Search results for "Multimedia"

showing 10 items of 692 documents

Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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Assisting immersive virtual reality development with user experience design approach

2017

In our study we explored how to design a biography of a late Finnish artist as a VR experience. We conducted a development process assisted by user experience (UX) design methods, which increased the process efficiency, and resulted in a research prototype. Through previous research and our development process, we identified components affecting the user experience. These components are: Immersion, Presence, Disorientation, Sense of Control, Pleasantness, Exploration and Simulator Sickness. From our user study with 13 participants, we were able to draw implications that relate to these components. While the set of components could be incomplete or subject to change, shows that further resea…

immersionEngineering02 engineering and technologyVirtual realitycomputer.software_genreUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesta518Design methods050107 human factorsta113Multimediabusiness.industryomnidirectional videoUser journey05 social sciencesuser experience design020207 software engineeringinteractive omnidirectional videoUser interface designSimulator sicknessProcess efficiencyvirtual realitybusinesscomputerProceedings of the 21st International Academic Mindtrek Conference
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The Role of Information in Art Museum Communication Process

2013

Abstract The way that nowadays world is constantly changing influences both individuals and organizations. They have to act in an innovative, fast environment, pursuing their goals. The amount of information increases and it becomes difficult to filtrate and transform it. This is a conceptual paper, which aims at analysing art museums in nowadays society from a communication perspective. It starts out by describing how the museum institution managed to adapt during time and the way it modified under the action of innovation. It describes the needs and functions that such an institution has in society and corroborates them with the information sending process, offering scenario in which an e…

information.Knowledge managementMultimediaProcess (engineering)business.industrycommunicationmedia_common.quotation_subjectPerspective (graphical)General Engineeringart museumEnergy Engineering and Power Technologycomputer.software_genreAction (philosophy)Institutionbusinesscomputermedia_commonProcedia Economics and Finance
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An Efficient Implementation of Parallel Parametric HRTF Models for Binaural Sound Synthesis in Mobile Multimedia

2020

The extended use of mobile multimedia devices in applications like gaming, 3D video and audio reproduction, immersive teleconferencing, or virtual and augmented reality, is demanding efficient algorithms and methodologies. All these applications require real-time spatial audio engines with the capability of dealing with intensive signal processing operations while facing a number of constraints related to computational cost, latency and energy consumption. Most mobile multimedia devices include a Graphics Processing Unit (GPU) that is primarily used to accelerate video processing tasks, providing high computational capabilities due to its inherent parallel architecture. This paper describes…

interpolation.General Computer Scienceparallel filtersComputer scienceGPUGpuGraphics processing unitLatency (audio)Parametric model02 engineering and technologycomputer.software_genre030507 speech-language pathology & audiology03 medical and health sciencesSoftware portabilityHRTF modeling0202 electrical engineering electronic engineering information engineeringGeneral Materials ScienceMultimediaparametric modelGeneral EngineeringTeleconferenceBinaural synthesis020206 networking & telecommunicationsVideo processingEnergy consumptioninterpolationInterpolationHrtf modelingScalabilityParallel filtersElectrónicaAugmented realitylcsh:Electrical engineering. Electronics. Nuclear engineering0305 other medical sciencelcsh:TK1-9971Mobile devicecomputerIEEE Access
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Development of Network Security Education

2021

Distance education has grown tremendously over the last decade. Internet technologies have enabled a large-scale dispensation of lectures, exercises, and training. Virtual Learning Management Systems (LMSs) offer a number of tools to realize distance education and distance learning. In this work, we present a virtual system architecture for training cyber security professionals with hands-on skills. The architecture is based on a VirtualBox virtualization environment. Guest machines are installed on an instance of VirtualBox. The installed environment offers a safe and isolated workbench for experiments. After installation and configuration of the environment, students perform a number of i…

järjestelmäarkkitehtuurioppimisympäristöComputer scienceNetwork securityDistance educationtietotekniikkacomputer.software_genreetäopetusComputingMilieux_COMPUTERSANDEDUCATIONnetwork securityverkko-opetusArchitecturetietoturvakyberturvallisuusMultimediabusiness.industryhallintajärjestelmätVirtualizationverkko-oppiminendistance educationManagement systemSystems architectureVirtual learning environmentThe Internetbusinesscomputerverkkohyökkäykset
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AUGMENTED REALITY FOR CULTURAL HERITAGE: THE REBIRTH OF A HISTORICAL SQUARE

