Search results for " reality"

showing 10 items of 615 documents

Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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HEART MOBILE LEARNING

2018

The widespread diffusion of mobile technologies in today’s society and the technological developments of recent years offers new opportunities for learning providing innovative techniques and tools in education. In this paper, we will introduce HeARt, an augmented reality mobile Learning system to support university medical students in their learning activities during an anatomy laboratory. Students usually use, in their daily anatomy laboratory, a physical human heart model to investigate and learn about heart anatomy. Even though these models are perfect education tools to observe details and touch "with hands" all the heart sections, they need a supplementary encyclopaedia to learn all h…

Augmented RealityMobile LearningComputer scienceMedicineHuman Anatomy
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From the Paper to the Tablet: On the Design of an AR-Based Tool for the Inspection of Pre-Fab Buildings. Preliminary Results of the SIRAE Project

2018

Energy-efficient Buildings (EeB) are demanded in today’s constructions, fulfilling the requirements for green cities. Pre-fab buildings, which are modularly fully-built in factories, are a good example of this. Although this kind of building is quite new, the in situ inspection is documented using traditional tools, mainly based on paper annotations. Thus, the inspection process is not taking advantage of new technologies. In this paper, we present the preliminary results of the SIRAE project that aims to provide an Augmented Reality (AR) tool that can seamlessly aid in the regular processes of pre-fab building inspections to detect and eliminate the possible existing quality and ener…

Augmented RealityProcess (engineering)Computer scienceCommunicationmedia_common.quotation_subject0211 other engineering and technologies020207 software engineering02 engineering and technologylcsh:Chemical technologyBiochemistryAtomic and Molecular Physics and OpticsAnalytical Chemistry021105 building & construction0202 electrical engineering electronic engineering information engineeringSystems engineeringlcsh:TP1-1185Augmented realityQuality (business)pre-fab buildingsinspectionElectrical and Electronic EngineeringInstrumentationenergy efficiencymedia_commonSensors
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Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
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Augmented Mirror: Interactive Augmented Reality System Based on Kinect

2011

Part 1: Long and Short Papers; International audience; In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to manage avatar emotions.

Augmented Realitybusiness.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION020207 software engineering02 engineering and technologyVirtual CharactersComputer-mediated realityReal imageMotion captureMixed realityDepth mapMotion CaptureComputer graphics (images)0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingComputer visionAugmented reality[INFO]Computer Science [cs]Artificial intelligencebusiness
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Patrimonio culturale e tecnologia: un incontro ancora da valorizzare

2020

Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…

Augmented Realityserious gamesDestination imagemedia induced tourismHeritageDestination marketingSettore SECS-P/06 - Economia Applicata
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Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change

2016

During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression…

Augmented reality Virtual Reality Personal Change sense of presencebody swappinglcsh:RC435-571Revieweating disordersVirtual realityStructuring050105 experimental psychology03 medical and health sciences0302 clinical medicineanxiety disorderslcsh:PsychiatryAcute pain; Anxiety disorders; Augmented reality; Body swapping; Eating disorders; Personal change; Post-traumatic stress disorder; Virtual reality; Psychiatry and Mental HealthAdded valueSettore M-PSI/01 - PSICOLOGIA GENERALEVirtuality (gaming)0501 psychology and cognitive sciencespsychosisPsychiatryFocus (computing)Depression05 social sciencesacute painaugmented realityPsychiatry and Mental healthTransformative learningSystematic reviewvirtual realitypost-traumatic stress disorderAugmented realityChronic PainM-PSI/01 - PSICOLOGIA GENERALEPsychologySocial psychology030217 neurology & neurosurgerypersonal changeCognitive psychologyFrontiers in Psychiatry
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Per un teatro dell'architettura e della città: teorie e pratiche di realtà aumentata alla Cité de l'architecture et du patrimoine al Palais de Chaill…

2017

Lo studio presenta gli esiti di una ricerca volta allo sviluppo di un allestimento museale con sole tecniche di realtà aumentata per la Cité de l’architecture et du patrimoine (Palais de Chaillot, Parigi). Realizzato sfruttando la recentissima piattaforma Google Tango, questo sistema permette al visitatore di accedere a contenuti multimediali e visualizzare ricostruzioni digitali 3D, appositamente elaborate, semplicemente inquadrando con uno smartphone Tango-enabled i calchi e i plastici esposti nel museo. This study presents the results of a research which aims to develop a museum exhibition planning, with interactive augmented reality techniques, at the Cité de l’architecture et du patrim…

Augmented reality museum virtual reconstructionRealtà aumentataSettore ICAR/17 - DisegnoRicostruzione virtualeMuseo
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AUGMENTED REALITY

2012

Already used in very specific areas such as in military and medical or academic research, in 2009 thanks to improved technology, augmented reality is to reach wider audiences and as information campaigns, advertising-augmented published in newspapers or on the network, and through a growing number of applications for mobile phones, particularly iPhone. The Augmented Reality on the desktop computer is based on the use of markers, or ARtags, and stylized drawings, which are shown to the webcam, are recognized by the PC, and which are overlaid in real-time multimedia content: video, audio, 3D objects, and other information like link, historical or/and geographical elements, relationship betwee…

Augmented reality territories inhabitant representation markersSettore ICAR/17 - Disegno
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How the physical similarity of avatars can influence the learning of emotion regulation strategies in teenagers

2015

Greater emotion regulation when observing a physically similar avatar.Greater frustration induction when observing a physically similar avatar.Greater physical identification with physically similar avatar.Significant change in brain when observing a physically similar avatar. The aim of this study is to evaluate the influence of the physical similarity of avatars with the user on emotion regulation strategy training. In this study twenty-four teenagers observed an avatar (either physically similar to the participant or neutral) that gets frustrated with his/her computer, after which he/she applies an emotion regulation strategy (slow breathing). The intensity of the emotional induction and…

AvatarsEXPRESION GRAFICA EN LA INGENIERIAComputingMilieux_PERSONALCOMPUTINGSense of presenceEmotions regulationStrategy trainingEmotional valenceMental healthTeenagersVirtual realityArousalHuman-Computer InteractionIdentification (information)Arts and Humanities (miscellaneous)Similarity (psychology)Avatars Virtual reality Emotions regulation TeenagersPsychologySocial psychologyGeneral PsychologyAvatar
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