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2016 22nd International Conference on Virtual System & Multimedia (VSMM)最新文献

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e-Reconstruction and e-archiving of iconic architectural heritage: A complete example 标志性建筑遗产的电子化重建与电子化存档:一个完整的例子
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863195
H. Esmaeili, H. Thwaites, P. Woods
This paper presents a real case of virtual preservation of an architectural heritage right before its disappearance, in absence of protection. This covers many different areas from technical aspects to history of the building and its importance in a way that the archived information can be useful for various target audiences e.g. historians, architects, and many others. Conservation of national heritage in developing countries especially in Southeast Asia is plagued by ‘Conservation — Development Conflicts’. Buildings that should have been protected as national heritage have been demolished. Digital archiving is an insurance to record the buildings that have architectural or historical merit but are not gazetted as national heritage and are left without protection against future demolition. This paper reports part of a project — Post-Independence Architecture Atlas’ by the University of Malaya, in collaboration with Multimedia University, Malaysia. A total of 30 buildings and other structures were fully recorded in the first stage. The Pekeliling Flats also known as ‘Tunku Abdul Rahman Flats’ were constructed during 1960s as the first pilot project for introducing Industrialized Building System to Malaysia aiming at affordable-housing for the low-income group. These flats were the second high-rise residential buildings in Malaysia after the Suleiman Courts. Despite their historical significance, being the first high-rise residential buildings in Kuala Lumpur, the Suleiman Courts were demolished in 1986. There appear to be no records of the Suleiman Courts such as technical data or plans. The situation for the Pekeliling Flats was the same as the Suleiman Courts and no official records of the technical data were found during the investigation. The Pekeliling Flats demolition started in January 2014 and was estimated to be finished by November 2015 (finished earlier). A decision was made to virtually reconstruct these flats to be digitally preserved for the future. Full 3D reconstruction was performed including the full coverage videography (using drones) and photography. The digital restoration can be used by architectural historians, architecture schools, and many others. The 3D model can be printed for exhibition or educational purposes. This paper will discuss the importance of digital archiving by presenting step by step process of e-Reconstruction and e-Archiving of the Pekeliling Flats. The main objective is to demonstrate how these types of information should be archived in order to be beneficial in the future”.
本文介绍了一个在建筑遗产消失之前,在缺乏保护的情况下对其进行虚拟保护的真实案例。这涵盖了许多不同的领域,从技术方面到建筑的历史,以及它在某种程度上的重要性,存档信息可以为各种目标受众(如历史学家、建筑师和许多其他人)提供有用的信息。发展中国家特别是东南亚国家的民族遗产保护受到“保护-发展冲突”的困扰。本应作为国家遗产保护的建筑物被拆除。数字档案是一种保险,用于记录具有建筑或历史价值但未被宪报列为国家遗产的建筑物,以及没有保护以防止未来拆除的建筑物。本文报道了马来亚大学与马来西亚多媒体大学合作的“后独立建筑地图集”项目的一部分。在第一阶段,共有30座建筑物和其他构筑物被完整地记录下来。Pekeliling Flats也被称为“Tunku Abdul Rahman Flats”,建于20世纪60年代,是将工业化建筑系统引入马来西亚的第一个试点项目,旨在为低收入群体提供经济适用房。这些公寓是马来西亚继苏莱曼法院(Suleiman Courts)之后的第二栋高层住宅楼。尽管具有历史意义,作为吉隆坡第一批高层住宅建筑,苏莱曼法院于1986年被拆除。似乎没有苏莱曼宫廷的记录,如技术数据或计划。佩克利林平原的情况与苏莱曼法院的情况相同,在调查期间没有发现技术数据的正式记录。北溪岭公寓于2014年1月开始拆除,预计将于2015年11月完工(提前完成)。我们决定对这些公寓进行虚拟重建,以数字方式保存下来,以备将来使用。进行了全3D重建,包括全覆盖摄像(使用无人机)和摄影。数字修复可以被建筑历史学家、建筑学校和其他许多人使用。3D模型可以打印用于展览或教育目的。本文将通过逐步介绍北溪岭平原电子重建和电子存档的过程,论述数字化存档的重要性。其主要目的是演示如何将这些类型的信息存档,以便将来受益。”
