Search results for "Augmented reality"
showing 10 items of 208 documents
3D DIGITAL MODELS FOR A WIDESPREAD MUSEUM: THE RENON’S “BAUERNHÖFE”
2019
Abstract. The aim of the paper is to study the characteristics of different 3D digital models (point clouds, mesh, CSG, BIM) for the realization of a museum of historical buildings widespread in the territory of South Tyrol through the 3D modeling of several farmhouses between the towns of Collalbo, Longomoso and Siffiano, in the Renon area. Therefore, moving from a defined case study, the paper proposes a workflow for model choice, use, and sharing considering also users profile.The objective is to create a system that allows, the sharing, both on site and remotely, of farmhouses digital models, information, images and documents found during the research. The purpose is to enhance the terr…
THE VIRTUALIZATION OF CH FOR HISTORICAL RECONSTRUCTION: THE AR FRUITION OF THE FOUNTAIN OF ST. GEORGE SQUARE IN VALLETTA (MALTA)
2020
Abstract. Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (T…
A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION
2019
Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…
PHOTOGRAMMETRIC TECHNIQUES FOR PROMOTION OF ARCHAEOLOGICAL HERITAGE: THE ARCHAEOLOGICAL MUSEUM OF PARMA (ITALY)
2016
Abstract. In a context rich in history and cultural heritage, such as the Italian one, promotion and enhancement of historical evidences are crucial. The paper describes the case study of the Archaeological Museum of Parma, which, for the main part, conserves evidences found in the roman archaeological site of Veleia (Piacenza, Italy). To enhance the comprehension of the past, the project aims to promote the exhibits through new digital contents, in particular 3D models and AR applications, to improve their usability by the public. Projects like this pose some difficulties especially in data acquisition and restitution due to complexity of the objects and their dimension and position that a…
DIGITAL PHOTOGRAMMETRY, TLS SURVEY and 3D MODELLING for VR and AR APPLICATIONS in CH
2020
Abstract. The world of valorization of Cultural Heritage is even more focused on the virtual representation and reconstructions of digital 3D models of monuments and archaeological sites. In this scenario the quality and the performances offered by the virtual reality (VR) and augmented reality (AR) navigation take primary importance, improving the accessibility of cultural sites where the real access is not allowed for natural conditions or human possibilities. The creation of a virtual environment useful for these purposes requires a specific workflow to follow, combining different strategies in the fields of survey, 3D modelling and virtual navigation. In this work a specific case of stu…
DinosARs - Learning with the help of augmented reality
2019
Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2019 A two-dimensional way of interacting with learning material has been the norm fora long time. We’ve read books, taken notes and been taught from a blackboard sinceyouth, and has for most of us worked out just fine, but we are all different. We havethose visual learners, those who learn through seeing things, auditory learners, thosewho learn best through hearing and kinesthetic learners, those who learn by doing.Augmented reality can provide many unique affordances that can deliver a learningexperience that can benefit all learning types. Augmented reality can utilize both vi-suals, sound, and interactivi…
Realtà aumentata per favorire un apprendimento inclusivo
2019
Nel presente lavoro, dopo aver illustrato da un punto di vista teorico la Realtà Aumentata e le sue principali caratteristiche, si analizzano le potenzialità di quest’ultima. Scopo del presente studio è infatti quello di conoscere gli impatti della realtà aumentata sull’apprendimento, sulla motivazione e, più specificamente studiarne i possibili effetti in ambito scolastico secondo una logica inclusiva. In the present work, after having illustrated the Augmented Reality and its main characteristics from a theoretical point of view, the potential of the latter is analyzed. The purpose of the present study is in fact to know the impacts of augmented reality on learning, on motivation and, mor…
Augmented Reality Applications: The Impact of Usability and Emotional Perceptions on Tourists’ App Experiences
2019
There is a rising amount of research contributing to the knowledgebase of Augmented Reality (AR) application usage. However, up until now there is no sound understanding about how the emotional perception of AR application users impact on different types of experience. This paper aspires to contribute to this gap by analysing the link between usability, emotional perception (i.e. entertainment, playfulness and enjoyment), two types of experience viz. action- and emotional experience and users’ intention to use the app in a travel context. 796 questionnaires show that emotional experience is driven by entertainment while action experience is mainly triggered by playfulness. However, only emo…
Real-Time Augmented Reality for Ear Surgery
2018
International audience; Transtympanic procedures aim at accessing the middle ear structures through a puncture in the tympanic membrane. They require visualization of middle ear structures behind the eardrum. Up to now, this is provided by an oto endoscope. This work focused on implementing a real-time augmented reality based system for robotic-assisted transtympanic surgery. A preoperative computed tomography scan is combined with the surgical video of the tympanic membrane in order to visualize the ossciles and labyrinthine windows which are concealed behind the opaque tympanic membrane. The study was conducted on 5 artificial and 4 cadaveric temporal bones. Initially, a homography framew…
Video-Assisted Navigation for Adjustment of Image-Guidance Accuracy to Slight Brain Shift
2015
Background Information supplied by an image-guidance system can be superimposed on the operating microscope oculars or on a screen, generating augmented reality. Recently, the outline of a patient's head and skull, injected in the oculars of a standard operating microscope, has been used to check the registration accuracy of image guidance. Objective To propose the use of the brain surface relief and superficial vessels for real-time intraoperative visualization and image-guidance accuracy and for intraoperative adjustment for brain shift. Methods A commercially available image-guidance system and a standard operating microscope were used. Segmentation of the brain surface and cortical bloo…