Search results for "Metaverse"
showing 10 items of 30 documents
Robotics and Virtual Worlds: An Experiential Learning Lab
2013
Aim of the study was to investigate the cognitive processes involved and stimulated by educational robotics (LEGO® robots and Kodu Game Lab) in lower secondary school students. Results showed that LEGO® and KGL artifacts involve specific cognitive and academic skills. In particular the use of LEGO® is related to deductive reasoning, speed of processing visual targets, reading comprehension and geometrical problem solving; the use of KGL is related to visual-spatial working memory, updating skills and reading comprehension. Both technologies, moreover, are effective in the improvement of visual-spatial working memory. Implications for Human-Robot Interaction and BICA challenge are discussed.
Inverse procedural modeling of 3D models for virtual worlds
2016
This course presents a collection of state-of-the-art approaches for modeling and editing of 3D models for virtual worlds, simulations, and entertainment, in addition to real-world applications. The first contribution of this course is a coherent review of inverse procedural modeling (IPM) (i.e., proceduralization of provided 3D content). We describe different formulations of the problem as well as solutions based on those formulations. We show that although the IPM framework seems under-constrained, the state-of-the-art solutions actually use simple analogies to convert the problem into a set of fundamental computer science problems, which are then solved by corresponding algorithms or opt…
<title>Face modeling: a real-time embedded implementation of a stereovision algorithm</title>
2001
The problem to acquire 3D data of human face can be applied in face recognition, virtual reality, and many other applications. It can be solved using stereovision. This technique consistes in acquiring data in three dimensions from two cameras. The aim is to implement an algorithmic chain which makes it possible to obtain a three-dimensional space from two two-dimensional spaces: two images coming from the two cameras. Several implementations have already been considered. We propose a new simple realtime implementation, based on a multiprocessor approach (FPGA-DSP) allowing to consider an embedded processing. Then we show our method which provides depth map of face, dense and reliable, and …
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…
Contributo per una visione contemporanea dell’azienda agricola: tra sostenibilità e sfide del mondo digitale
2023
Le sfide che l’umanità sta affrontando e da cui dipende la sopravvivenza del pianeta, il diffondersi nell’ambito dell’attività agricola di tecnologie digitali sempre più avanzate e la necessità di adottare un approccio sostenibile che preservi le risorse a tutela delle generazioni future hanno condotto l’azienda agricola a cambiare gradualmente volto. Questo libro mira a contribuire a un’aggiornata riflessione sul ruolo dell’imprenditore agricolo e dell’azienda da lui condotta, osservandone l’organizzazione e composizione alla luce delle regole che oggi la disciplinano e guardando alle innovazioni necessarie a garantire il raggiungimento dei pressanti obiettivi climatici e ambientali verso …
Virtual Reality in Education : Focus on the Role of Emotions and Physiological Reactivity
2019
Cognitive and emotional dimensions are often linked to each other in learning experiences. Moreover, emotions and engagement can lead to better outcomes at the cognitive level. Previous research has indicated that virtual reality (VR) provides a feeling of presence and immersion, which can trigger emotionally engaging learning situations. In this study, we explore the opportunities and challenges related to the use of VR in an educational context. The focus of this article is threefold: First, we explore interdisciplinary research literature related to the use of VR for educational purposes. Second, we introduce our VR pilot study in teacher education, applying three different kinds of VR a…
Enhancing Software Engineering Education in Africa through a Metaversity
2022
Software engineering education requires a new boost in African higher education, because of the high demand for professionals, caused by the fast increasing internet connections calling for meaningful applications and governmental initiatives like Fourth Industrial Revolution (4IR), and the current situation where universities graduate software engineers that cannot serve in the job markets. Inspired by the Conceive, Design, Implement and Operate (CDIO) model for engineering education and the CATI model for curriculum reform focusing on contextually relevant education in the Global South, we introduce how a complementary model for a conventional university, i.e. metaversity, can enhance sof…
Pokémon GO 2016: Exploring Situational Contexts of Critical Incidents in Augmented Reality
2016
Pokémon GO, an augmented reality mobile game, captured the attention of millions of people around the world in July 2016. Various sources from around the globe have reported both positive and negative incidents and outcomes related to the game. Some of the incidents have been particularly remarkable for the player, i.e., critical incidents. A critical incident is a single experience, which a person perceives or remembers as unusually positive or negative. Critical incidents typically are highly influential for human behaviour, and thus, important to study. Playing augmented reality games can take place in varying situational contexts. Situational context includes information that can be use…
Metaverso o Multiverso
2022
Esistono già diverse piattaforme di metaverso, ossia di ambienti immersivi, partecipati, condivisi. Ma non esiste ancora l'interoperabilità tra di essi. Questo significa che siamo al momento in una situazione di "multiverso" che potrebbe aprire le porte alla realizzazione di un "metaverso" (accettando la definizione di Matthew Ball per cui esso si può definire tale solo nel caso di una piena interoperabilità).
Innovative Approaches for Organizing an Inclusive Optics and Photonics Conference in Virtual Format
2023
The COVID pandemic is forcing the renewal of scientific conferences, offering opportunities to introduce technological and inclusive developments. Our analysis focuses on the implementation of inclusive practices for female and early-career researchers in a virtual scientific conference. This organization approach was applied in the XIII Spanish Optical Meeting (RNO2021), which was also characterized by avatars interacting in an online metaverse. The effectiveness of inclusive policies and novel technological tools was evaluated using the participation data and a post-conference survey. Our study reveals the high impact of inclusive actions and a strong interest in the scientific community …