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引用次数: 2
LARA: A location-based and augmented reality assistive system for underground utilities' networks through GNSS 一个基于位置和增强现实的辅助系统,通过全球导航卫星系统为地下公用事业网络服务
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863170
E. Stylianidis, E. Valari, K. Smagas, A. Pagani, J. Henriques, Alejandro Garcia, Elisa Jimeno, I. Carrillo, P. Patias, C. Georgiadis, A. Kounoudes, K. Michail
In everyday life, in advance to an excavation project, there is an actual prerequisite and a by regulation in many countries, to pinpoint all the underground utilities located in the project's area. In addition, it is so crucial for the clients, the public and private utilities, to have a real representation of the water, electricity, gas, sewerage, etc. underground networks. As the practice shows, there is a constant and growing demand for the accurate positioning of the underground utilities in order to facilitate both the utilities' and the construction companies avoid damages to the existing infrastructure. Such a damage may cause a loss of thousands of euros. It is true that many problems may arise when the digging machine operator starts digging the ground, but the most dangerous is the gas line explosions, fires or even electrocution in electric lines, water lines bursts, etc. This can be very dangerous for all the field workers in the project's area but also for the property owners; even for the people just passing nearby the area. At the same time, such a development is extremely costly either for the public or the private company or for both. For years now there is a tangible market request for solutions that are able to effectively handle underground utilities' geospatial data and support the missions of utilities and construction companies in the real working environment. Innovative and edge technologies such as Global Navigation Satellite Systems (GNSS), sensors, Geographic Information Systems (GIS) and geodatabases, Augmented and Virtual Reality (AR/VR) can be used for monitoring, documenting and managing the utility-based geospatial and other data. In addition to this, these technologies are able to offer an intuitive 3D augmented visualization and navigation/positioning environment that can support anyone interested in the field. LARA project, a H2020 co-funded project by the European Commission, eavesdrops these market needs and now is developing a software and hardware-based system called LARA. Understanding the real market necessities of the utilities and construction players, a group of partners, from academia and research, SMEs and end users, is implementing this multidisciplinary project. Within LARA project, the consortium partners are evolving a mobile (tablet) device to support the utility management professionals and workers on the field and under real conditions. The LARA hand-held and mobile device is incorporating state-of-the-art technologies in the domain of positioning and sensors (GNSS), AR and 3D GIS geo-databases. The vision of LARA system is to guide the utility field workers in their daily business; to help them ‘see’ beneath the ground by rendering the complexity of the 3D models of the underground grid such as water, gas, sewerage and electricity. The notion is to integrate the novel components of existing technologies so as to develop an integrated navigation/positioning and information system which coordin
