Search results for "Realitat"
showing 9 items of 19 documents
Comunitats Catòdiques. La representació de la identitat nacional en la televisió
2015
La tesi pretén posar en relleu fins a quin punt la televisió és important actualment en la conformació i difusió dels imaginaris nacionals, en un moment en el qual les transformacions associades a la globalització poden fer pensar que les nacions i els sentiments de pertinença nacional són diluïts en favor d’altres formes d’identitat col•lectiva que no tenen l’element nacional com a marc de referència política i cultural. Un dels objectius principals del treball, per tant, és analitzar la representació televisiva que es fa de les nacions avui en dia. D’una banda, com és la nació que apareix en els diferents continguts de les cadenes de televisió més importants, sobretot a Espanya. De l’altr…
When Augmented Reality Met Art: Lessons Learned from Researcher-Artist Interdisciplinary Work
2018
Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper i…
Live LEGO House: a Mixed Reality Game for the Edutainment
2007
Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Children in teract with the house via two dolls, each of them having different characteristics and needs. They (children) will need to agree in some aspects in order to play the game properly, to coexist. Tact…
Virtual Prototyping of a Domestic Mobile Robot for Design and Navigation Optimisation
2004
This paper describes the application developed as part of the"PROSIGRAT" research project carried out by IKERLAN and Valencia University"s ARTEC group dealing with the use of Real Time simulation for services and products evaluation. The application consists of the development of a Real Time graphic simulation of a domestic mobile robot moving in a virtual environment and guided by a real physical navigation and control system, based on the HIL methodology concept. This is a clear example in which the Real Time simulation of a mechatronic system interacting with the environment leads to a reduction in the time-to-market of a new product that has been well tested and operates in a safe, reli…
Sound and Movement Visualization in the AR-Jazz Scenario
2009
Abstract. This paper describes AR-Jazz, an augmented reality application designed to visualize sound and movements in live jazz performances. The augmented scenario is achieved within the program Max MSP Jitter, with an integrated inertial sensor and a microphone. As a display, a cinema screen is used. The application was first shown at the SedaJazz Festival 2007 in Valencia (Spain). In first place, a workshop was made in order the musicians to become familiar with the application. Secondly, a live performance was shown. The experience is described in this paper.
The influence of virtual reality in e-commerce
2019
[EN] The development of virtual reality (VR), together with other technological innovations will shape the future of e-retailing. This research studies the effectiveness of different VR formats and devices in a virtual store environment, namely V-commerce. This study proposes and test a conceptual model that analyses the relations between sense of presence, brand recall and purchase intention, while also going deeper into their antecedents. Our findings suggest differences in purchase intention depending on VR format and device used. No differences are shown in sense of presence and affect by VR format and device. Our tested model suggests a dual route of influence of VR on consumers' purch…
Il senso e il futuro della coscienza individuale nella metafisica di Piero Martinetti
2018
L'articolo intende analizzare la posizione di Martinetti sulla sopravvivenza dell'anima individuale dopo la morte, così come si presenta nella sua metafisica e alla luce della sua principale fonte di ispirazione, individuata nella filosofia di Plotino. Martinetti mostra come il rapporto tra unità e molteplicità si presenti nell'uomo in due diverse e complementari prospettive: come una fondamentale identità nella dimensione intemporale della vita intelligibile dello spirito, e come una tensione dinamica nell'ordine empirico del divenire spazio-temporale. Entrambe queste dimensioni si esprimono finalisticamente, attratte dall’Uno che opera in loro come potenza di armonizzazione e raccogliment…
El teatre català del segle XIX i la realitat catalana de l'època
2011
El meu propòsit en escriure aquest article era plantejar com el teatre català del segle xix configurava un model de realitat fruit de les complexes relacions entre les necessitats d’un auditori sociològicament delimitat i la voluntat d’alguns autors com Frederic Soler d’articular una imatge del país en què aquestes classes es veiessin representades. Al llarg del segle, doncs, l’horitzó d’expectatives de pÚblic Català s’anà configurant a través d’una oferta que responia a una demanda més o menys explícita d’obres que servissin per a les funcions cohesionadores del grup social majoritari a les platees del país: les classes menestrals. Si els autors acabaven definint un sistema simbòlic que po…
A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically Defined Screens
2017
The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approac…