Search results for "reality"

showing 10 items of 662 documents

Interpretation, Negotiation, Play

2022

Augmented reality (AR) picturebooks combine printed children's literature with augmented reality. This study examines the shared reading of the Finnish AR picturebook Mur, eli karhu (2016) by Kaisa Happonen and Anne Vasko. The main aim of the study is to explore the playful reading experience of three Finnish families with children between the ages of 4 and 6. Three main categories of engagement with the book are discussed in the article: interpretation, negotiation, and play. The findings of the study suggest that children are skilled users of mobile digital media but may not understand the content of AR without parental mediation. In addition, parents and educators are required to have su…

aesthetics and pedagogypelaaminenkuvakirjattulkintalapset (ikäryhmät)neuvottelutGeneral Medicineaugmented realitylukeminenpicturebook appsshared readinglastenkirjallisuusdigital children’s literatureplayfulnessmobiilisovelluksetlisätty todellisuusdigitaaliset taidotmultimodaalisuusBarnboken
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Visually Induced Motion Sickness on the Horizon

2020

Visually induced motion sickness is an unpleasant but common side-effect of many simulations and VR-applications. We investigated whether an earth-fixed reference frame provided in the simulation is able to reduce motion sickness. To do so, we created a moving starfield that did not contain any indicators of the spatial orientation of the observer. As the observer was simulated to move through the randomly oscillating starfield, a time-to-contact task had to be carried out. Two colored stars on collision course with each other had to be spotted, then they disappeared and the time of their collision had to be judged. Eye-movements, task performance, and motion sickness were recorded. This co…

artificial horizonmotion sicknessvisually induced motion sicknessreference informationvirtual realitylcsh:Electronic computers. Computer scienceperformancelcsh:QA75.5-76.95Frontiers in Virtual Reality
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Setting the future of digital and social media marketing research: Perspectives and research propositions

2021

in press The use of the internet and social media have changed consumer behavior and the ways in which companies conduct their business. Social and digital marketing offers significant opportunities to organizations through lower costs, improved brand awareness and increased sales. However, significant challenges exist from negative electronic word-of-mouth as well as intrusive and irritating online brand presence. This article brings together the collective insight from several leading experts on issues relating to digital and social media marketing. The experts' perspectives offer a detailed narrative on key aspects of this important topic as well as perspectives on more specific issues i…

augmented reality marketingsocial media marketingmobiilimarkkinointisosiaalinen mediatekoälyartificial intelligenceeettisyyssosiaalinen markkinointimarkkinointidigital marketingeWOMethical issuesmobile marketing512 Business and Managementdigitaalinen markkinointi
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AUGMENTED REALITY. THE CASE OF SALINAS MUSEUM OF PALERMO

2011

Already used in very specific areas such as in military and medical or academic research, in 2009 thanks to improved technology, augmented reality is to reach wider audiences and as information campaigns, advertising-augmented published in newspapers or on the network, and through a growing number of applications for mobile phones, particularly iPhone. "The Augmented Reality on the desktop computer is based on the use of markers, or ARtags, and stylized drawings, which are shown to the webcam, are recognized by the PC, and which are overlaid in real-time multimedia content: video, audio , 3D objects, etc.. Normally, applications of augmented reality are based on Adobe Flash technology and t…

augmented reality museum heritage representation markersSettore ICAR/17 - Disegno
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La realtà aumentata come strumento interattivo per la diffusione della conoscenza: l’isolato urbano FF1 nel Parco Archeologico di Selinunte

2018

Questo contributo presenta gli sviluppi di una ricerca fondata sulle recenti tecnologie per la realtà aumentata come strumento di ausilio alla visita di siti museali e archeologici. Il progetto di ricerca, iniziato nel 2016 con lo studio di una applicazione basata sulla tecnologia Google Tango dedicata al museo parigino della Cité de l’architecture et du patrimoine, è destinato alla creazione di strumenti per la visualizzazione in realtà aumentata della ricostruzione virtuale di due case dell’isolato urbano FF1 nel Parco Archeologico di Selinunte, sfruttando la più recente piattaforma di sviluppo Google ARCore. This paper presents the development of a research focusing the latest technologi…

augmented reality virtual reconstructed archaeologyArcheologiaRealtà aumentataSettore ICAR/17 - DisegnoRicostruzioni VirtualiRealtà aumentata; Ricostruzioni Virtuali; Archeologia
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The use of virtual reality to promote the practice of physical activity