在日常生活中,在进行开挖工程之前,有一个实际的先决条件和许多国家的规定,即查明工程区域内的所有地下公用设施。此外,对于客户、公共和私人公用事业来说,有一个真实的水、电、气、污水等地下网络的代表是至关重要的。实践表明,人们对地下公用设施的准确定位的需求不断增长,以方便公用事业公司和建筑公司避免对现有基础设施的破坏。这样的损坏可能会造成数千欧元的损失。诚然,挖掘机操作人员在开始挖掘地面时可能会出现很多问题,但最危险的是煤气管线爆炸、火灾甚至电线路触电、水管管线爆裂等。这对项目区域的所有现场工作人员以及业主来说都是非常危险的;即使只是路过附近的人。与此同时,这种发展对公共或私人公司或两者都是极其昂贵的。多年来,市场对能够有效处理地下公用事业的地理空间数据并支持公用事业和建筑公司在实际工作环境中的任务的解决方案提出了切实的需求。创新和边缘技术,如全球导航卫星系统(GNSS)、传感器、地理信息系统(GIS)和地理数据库、增强现实和虚拟现实(AR/VR),可用于监测、记录和管理基于实用性的地理空间和其他数据。除此之外,这些技术还能够提供直观的3D增强可视化和导航/定位环境,可以支持任何对该领域感兴趣的人。LARA项目是一个由欧盟委员会在2020年共同资助的项目,它监听了这些市场需求,现在正在开发一种基于软件和硬件的系统,称为LARA。了解公用事业和建筑公司的真正市场需求,一群来自学术界和研究机构、中小企业和最终用户的合作伙伴正在实施这个多学科项目。在LARA项目中,联盟合作伙伴正在开发一种移动(平板)设备,以支持现场和实际条件下的公用事业管理专业人员和工人。LARA手持和移动设备结合了定位和传感器(GNSS)、AR和3D GIS地理数据库领域的最先进技术。LARA系统的愿景是指导公用事业领域工作人员的日常业务;通过渲染复杂的地下网格3D模型,如水、天然气、污水和电力,帮助他们“看到”地下。其概念是整合现有技术的新组成部分,以便开发一个综合导航/定位和信息系统,在一个移动平台上协调GNSS、AR、3D GIS和地理数据库,以监测、记录和管理现场公用事业基础设施。实际上,第一个原型已经准备好了,即将在真实环境中进行测试。LARA系统使用的能力和收益将在项目生命周期内安排的两个案例研究中进行测试。这两项试点应用计划在科扎尼(希腊)和英国(伯明翰)进行,其中包括各种地下公用设施。系统测试的方法已经定义,而来自试验应用程序(Kozani,希腊)的第一个结果将在即将到来的时期出现。
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引用次数: 4
STL systems and colour for the reproduction of cultural artefacts 用于文物复制的STL系统和色彩
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863196
Cheok Heng Pang, C. Khong
In this paper we discuss and review the available STL systems and its suitability in the colour reproduction of cultural artefacts. Such systems in the past were largely associated with the computer-aided design (CAD) and manufacturing industry. These systems are categorised as one of the methods in the rapid prototyping (RP) process in manufacturing, and were initially limited in its build material. Over a short period of time, various build materials and RP machines appeared, providing greater selection for quick parts fabrication. Advancements in computing, screen and display, and manufacturing technologies over the past two decades have now made STL systems more affordable and are readily available to the consumer market. One of the applications of STL system is towards the digital preservation of cultural heritage artefacts.
在本文中,我们讨论和回顾了现有的STL系统及其在文物色彩再现中的适用性。这样的系统在过去很大程度上与计算机辅助设计(CAD)和制造业有关。这些系统被归类为制造中的快速原型(RP)过程中的方法之一,并且最初在其构建材料中受到限制。在很短的时间内,各种建筑材料和RP机器出现,为快速零件制造提供了更多的选择。在过去的二十年中,计算、屏幕和显示以及制造技术的进步使STL系统更加经济实惠,并且易于在消费者市场上使用。STL系统的应用之一是文物数字化保存。
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引用次数: 0
Children of Mon Mot — Documentation of a tira legend of the Abui community (Eastern Indonesia) monmot的孩子-一个关于Abui社区(印度尼西亚东部)的提拉传说的记录
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863161
František Kratochvil, Benidiktus Delpada, Rachel Siao, Ng Xiao Yan, J. Kelly, Dang Mai Trang
In pre-literate societies, oral tradition is anchored in the landscape, linking it with its inhabitants. The first part of this paper details the documentation of a legend of the Abui community of Alor, Eastern Indonesia. It describes the relationship of the legend with landscape and its functions in the community. We recorded the first version of the legend of the Giant Snake Mon Mot in the community of Tifolafeng in 2003. We combined linguistic, anthropological, geographic, and historical methods with fine arts resulting in a multi-faceted documentation for diverse audience. We have created a range materials from illustrated books, games, to a film documentary, made the raw data available. In the second part of the paper, we lay out our strategy for integration of mechanics of telling and listening, and the mnemotechnic structure of oral tradition with the digital humanities. We also address the need of systematic research into the response of the community, which our approach allows.
