Search results for "Virtual"

showing 10 items of 1485 documents

Capturing cognitive load management during authentic virtual reality flight training with behavioural and physiological indicators

2023

Background Cognitive load (CL) management is essential in safety-critical fields so that professionals can monitor and control their cognitive resources efficiently to perform and solve scenarios in a timely and safe manner, even in complex and unexpected circumstances. Thus, cognitive load theory (CLT) can be used to design virtual reality (VR) training programmes for professional learning in these fields. Objectives We studied CL management performance through behavioural indicators in authentic VR flight training and explored if and to what extent physiological data was associated with CL management performance. Methods The expert (n = 8) and novice pilots (n = 6) performed three approac…

kognitiivinen kuormituscognitive load managementcognitive loadkuormitussimulationprofessional learningvirtuaalitodellisuusComputer Science ApplicationsEducationlentäminenpsyykkinen kuormittavuusmittarit (mittaus)tietokoneavusteinen oppiminenvirtual realitylentäjätsimulointikäyttäytyminenphysiological measurementsfysiologiset vaikutuksetJournal of Computer Assisted Learning
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Korkean käytettävyyden tekniikoiden hyödyntäminen tehohoidon ja anestesiologian tietojärjestelmissä

2016

Kyselytutkimuksella selvitettiin sitä, onko korkean käytettävyyden teknologioista hyötyä teho- ja anestesiologian tietojärjestelmissä. Erityisesti tutkittiin sitä, vaarantuuko potilaiden turvallisuus tietojärjestelmien avainhenkilöiden mielestä käyttökatkossa, ja jos vaarantuu, niin miten ja millaisia vaaratilanteita syntyy. Lisäksi selvitettiin sitä, kokevatko pääkäyttäjät ja ylläpitäjät nykyiset varajärjestelyt käyttökatkojen osalta riittävinä. Tutkimus selvitti myös teknisiä vaihtoehtoja saatavuuden nostamiseksi ja arvioi niiden kustannuksia ja hyötyjä. Tutkimus osoitti, että vastaajat kokivat nykytilanteen tietojärjestelmän käyttökatkojen osalta tyypillisesti hyvänä. Oli kuitenkin tunni…

käyttökatkopotilasturvallisuusCAvirtualisointikäytettävyystehohoitoklusteriklusteritKliiniset tietojärjestelmättietokantaintensiivinen sovellussaatavuusanestesian tietojärjestelmäpeilaaminenkorkea käytettävyysCCCtietojärjestelmät
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Virtualitāte un laiktēls: Žila Delēza kinoestētika

2015

Maģistra darbā tiek aplūkota Žila Delēza kinoestētika caur diviem savstarpēji saistītiem jēdzieniem - virtualitāti un laiktēlu, atklājot to struktūru un kontekstualizējot attiecībā pret kinoestētiku, tādējādi skaidrojot laika nozīmes pieagumu modernajā kino. Laicisko attiecību, laiciskuma problemātikas un laika tēmas risinājums Delēza kinoestētikā ilustrēts ar piemēriem no kinofilmām, reizē pievēršot uzmanību kino tehnisko aspektu ietekmei uz filozofisko atziņu formulēšanu. Šeit jāatzīmē montāžas, skaņas un kameras kustības ietekme uz laikapziņu un jo īpaši virtualitātes un laiktēla nojēgumu attīstību, un to kā tie tiek realizēti kino caur sapni, retrospekciju un iztēloto laiku. Darba noslē…

laiktēlskinoestētikaŽils DelēzsattēlsFilozofijavirtualitāte
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Will Second Life Help Me Survive in Italy?

2010

This paper aims at sharing the experience we had in the design and implementation of a short pilot course of Italian in Second Life® (SL). The paper will provide a description of the course mentioning preliminary findings, discussed in relation to the theories adopted by the two researchers. The paper is the result of the course, La Lingua in gioco: dire, fare e giocare in SL, that had a strong focus on the development of Intercultural Communicative Competence (ICC) and Oral Language Proficiency and was aimed at a group of third-level Irish students of Italian in the Dublin Institute of Technology (DIT), who will spend the third year of their degree in Italy (Erasmus programme). SL was used…

languagelearningsecond lifeItalianComputingMilieux_COMPUTERSANDEDUCATIONvirtual toolsEducational MethodsSecond Life ICT Italian Foreign LanguageteachingItalian Language and Literature
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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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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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3D DIGITAL MODELS FOR A WIDESPREAD MUSEUM: THE RENON’S “BAUERNHÖFE”

2019

Abstract. The aim of the paper is to study the characteristics of different 3D digital models (point clouds, mesh, CSG, BIM) for the realization of a museum of historical buildings widespread in the territory of South Tyrol through the 3D modeling of several farmhouses between the towns of Collalbo, Longomoso and Siffiano, in the Renon area. Therefore, moving from a defined case study, the paper proposes a workflow for model choice, use, and sharing considering also users profile.The objective is to create a system that allows, the sharing, both on site and remotely, of farmhouses digital models, information, images and documents found during the research. The purpose is to enhance the terr…

lcsh:Applied optics. PhotonicsArchitectural HeritageComputer scienceProcess (engineering)media_common.quotation_subjectPoint cloudSafeguardingVirtual realitylcsh:TechnologyPromotion (rank)DocumentationArchitectural Heritage Digital Models Museum Virtual Reality Augmented Reality0502 economics and businessDigital ModelsMuseum0601 history and archaeologymedia_commonAugmented Reality060102 archaeologylcsh:T05 social sciencesVirtual Realitylcsh:TA1501-182006 humanities and the artsData scienceWorkflowlcsh:TA1-2040Settore ICAR/17 - DisegnoAugmented realitylcsh:Engineering (General). Civil engineering (General)050212 sport leisure & tourism
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THE VIRTUALIZATION OF CH FOR HISTORICAL RECONSTRUCTION: THE AR FRUITION OF THE FOUNTAIN OF ST. GEORGE SQUARE IN VALLETTA (MALTA)

2020

Abstract. Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (T…

lcsh:Applied optics. PhotonicsArchitectural engineeringComputer scienceBig dataGeomaticsAR VR TLS UAV Photogrammetry 3D modellingVirtual realitycomputer.software_genrelcsh:Technology01 natural sciences0502 economics and businesslcsh:Tbusiness.industry010401 analytical chemistry05 social scienceslcsh:TA1501-1820Virtualization0104 chemical sciencesCultural heritagelcsh:TA1-2040Augmented realitylcsh:Engineering (General). Civil engineering (General)FountainbusinessMobile devicecomputerSettore ICAR/06 - Topografia E Cartografia050212 sport leisure & tourismThe 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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