Search results for "Multimedia"
showing 10 items of 692 documents
MoMo: enabling hybrid museums
2005
Present-day museums are not mere passive institutions for the preservation of a society's cultural heritage. They have become instead learning environments, research centres and even tourist attractions. The paper introduces the notion of a hybrid museum (HM) in which wireless personal digital devices (PDAs) are used to tailor digital contents to the visitor to enrich both the learning and entertainment experience. The paper describes a fully functional hybrid museum infrastructure (MoMo) implemented with the.NET compact framework running on the PocketPC platform. Several research challenges that had to be faced during the implementation of the system such as the exploration of large sets o…
Cost-Effective eHealth System Based on a Multi-Sensor System-on-Chip Platform and Data Fusion in Cloud for Sport Activity Monitoring
2018
eHealth systems provide medical support to users and contribute to the development of mobile and quality health care. They also provide results on the prevention and follow-up of diseases by monitoring health-status indicators and methodical data gathering in patients. Telematic management of health services by means of the Internet of Things provides immediate support and it is cheaper than conventional physical presence methods. Currently, wireless communications and sensor networks allow a person or group to be monitored remotely. The aim of this paper is to develop and assess a system for monitoring physiological parameters to be applied in different scenarios, such as health or sports.…
Stealthy Attacks in Cloud-Connected Linear Impulsive Systems
2018
This paper studies a security problem for a class cloud-connected multi-agent systems, where autonomous agents coordinate via a combination of short-range ad-hoc commu- nication links and long-range cloud services. We consider a simplified model for the dynamics of a cloud-connected multi- agent system and attacks, where the states evolve according to linear time-invariant impulsive dynamics, and attacks are modeled as exogenous inputs designed by an omniscent attacker that alters the continuous and impulsive updates. We propose a definition of attack detectability, characterize the existence of stealthy attacks as a function of the system parameters and attack properties, and design a fami…
A new AR authoring tool using depth maps for industrial procedures
2013
Several augmented reality systems have been proposed for different target fields such as medical, cultural heritage and military. However, most of the current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. In this paper, we propose an AR authoring tool which provides advanced visual effect, such as occlusion or media contents. This tool allows non-programming users to develop low-cost AR applications, specially oriented to on-site assembly and maintenance/repair tasks. A new 3D edition interface is proposed, using photos and Kinect depth information to improve 3D scenes composition. In order to validate our AR authoring tool, two evalua…
ARIA digital anamorphosis: Digital transformation of health and care in airway diseases from research to practice: Review
2020
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An Overview on Effectiveness of Technology Enhanced Learning (TEL)
2017
It is necessary to introduce changes in teacher education in order to include the acquisition of competences necessary for the technology-enhanced learning process both organizing the learning process and developing new and innovative didactic means that promote learning as well as using digital technologies that nowadays has become an integral part of any teacher's and university lecturer's competence in the learning process to perform qualitatively their work. Despite the fact that teaching/learning methods used in the education system in the world have been explored, different studies on advantages and shortcomings of these methods have been performed there still are no serious reviews o…
Multi-Dimensional Acquisition, Representation, and Interaction of Cultural Heritage Tangible Assets
2018
The acquisition, digital representation and interaction of cultural heritage (CH) assets is of high interest for an accurate documentation of our cultural legacy. Detailed studies demand more information on the assets apart from the mere visual appearance or even shape of objects. In this regards, some research works can be found that combine shape with other kind of data, such as radiometric (e.g., IR, thermal radiation, etc.) or semantic information, leading to multi-Dimensional (mD) virtual objects. In this chapter, we review the state of the art of different techniques to deal with mD acquisition of CH tangible assets. We also discuss some representation (e.g., visual, sonic, etc.) and …
An overview of research within the Genre and Multimodality framework
2017
This review article provides an overview of the research conducted within the Genre and Multimodality framework, which has been used to describe the multimodality of page-based documents and other multimodal artefacts over the past 15 years. The article explicates the motivation and inspiration for developing the framework, introduces its central theoretical concepts and presents its applications across a number of case studies. Finally, the article discusses the criticism directed towards the model and identifies avenues of future development. peerReviewed
Collaborative Game‐play as a Site for Participation and Situated Learning of a Second Language
2009
This paper addresses additional language learning as rooted in participation in the social activity of collaborative game‐play. Building on a social‐interactional view of learning, it analyses some of the detailed practices through which players attend to a video game as the material and semiotic structure that shapes play and creates affordances for additional language learning. We describe how players engage with the language resources offered by the game, drawing on the vocabulary, constructions, prosodic features and utterances modelled on game dialogue, in building their own actions during collaborative play. With these resources, the players display their ongoing engagement with the g…
From face-to-face to blended learning using ICT
2016
This study examines the development of the education model created in connection with the Master Studies in Mathematical Information Technology. The model has developed from the first stage, where there was only face-to-face teaching supported with Learning Management System, to a stage where studying is possible also fully in online and students may choose themselves how much to take advantage of technology in their studies. The examination of the development of the education model is made from the viewpoints of accessibility, increased role of technology and interaction. In earlier studies, the education model has been evaluated for example from the viewpoints of changes in the participat…