在没有文字的社会中,口头传统扎根于景观,将其与居民联系在一起。本文的第一部分详细介绍了印度尼西亚东部阿洛尔阿布伊社区的一个传说。它描述了传说与景观的关系及其在社区中的作用。2003年,我们在提佛拉峰社区录制了第一个版本的巨蛇蒙蒙传说。我们将语言学、人类学、地理学和历史学的方法与美术相结合,为不同的观众提供了多方面的文献。我们制作了一系列材料,从插图书,游戏,到电影纪录片,使原始数据可用。在论文的第二部分,我们提出了我们的策略,以整合说与听的机制,以及口头传统与数字人文的记忆技术结构。我们还解决了对社区反应进行系统研究的需要,这是我们的方法允许的。
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引用次数: 2
Intertextuality: Tracing meanings through textiles 互文性:通过纺织品追溯意义
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863199
Galina Mihaleva
A research study was conducted at the Abui tribe in Takpala, a village off Alor, Indonesia in 2015. Working together with linguists from NTU, observations were made on how the Abui people created textiles using traditional weaving techniques and tools. Oral interviews held with them have provided insights on how textiles are connected to their everyday life and language. Deeper conversational exchanges also revealed some of the stories and meanings that are inter-weaved into the textiles using symbols and patterns. An interactive installation was designed and implemented to communicate the findings from the field study and the concept of intertextuality, as part of the knowledge transfer objectives of the project. This paper reviews the findings of the field study, the design and reactions of the interactive installation.
2015年,在印度尼西亚阿洛尔附近的塔克帕拉村的阿布伊部落进行了一项研究。与南洋理工大学的语言学家合作,观察了阿布伊人如何使用传统的编织技术和工具创造纺织品。与他们进行的口头访谈让他们了解了纺织品与他们的日常生活和语言之间的联系。更深入的对话交流也揭示了一些故事和意义,这些故事和意义通过符号和图案交织在纺织品中。设计并实施了一个互动装置,以交流实地研究的结果和互文性的概念,作为项目知识转移目标的一部分。本文回顾了现场研究的结果,互动装置的设计和反应。
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引用次数: 0
Virtual environments design assessment for the treatment of claustrophobia 幽闭恐惧症治疗的虚拟环境设计评估
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863215
M. Christofi, Despina Michael-Grigoriou
Virtual reality exposure therapy (VRET), can help the lives of many people. Its advantages over other treatment methods for psychological disorders and more specifically phobias, like its cost effectiveness and control, make it the method that we should focus on. Claustrophobia is the phobia that we have studied. Creating suitable claustrophobic virtual environments (VEs) for patients to get immersed in, is crucial if we want to eventually treat them only with the use of VRET. We designed and developed a virtual reality (VR) framework that allows us to investigate whether VR can reproduce anxiety due to claustrophobic aspects and investigate which characteristics of the virtual environments design contribute to this. Three characteristics (space openness, tidiness and color) have been investigated through this study with our results indicating that they may affect the feeling of anxiety.
虚拟现实暴露疗法(VRET),可以帮助许多人的生活。它比其他治疗心理障碍和恐惧症的方法更有优势,比如它的成本效益和控制,使它成为我们应该关注的方法。幽闭恐惧症是我们研究过的恐惧症。创造合适的幽闭恐惧症虚拟环境(VEs)让患者沉浸其中,如果我们想最终只使用VRET来治疗他们,这是至关重要的。我们设计并开发了一个虚拟现实(VR)框架,使我们能够调查VR是否可以再现幽闭恐惧症方面的焦虑,并调查虚拟环境设计的哪些特征有助于此。通过本研究考察了三个特征(空间的开放性、整洁性和色彩),结果表明它们可能会影响焦虑的感觉。
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引用次数: 6
Prototyping collaborative (co-)archiving practices: From archival appraisal to co-archival facilitation 原型协作(共同)存档实践:从档案评估到共同存档促进
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863184
Elisabet M. Nilsson
This paper presents a series of prototyped collaborative (co-)archiving practices developed within the interdisciplinary research project Living Archives. The aim is to explore co-archiving practices for involving underrepresented voices in contributing to our archives, and to create conditions for accessing intangible heritage resources beyond traditional methods. The methodological approach is design research, and participatory design. Six co-archiving practices are presented, designed to invite the user groups to collect, store and share their memories and cultural heritages. We argue that the co-archiving practices prototyped assume an inclusive and a democratic approach. They allow for the involvement of many senses when accessing and generating archive material in an open, but still highly structured way. Applying such co-archiving approach could potentially result in more representative archives, and support archivists interested in going from a focus on archival appraisal to co-archival facilitation.