2019

Abstract. The case study, faced in this paper, arises in the context of Interreg Italia-Malta European project named I-Access, dedicated to the improvement of accessibility to Cultural Heritage (CH). Accessibility considered not only as the demolition of physical architectural barriers, but also as the possibility of fruition of CH through technological tools that can increase its perception and knowledge. Last achievements in photogrammetry and terrestrial laser scanner (TLS) technology offered new methods of data acquisition in the field of CH, giving the possibility of monitoring and processing big data, in the form of point clouds. Ever in this field, reverse engineering techniques and …

lcsh:Applied optics. Photonics010504 meteorology & atmospheric sciencesComputer scienceBig data0211 other engineering and technologiesVirtual heritageContext (language use)Cultural HeritageAugmented reality02 engineering and technologycomputer.software_genrelcsh:Technology01 natural sciencesComputer graphicsTLS021101 geological & geomatics engineering0105 earth and related environmental sciencesMultimedialcsh:Tbusiness.industrylcsh:TA1501-18203D printingVisualizationCultural heritagePhotogrammetrylcsh:TA1-2040PhotogrammetryVirtual HeritageAugmented realitylcsh:Engineering (General). Civil engineering (General)businesscomputerSettore ICAR/06 - Topografia E Cartografia
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FROM SFM TO 3D PRINT: AUTOMATED WORKFLOW ADDRESSED TO PRACTITIONER AIMED AT THE CONSERVATION AND RESTAURATION

2017

Abstract. In In the last years there has been an increasing use of digital techniques for conservation and restoration purposes. Among these, a very dominant rule is played by the use of digital photogrammetry packages (Agisoft Photoscan, 3D Zephir) which allow to obtain in few steps 3D textured models of real objects. Combined with digital documentation technologies digital fabrication technologies can be employed in a variety of ways to assist in heritage documentation, conservation and dissemination. This paper will give to practitioners an overview on the state of the art available technologies and a feasible workflow for optimizing point cloud and polygon mesh datasets for the purpose …

lcsh:Applied optics. Photonics0209 industrial biotechnologyEngineeringPoint cloud3D printing02 engineering and technologycomputer.software_genrelcsh:Technology020901 industrial engineering & automationDocumentation0502 economics and businessPolygon meshMultimedialcsh:Tbusiness.industry05 social scienceslcsh:TA1501-1820AutomationSfM Image Based Modeling Automation Restauration Conservation 3D printingVariety (cybernetics)Workflowlcsh:TA1-2040Settore ICAR/17 - DisegnoState (computer science)lcsh:Engineering (General). Civil engineering (General)businessSoftware engineeringcomputer050203 business & management
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3D VIRTUAL CH INTERACTIVE INFORMATION SYSTEMS FOR A SMART WEB BROWSING EXPERIENCE FOR DESKTOP PCS AND MOBILE DEVICES

2018

Abstract. Recently, the diffusion of knowledge on Cultural Heritage (CH) has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV) technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR) environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, s…

lcsh:Applied optics. Photonics3D modelbusiness.product_category010504 meteorology & atmospheric sciencesComputer scienceUAV0211 other engineering and technologiesCultural Heritage02 engineering and technologyVirtual realityJavaScriptcomputer.software_genrelcsh:TechnologyHTML501 natural sciencesWebGLInternet accessInformation systemWeb navigation021101 geological & geomatics engineering0105 earth and related environmental sciencescomputer.programming_languageHTML5Multimedialcsh:Tlcsh:TA1501-1820Cultural heritagelcsh:TA1-2040ICTPhotogrammetrylcsh:Engineering (General). Civil engineering (General)businesscomputerMobile deviceSettore ICAR/06 - Topografia E CartografiaThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE

2019

Abstract. This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, …

lcsh:Applied optics. PhotonicsComputer science02 engineering and technologyVirtual realitycomputer.software_genrelcsh:Technology0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0601 history and archaeologyArchitectureVirtual Reality 3D surveying 3D modeling Real time rendering Cultural HeritageVirtual tour060102 archaeologyMultimediabusiness.industrylcsh:Tlcsh:TA1501-1820020207 software engineeringSubject (documents)06 humanities and the arts3D modelingReal-time renderingCultural heritagelcsh:TA1-2040Settore ICAR/17 - DisegnoState (computer science)businesslcsh:Engineering (General). Civil engineering (General)computerThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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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…

lcsh:Applied optics. PhotonicsComputer scienceContext (language use)Cultural Heritage02 engineering and technologyVirtual realitycomputer.software_genrelcsh:TechnologyEntertainmentHBIM0202 electrical engineering electronic engineering information engineeringLevel of detailVideo gameAvatarMultimedialcsh:TComputingMilieux_PERSONALCOMPUTINGNoveltylcsh:TA1501-1820020207 software engineeringSemanticsCultural heritageNURBSlcsh:TA1-2040Settore ICAR/17 - Disegno020201 artificial intelligence & image processingAugmented realitylcsh:Engineering (General). Civil engineering (General)Parametric modellingcomputerThe International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences
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