2020

La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser úti…

avatars:PSICOLOGÍA [UNESCO]physical activityvirtual realitypsychologyUNESCO::PSICOLOGÍA
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Burvja māceklis: apzinātās sapņošanas māksla. Sapņošana kā dzīves atkārtošana modernā pasaulē

2021

Šī pētījuma mērķis ir interpretēt un analizēt specifisku tiešsaistes izglītošanos, kuras nolūks ir privāta dalībnieku apmācība par apzinātību miega laikā. Pētījums koncentrējas uz izpratni pat to, ko apzinātība nozīmē aizrautīgiem sapņotājiem, kāda ir šīs pieredzes loma ikdienas dzīvē, un kā atšifrējams virzītājspēks, kas nosaka priekšrokas došanu un apņemšanos šādi sapņot. Es cenšos pētīt apzināto sapņošanu, apvienojot naratīvas izpausmes, retorikas, radošu metaforu un cilvēka kapitāla un iztēles pārpilnības perspektīvas. Saskaņā ar noteikto četrdaļīgo shēmu, es grupēju centrālās tēmas, kas rodas no pastāvošās spriedzes tajā, kas tiek uzskatīts par apzinātību. Šīs tēmas ir: sapņotāju tiekš…

awakingAntropoloģijarealityconsciousnessluciditydream
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Cluny: de la gestion de données à la réalité augmentée

2007

Cluny III was the greatest abbey of the Christendom until the construction of Saint-Peters of Roma in the 17th century. Unfortunately, the Order of Cluny was broke up with the French revolution, and the church became a stone pit carry. Until 2010, for the commemoration of the Cluny foundation, a great restoration yard has begun. It is composed of two parts: Hézelon which is the restoration and development program for the patrimony of Cluny; and Gunzo, which is a research assembly on new image technologies, for knowledge and valorisation of the site. To facilitate the comprehension of this patrimony, and to allow the public to access its past, augmented reality features had been developed.

base de données[ SHS.HIST ] Humanities and Social Sciences/Historyrestitution numérique[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]maquette virtuelle[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]digital restorationdigitalization[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]augmented realityréalité virtuelle[SHS.HIST] Humanities and Social Sciences/Historyvirtual mock-upvirtual realityréalité augmentée[SHS.HIST]Humanities and Social Sciences/HistorydatabaseClunynumérisation
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Exploring Features of the Pervasive Game Pokémon GO That Enable Behavior Change: Qualitative Study

2020

BackgroundDigital gaming is one of the most popular forms of entertainment in the world. While prior literature concluded that digital games can enable changes in players’ behaviors, there is limited knowledge about different types of behavior changes and the game features driving them. Understanding behavior changes and the game features behind them is important because digital games can motivate players to change their behavior for the better (or worse). ObjectiveThis study investigates the types of behavior changes and their underlying game features within the context of the popular pervasive game Pokémon GO. MethodsWe collected data from 262 respondents with a critical incident techniqu…

behavior changedigital gamingpelaaminenComputingMilieux_PERSONALCOMPUTINGaugmented reality gamesInformation technologyT58.5-58.64location-based gamespelitutkimusexergamespervasive gamesPokémon GObehavior change support systempelaajatPublic aspects of medicineRA1-1270käyttäytyminenlisätty todellisuusdigitaaliset pelitJMIR Serious Games
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Sieci społecznościowe w ukraińskiej edukacji: blaski i cienie

2018

W artykule przedstawiono koncepcyjne podstawy bezpieczeństwa w zakresie korzystania z sieci społecznościowych w edukacji na Ukrainie. Potwierdzono stanowisko, że tylko z wystarczającym stopniem kształcenia w tym wymiarze, edukacja nabywa nieprzerwanej formy i może skutecznie pełnić funkcję rozwoju aktualnych wartości dla narodu ukraińskiego i innych nacji. Podkreślono ideę potencjalnego wpływu sieci społecznych jako innowacyjnego narzędzia edukacyjnego wpływającego bezpośrednio lub pośrednio na bezpieczeństwo humanitarne państwa ukraińskiego. Wykazano, że wpływ ten jest spowodowany szybkim i dyskretnym rozpowszechnianiem informacji za pośrednictwem sieci społecznościowych, realizowanym zaró…

bezpieczeństwo informacyjneinformation spheresocial networkseducationinformation securityvirtual realitysfera informacyjnaportale społecznościowerzeczywistość wirtualnaZeszyty Naukowe Politechniki Śląskiej. Organizacja i Zarządzanie
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