本文介绍了跨学科研究项目“生活档案”中开发的一系列原型协作(共同)存档实践。其目的是探索共同存档的做法,让未被充分代表的声音参与到我们的档案中来,并为超越传统方法获取非物质遗产资源创造条件。方法方法是设计研究和参与式设计。介绍了六种共同存档的做法,旨在邀请用户群体收集、存储和分享他们的记忆和文化遗产。我们认为,共同存档实践的原型假设一个包容性和民主的方法。它们允许在以开放但仍然高度结构化的方式访问和生成档案材料时参与许多感官。应用这种共同存档的方法可能会产生更具代表性的档案,并支持档案工作者从关注档案评估转向共同存档促进。
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引用次数: 5
An overview of independent learning environments provided by self-access media: A lesson from CG industry 自访问媒体提供的独立学习环境概述:来自CG行业的一个教训
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863177
H. Esmaeili, P. Woods, Tina Houshangi
This study reviews the current situation of Self-Access Media (SAM) and independent learning by looking at Self-Access Learning Materials (SALM) available for Computer Graphics (CG) artists. Since past two decades huge progress in software, hardware, Graphical User Interface (GUI) and World Wide Web (WWW) has enabled many individuals to develop an independent learning attitude by using SALM (mostly online) whether free or paid. One group of learners who have successfully developed this behavior, are CG artists. Currently available online SALM for CG artists or those who want to become one are more than what they really can get in most of universities. Employment in CG industry mostly depends on portfolio rather than a university degree, especially in small businesses. Also, internship programs offered by major CG industries are still limited to possessing a reasonable portfolio and other visible/tangible qualifications to ensure return on investment. Fast and non-stop technological growth in CG industry is the main reason for this situation. Fresh graduates who cannot find a way to industry, have multiple choices of going back to school for higher education, start their own business, start a new degree in different field, get irrelevant jobs, or somehow improve their CG skills and get into the industry. If making the last choice, available online SALM are almost the best option to re-educate themselves. The question is; what was the point of going to university at the first place? Currently, many universities have applied major changes to their CG courses to enrich their students with more updated materials. Therefore, CG graduates from these universities have less difficulty getting familiar with real industry. But still many universities with obsolete teaching methods and subjects are promising/advertising unrealistic goals. This situation is more tangible in developing countries. This study provides an overview of SALM's evolution with more focus on CG. The time period selected for this review starts from mid-1990s when personal computers and internet gradually became popular. The aim of this study is to provide a better understanding of Independent Learning Environments (ILE) and to define role of academic and non-academic institutions in this field. The paper, then, concludes and discusses the current state of SAM, SALM, and ILE, including the recommendations.
本研究通过对计算机图形学艺术家使用的自主学习材料(SALM)的研究,回顾了自主学习和自主学习的现状。在过去的二十年里,软件、硬件、图形用户界面(GUI)和万维网(WWW)的巨大进步使许多人能够通过使用SALM(主要是在线)来培养独立的学习态度,无论是免费的还是付费的。一组已经成功发展这种行为的学习者是CG艺术家。目前可用的在线SALM CG艺术家或那些谁想成为一个比他们真正可以在大多数大学得到。CG行业的就业主要取决于投资组合而不是大学学位,尤其是在小型企业。此外,主要CG行业提供的实习项目仍然限于拥有合理的投资组合和其他有形/有形的资格,以确保投资回报。CG行业快速而不间断的技术发展是造成这种情况的主要原因。找不到行业出路的应届毕业生,有多种选择:回到学校接受高等教育、创业、在不同领域攻读新学位、找一份不相关的工作,或者以某种方式提高CG技能并进入行业。如果做最后的选择,可用的在线SALM几乎是最好的选择,以重新教育自己。问题是;当初上大学的意义是什么?目前,许多大学已经对他们的CG课程进行了重大调整,为学生提供了更多最新的材料。因此,这些大学的CG毕业生熟悉真实行业的难度较小。但是,仍然有许多教学方法和学科陈旧的大学承诺/宣传不切实际的目标。这种情况在发展中国家更为明显。本研究提供了SALM的发展概况,更侧重于CG。本研究选取的时间从个人电脑和互联网逐渐普及的20世纪90年代中期开始。本研究的目的是提供一个更好的理解自主学习环境(ILE)和定义的作用,学术和非学术机构在这一领域。然后,本文总结并讨论了SAM、SALM和ILE的现状,包括建议。
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引用次数: 0
Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland 改革的再现:芬兰新教改革有形与无形遗产传播中的混合现实叙事
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863203
