Studia Teologiczne
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