Search results for "multimedia"
showing 10 items of 692 documents
Opportunities and Limitations of Haptic Technologies for Non-visual Access to 2D and 3D Graphics
2014
Existing and emerging haptic technologies offer methods for non-visually rendering and interacting with 2D and 3D graphical information. These technologies include force feedback devices, touch surfaces with vibrotactile feedback, wearable vibrotactiles, and touch surfaces with electrostatic feedback. In this paper we will focus on approaches to non-visual access to 3D shapes. The interactive models focus on two approaches: simulation of 3D shape and perspective on a 2D touch surface; and interactive exploration of 3D shapes using physical motion in a virtual 3D space with either a force feedback controller or wearable haptics. The technologies will be reviewed along with suitability for th…
LABCENTER. A remote laboratory system platform
2011
Abstract A web system server especially suited for remote laboratories has been developed. Typical e-learning systems do not offer the possibility to perform a remote laboratory where real experiments can be done online, accessing real hardware located at the University facilities. Allowing students to connect to hardware systems remotely provides them with additional knowledge about real devices; very often, real laboratory devices are time or space restricted. The proposed LABCENTER platform is a general frame designed for remote laboratories connection. The platform is designed to allow an authorized student to connect to hardware systems. As direct hardware systems allow only a single u…
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
2012
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
El reto de enseñar con los nuevos media
2008
A Java 3D Talking Head for a Chatbot
2008
Facial animation is referred to all those systems per- forming the speech synchronization with an animated face model. This kind of systems are called ”Talking Head” or ”Talking Face”. In this paper a Talking Head oriented to the creation of a Chatbot is presented. It requires an in- put query and an answer is generated in form of text. The answer is transduced into a facial animation using a 3D face model whose lips movements are synchronized with the sound produced by a speech synthesis module. Our ”Talk- ing Head” explores the naturalness of the facial animation and provides a real-time interactive interface to the user. The WEB infrastructure has been realized using the Client- Server m…
Role of the Online Tutor in Establishing Social Presence in Asynchronous Text-Based Collaborative Learning Environments
2017
The main objective of this paper is to provide a better understanding of the online tutor’s role in establishing and maintaining the feeling of social presence among the participants in asynchronous text-based collaborative learning environments. The context of the study is a distributed online course involving groups of participants who do not have a shared history of working together. The data were collected from a student survey and follow-up interviews. The study shows how the online tutor’s facilitation in such environments is crucial, and several practical implications for online tutors are presented. In addition, complementing the asynchronous text-based learning platform with synchr…
Looking Across Instead of Back and Forth: How the Simultaneous Presentation of Multiple Animation Episodes Facilitates Learning
2017
Many learning tasks require students to induce higher-order relationships from the learning material. Compare and contrast processes play a pivotal role in solving such inductive tasks. Different presentations of animation episodes offer affordances to students that can either impede or facilitate compare and contrast processes. While conventional behaviorally realistic animations typically present multiple episodes one after the other, i.e. sequentially, simultaneous presentation offers a feasible alternative. We investigated how the sequential and simultaneous presentation of multiple animation episodes affects students’ perceptual interrogation of the animation as well as their learning …
Validation of indicators for implementing an adaptive platform for MOOCs
2017
Personalization techniques are a classic solution recommended by many experts for improving learning. Information and communication technologies and online courses have helped reduce the difficulties teachers face with a diversity of student profiles and a large number of students in a classroom. When these factors are extreme, like in a Massive Open Online Course (MOOC), those techniques may be the solution. However, even the most sophisticated technologies have not solved all the challenges posed by personalized learning, and in cases where teachers are not skilled in the technology they must use, the adaptive systems have only complicated the implementation of online courses. Therefore, …
Virtual conversation with a real talking head
2008
A talking head is system performing an animated face model synchronized with a speech synthesis module. It is used as a presentation layer of a conversational Agent which provide an answer. It provides an answer when a query is written as an input by the user. The textual answer is converted into facial movements of a 3D face model whose lips and tongue movements are synchronized with the sound of the synthetic voice. The Client-Server paradigm has been used for the WEB infrastructure delegating the animation and synchronization to the client, so that the server can satisfy multiple requests from clients; while the Chatbot, the Digital Signal Processing and the Natural language Processing a…
Product Placement in Video Games
2016
Organizations look for new ways of communication as traditional media is being saturated with advertising messages. One of the alternatives is product placement in video games. This chapter analyses this new communication alternative. Moreover, through an investigation the chapter shows the consequences of placing a brand in this form of electronic entertainment – in the sense of image transfer from the video game to the brand. Specifically, this chapter focuses on the emotions evoked by the video game. Therefore, the present study develops a scale of emotions adapted to the theme of this research. Additionally, this study analyses the differences between types of product placement and thei…