Search results for "Reality"
showing 10 items of 662 documents
A Collaborative Environment for Service Providing in Cultural Heritage Sites
2004
We present a model which can be used to describe hybrid entities in an augmented reality environment. An architectural description of the model is firstly given. Next, a FIPA-compliant agent description of the model is proposed. Finally the paper discusses an overview and some implementation details of a project dealing with Augmented Reality context aware services in a cultural heritage site. These services are provided based on visitors customized profiles and current position in the site, as revealed by a positioning site implemented with low cost Bluetooth devices (cellular phones, PDAs, USB terminals).
Virtual Acoustic Rendering in Old Spaces: Application to an Early-Modern Theatre in València, “L’Olivera”
2018
The application of the VR to the renderization of ancient and lost buildings is one important topic in the cultural heritage field nowadays. Moreover, the addition of other senses apart from the graphical view, increases the sensation of immersion in a virtual application. The aim of this paper is to show the work on a virtual acoustic system, based on Unity, FMOD and Csound. This system has been implemented to render binaural auralizations and has been applied to the renderization of an old and lost theatre in Valencia (Spain). This theatre was firstly build in the 16th century, and rebuilt several times until the 18th century. It has been modelled from ancient documents. The auralization …
Scaling Consultative Selling with Virtual Reality: Design and Evaluation of Digitally Enhanced Services
2018
Virtual, augmented, and mixed reality technologies allow creation of powerful customer experiences and illustrative demonstrations especially in use cases that benefit from spatial visualizations. Our study focuses on the natural resource management sector and digitalizing of consultative selling process. More specifically, we look at how to improve customer engagement with the use of virtual reality (VR) and thus digitally scale consultative selling. In this process, a VR application is used to demonstrate various management operations and their economic results. Design research methodology is applied to a pre-development phase and three application development iterations between 2016 and …
Visual Attention in Virtual Reality Settings: An Abstract
2019
Virtual reality, VR, is challenging marketers to understand both brand interaction and the customer experience at the point of sale. In order to test the usefulness of VR in retailing, research must address how the customer’s visual attention in a VR setting affects his/her behavior. There are two main drivers for this research. First, there has been an enormous growth in recent years in the use of neurophysiological methods to measure visual attention. At the store level, previous works show that attention to products measured through eye tracking influences consumer decision. Second, VR is being increasingly adopted by brands, but research is lacking into comparisons between VR formats. W…
Virtual Dark Tourism
2018
This study looks at some primary points in the discourse of virtual dark tourism (VDT) formation. Derived from the spectrum of sound branding (SB), virtual reality (VR), coupled with augmented reality (AR), the case is used as a tool to support the claims of VDT. Findings suggest viewpoints for making death sites exclusive, and offer valuable clues to the design of VDT formation as an option to include death sites as market offerings of dark tourism. Guided by social constructionist research philosophy, coupled with semiology and compositional interpretation, the analysis offers valuable clues to position sites built around the narratives of death. Not only does it verify elements of unique…
Real-Time 3D Face Acquisition Using Reconfigurable Hybrid Architecture
2007
Acquiring 3D data of human face is a general problem which can be applied in face recognition, virtual reality, and many other applications. It can be solved using stereovision. This technique consists 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 real-time implementation based on a hybrid architecture (FPGA-DSP), allowing to consider an embedded and reconfigurable processing. Then we show our method which provides depth map of …
Evaluation of the ARCore Indoor Localization Technology
2020
Augmented reality has become a very powerful tool nowadays. With the recent technological advance, smartphones have the ability to display augmented content on the screen. What makes the difference is the naturalness with which the multimedia content is superimposed over the video stream acquired with the phone's camera. This perfect overlay depends on the accurate estimation of the position and orientation of the smartphone's camera relative to the 3D representation of the space. ARCore is an augmented reality framework that computes the position and orientation of the smartphone. In order to assess the possibility of integrating ARCore within a virtual and augmented reality platform, we e…
Ricostruire: documento/digitale/virtuale. Villa Deliella
2022
L’utilizzo di modelli come sistema di rappresentazione dell’architettura ha da sempre costituito un ruolo significativo nella costruzione del progetto. Nel tempo la maquette è stata sostituita, ma non sempre, da modelli virtuali tridimensionali sempre più sofisticati grazie alla costante evoluzione della tecnologia informatica. Il loro uso è necessario non solo per la definizione di un progetto, ma per la conoscenza di architetture rimaste sulla carta o di edifici demoliti o distrutti poiché permettono di studiarli, conoscerli ed apprezzarli in maniera più approfondita. Questo lavoro si pone come obiettivo la realizzazione di un modello tridimensionale per consentire una migliore comprensio…
La educación para el desarrollo en el nivel de posgrado: la propuesta pedagógica de la Maestría en Ciencias Sociales de la Universidad de Palermo, Ar…
2020
En este trabajo presentaremos la propuesta pedagógica de la Maestría en Ciencias Sociales de la Universidad de Palermo, Argentina, que es un programa de posgrado que estimula en sus participantes el desarrollo de capacidades de pensamiento complejo y crítico y el compromiso con la realidad social y la diversidad humana. Esta Maestría tiene su eje en la generación de conocimientos que respondan a los problemas de la época con proyección futura; está basado en principios éticos de respeto a las personas, en tanto protagonistas, y a sus derechos; contribuyendo a la formación personal y colectiva, respetando la interculturalidad, la cooperación, la equidad y los derechos humanos. Todas estas ca…
Hyperreal positioning and cross-channel strategy of cultural sites: towards the construction of a metaexperience for the visitor?
2019
International audience; Immersive concepts, games, participation, digitization ... many concepts that cultural institutions adopt to enlarge their audiences. Through these tools, reality, imagination and simulation, are mixing to give rise to a hyperreal offer. With the development of digital and multiple consumption behaviors, the analysis of the coherence between physical and digital channels is now a major challenge for museums. Based on 16 French museums case studies, this research proposes some solutions to the articulation of these channels in order to propose a coherent global experience.