Search results for "Augmented reality"

showing 10 items of 208 documents

Redrawing the city and its historical transformations: two examples in Palermo

2015

The representation area is nowaday called upon to face new challenges for new computer technologies that have developed over the last few years. Visual communication and multimedia language experienced a radical change: representation and visualization, thought and image are based on the branch of communication and therefore on the trasmission of knowledge that cannot be separated from the interdisciplinarity. Digital imagery challenges more and more analog imagery, creating a scene that is independent from the constructed reality and sometimes reaching to overlap and merge with it: therefore the representation is no longer just a repetition of the real, but becomes itself an autonomous rea…

Virtual reconstruction – Urban analysis – Augmented Reality SystemsSettore ICAR/17 - Disegno
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Palermo: Virtual urban reconfiguration of some ancient squares and quarters

2013

The representation area is nowaday called upon to face new challenges for new computer technologies that have developed over the last few years. Visual communication and multimedia language experienced a radical change: representation and visualization, thought and image are based on the branch of communication and therefore on the trasmission of knowledge that cannot be separated from the interdisciplinarity. Digital imagery challenges more and more analog imagery, creating a scene that is independent from the constructed reality and sometimes reaching to overlap and merge with it: therefore the representation is no longer just a repetition of the real, but becomes itself an autonomous rea…

Virtual reconstructionAugmented Reality SystemsMultimediaUrban analysibusiness.industryComputer scienceControl reconfigurationcomputer.software_genreMixed realityVisualizationData visualizationSettore ICAR/17 - DisegnoVisual communicationAugmented realitybusinesscomputerMerge (version control)Digital imagery2013 Digital Heritage International Congress (DigitalHeritage)
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Hulot's Selinunte: digital analysis and virtual reconstruction

2021

Some drawings feature a powerful evocative nature, capable of presenting a truthful vision that can replace, in collective imagination, the actual expression of reality. This is the case of the "restorations" of Selinunte proposed by the French architect Jean-Louis Hulot (Paris 1871 -1959) which still today evoke the splendours of the ancient city. Thanks to his accurate surveys and inspired by the visit to the remains of further ancient cities such as Priene, Tera, Delos, and Pompeii, Hulot proposed in his watercolour drawings a vision of a "living" city, rendered at the height of its architectural and social magnificence. The paper presents a study on digital solutions that combine data f…

Virtual reconstructionAugmented Reality3D Camera trackingSettore ICAR/17 - DisegnoJean HulotSelinunteSelinunte; Jean Hulot; Virtual reconstruction; 3D Camera tracking; Augmented Reality
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Experiments on the Virtual City: Three-Dimensional Reconfigurations of Missing, Never Realized or Destroyed Urban Areas

2011

We present two works on the "Virtual City" held at Palermo. They are about the three-dimensional reconfiguration of urban places that show evidence of "invisible" architecture, this is because in one case there were ancient monuments now destroyed, or in another case projects designed for the urban void and never made. The aim is to involve new forms of communication for the development of cultural tourism.

Virtual reconstructionEngineeringPaintingArchitectural engineeringAugmented Reality Systemsbusiness.industryUrban analysiControl reconfigurationVirtual cityVirtual realityCultural tourismCultural diversityVoid (composites)Settore ICAR/17 - DisegnoArchitecturebusiness
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Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy

2022

FNEGE 3, HCERES A, ABS 2; International audience; The metaverse has the potential to extend the physical world using augmented and virtual reality technologies allowing users to seamlessly interact within real and simulated environments using avatars and holograms. Virtual environments and immersive games (such as, Second Life, Fortnite, Roblox and VRChat) have been described as antecedents of the metaverse and offer some insight to the potential socio-economic impact of a fully functional persistent cross platform metaverse. Separating the hype and “meta…” rebranding from current reality is difficult, as “big tech” paints a picture of the transformative nature of the metaverse and how it w…

Virtual worldAvatarsMetaverseComputer Networks and CommunicationsSecond lifeAugmented realityLibrary and Information SciencesVirtual reality[SHS]Humanities and Social SciencesExtended realityVDP::Samfunnsvitenskap: 200[INFO]Computer Science [cs]Information SystemsZ665VDP::Samfunnsvitenskap: 200::Biblioteks- og informasjonsvitenskap: 320
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Bridging Heritage and Tourist UX: A Socially-Driven Perspective

2016

The paper illustrates the potential of smart-phones as a medium of exchange of memories and experiences. Our application aims at providing diverse types of cultural user experience: to enable tourists to explore new places from a social-driven perceptive; to support new forms of connection and interaction between users and information (data exchange, contents sharing, feedback); to compose interactive narrative conveying the richness of information of interest to the user; to allow users to experience the narrative and underlying physical environment as a mixed-reality experience while allowing for deeper, context-specific exploration at any time through AR system.

World Wide WebCultural heritageUser experience designComputer scienceData exchangebusiness.industryPerspective (graphical)Augmented realityNarrativebusinessTourismBridging (programming)
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Combined People Position and Compass Detection for Context-aware Service Provision

2006

A novel technique is discussed for people identification and position sensing in augmented reality by the use of two cooperating technologies. People are provided with RFID tags for localization and context definition, and then visually investigated for identity checking and compass detection. The two technologies are discussed within an implementation of a case study dealing with context aware service provision for students in a campus.

World Wide WebIdentification (information)Human–computer interactionComputer scienceCompassService provisionIdentity (object-oriented programming)Mobile computingPosition (finance)Context (language use)Augmented reality
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Approche coopérative pour l'acquisition et l'observation de formes tridimensionnelles

2009

Technologic progres can reduce the barrier between real image and virtual image so far it is really difficult to recognize them. When virtual reality is well done, augmented reality, from virtual world to real world, is still developped. We want to project a virtual texture onto a 3D real object. By using cameras and projector, we estimate its real pose in the virtual reference by projecting a coded pattern to find points of correspondence between cameras and projector onto the textureless object, where common detector of points of correspondence are useless. We combine the calibration of the system and these points to estimate the 3D position of the object, and then register with a fine mo…

[ INFO.INFO-MO ] Computer Science [cs]/Modeling and Simulationprojective textureLumière structuréeStructured lightréalité augmentée[INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation3D reconstructionreconstruction 3Détalonnagecalibration[INFO.INFO-MO]Computer Science [cs]/Modeling and Simulationaugmented realityprojection de texture
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Interpretation, Negotiation, Play

2022

Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…

aesthetics and pedagogypelaaminenkuvakirjattulkintalapset (ikäryhmät)neuvottelutGeneral Medicineaugmented realitylukeminenpicturebook appsshared readinglastenkirjallisuusdigital children’s literatureplayfulnessmobiilisovelluksetlisätty todellisuusdigitaaliset taidotmultimodaalisuusBarnboken
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Setting the future of digital and social media marketing research: Perspectives and research propositions

2021

in press The use of the internet and social media have changed consumer behavior and the ways in which companies conduct their business. Social and digital marketing offers significant opportunities to organizations through lower costs, improved brand awareness and increased sales. However, significant challenges exist from negative electronic word-of-mouth as well as intrusive and irritating online brand presence. This article brings together the collective insight from several leading experts on issues relating to digital and social media marketing. The experts' perspectives offer a detailed narrative on key aspects of this important topic as well as perspectives on more specific issues i…

augmented reality marketingsocial media marketingmobiilimarkkinointisosiaalinen mediatekoälyartificial intelligenceeettisyyssosiaalinen markkinointimarkkinointidigital marketingeWOMethical issuesmobile marketing512 Business and Managementdigitaalinen markkinointi
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