Lauri Viinikkala, Laura Yli-Seppala, Olli I. Heimo, S. Helle, Lauri Härkänen, Sami Jokela, Lauri Järvenpää, Timo Korkalainen, Jussi Latvala, Juho Pääkylä, Kaapo Seppälä, Tuomas Mäkilä, T. Lehtonen
This paper introduces a case in which cultural heritage is communicated by combining historical narrative with Mixed Reality (MR) technology. The art of representing intangible heritage and making abstract and complex transformations comprehensible with MR technology is being discussed through a case example. MR application Sanan seppä (“Wordsmith”) represents the history of the Protestant Reformation in Finland (1527 onwards). The application has been implemented inside the Turku Cathedral in Southwest Finland. The application offers a set of short scenes appearing in different places inside the Cathedral. Technically, the app runs in a tablet computer, and it is based on a 3D game engine. Bluetooth beacons are used for coarse positioning, and 3D point cloud technology is applied for markerless tracking. The app supports social media services and includes links to background information about the characters and events within the story. We argue that MR technology is more than well suitable for communicating both tangible and intangible cultural heritage. In our case example we examine how different kinds of cultural heritage connected with the reformation can be visualized and made more comprehensible. In practice, this means combining the Turku Cathedral, objects within it and digital elements with MR enables showing how the reformation has affected both Finnish culture and material surroundings. The changes inside a church space — the tangible proof of changes brought by reformation — are rather easy to depict but even more immaterial things like customs or opinions can be made visible. With the help of the 3D characters the Sanan seppä application shows how the reformation could have affected the everyday life of people from different backgrounds. Thus the MR application makes the past appear more polyphonic than in more traditional ways of mediating the past. Reference material from various sources has been used when creating the application, and users of the application are provided with information about the sources used.
本文介绍了一个将历史叙事与混合现实(MR)技术相结合的文化遗产传播案例。通过一个案例,讨论了用MR技术表现非物质遗产和使抽象和复杂的转换易于理解的艺术。MR应用程序Sanan seppä(“Wordsmith”)代表芬兰新教改革的历史(1527年起)。该应用程序已在芬兰西南部的图尔库大教堂内实施。该应用程序提供了一组出现在大教堂内不同地方的短场景。从技术上讲,这款应用可以在平板电脑上运行,它基于3D游戏引擎。采用蓝牙信标进行粗定位,采用三维点云技术进行无标记跟踪。这款应用支持社交媒体服务,并包含有关故事中人物和事件的背景信息的链接。我们认为MR技术非常适合传播物质和非物质文化遗产。在我们的案例中,我们研究了如何将与改革相关的不同类型的文化遗产可视化并使其更易于理解。实际上,这意味着结合图尔库大教堂,其中的物体和MR的数字元素,可以展示改革如何影响芬兰文化和物质环境。教堂空间内部的变化——宗教改革带来的变化的有形证据——很容易描绘出来,但更无形的东西,如习俗或观点,也可以被看到。在3D人物的帮助下,Sanan seppä应用程序展示了改革如何影响来自不同背景的人们的日常生活。因此,MR应用程序使过去比传统的调解过去的方式显得更加复调。在创建应用程序时使用了来自各种来源的参考资料,并向应用程序的用户提供了有关所使用的来源的信息。
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引用次数: 7
Senior occupation after profession: Habit intriguing adults — SOPHIA 高级职业后职业:习惯耐人寻味的成年人-索菲亚
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863164
E. Valari, K. Smagas, V. Giannoglou, E. Stylianidis
SOPHIA aims to create a network the core of which will be senior adults after retirement who would like to continue offering their skills. Some of the network branches will be companies and enterprises that would require knowledge and expertise of the seniors, or individuals who could use their help. This network will bring in contact the senior adults with the companies and handle all kinds of possible transactions they may have, in a friendly and efficient environment [1].
SOPHIA的目标是建立一个网络,其核心是退休后愿意继续提供技能的老年人。一些网络分支机构将是需要老年人知识和专业知识的公司和企业,或者需要他们帮助的个人。该网络将使老年人与公司接触,并在友好高效的环境中处理他们可能发生的各种交易[1]。
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引用次数: 0
期刊
2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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