Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863189
Sum Wai Yuan Hedren
“Exploring the crossroads of linguistic diversity: language contact in Southeast Asia” is an interdisciplinary project with a disparate team of 11 researchers from linguistics, art, design and media. A range of digital assets in different formats, including publications, films and datasets, were created from the fieldwork and research done. Using this project as a case study, this paper seeks to explore an approach on how digital assets from an interdisciplinary research project can be captured, preserved and (re)presented in a form of a digital archive. It results in a digital archive with dedicated views for each type of digital asset to meet specific viewing needs. It also used a modular design approach to achieve flexibility and meet the knowledge transfer objectives of the research project.
{"title":"Digital archiving for interdisciplinary knowledge transfer in intangible heritage","authors":"Sum Wai Yuan Hedren","doi":"10.1109/VSMM.2016.7863189","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863189","url":null,"abstract":"“Exploring the crossroads of linguistic diversity: language contact in Southeast Asia” is an interdisciplinary project with a disparate team of 11 researchers from linguistics, art, design and media. A range of digital assets in different formats, including publications, films and datasets, were created from the fieldwork and research done. Using this project as a case study, this paper seeks to explore an approach on how digital assets from an interdisciplinary research project can be captured, preserved and (re)presented in a form of a digital archive. It results in a digital archive with dedicated views for each type of digital asset to meet specific viewing needs. It also used a modular design approach to achieve flexibility and meet the knowledge transfer objectives of the research project.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"142 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127605417","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863155
Cathy Dalton
Research in environmental psychology has sought to identify the characteristics of environments which best support human wellbeing, including those environmental attributes which help to restore fatigued attention, providing relief from cognitive stress. While the experience of natural landscapes is known to be restorative, certain types of imagery have a similar effect on the viewer : these include nature images, including landscape scenes, and fractal patterns. Previous research has demonstrated that such types of image have an immediate and measurable de-stressing effect, but there has been little or no research in relation to the possibility of extending this effect by creating suitably structured time-based visual content. AMbiARt is a mixed-reality ambient multimedia/intermedia application, designed with the specific intention of providing restorative experiences, in the spatial context of quiet rooms in Special Educational Needs Schools for children with Autism Spectrum Disorders (ASDs). The structure and content are based in large part on Kaplan's Attentional Restoration Theory, (ART), consciously emulating the restorative characteristics of natural environments, and creating a sense of temporarily ‘being away’, as an accessible alternative to other means of relaxation and attentional restoration. AMbiARt is structured so as to produce non-repeating interactive natural and fractal imagery and sound, using generative algorithms. The content affords ‘soft fascination’, engaging and holding the viewer's attention without drawing on already-fatigued attention. Interaction is simple and intuitive, and relates visually and aurally to the screen content. As a response to sensory-perceptual sensitivity and fluctuation, controllability of all aspects of the environment is a critical element of the design. This facilitates ‘extreme personalisation’, adjustable to suit each user's sensory profile, or to accommodate fluctuating sensory perception.
{"title":"AMbiARt : A generative ambient application for restorative experience","authors":"Cathy Dalton","doi":"10.1109/VSMM.2016.7863155","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863155","url":null,"abstract":"Research in environmental psychology has sought to identify the characteristics of environments which best support human wellbeing, including those environmental attributes which help to restore fatigued attention, providing relief from cognitive stress. While the experience of natural landscapes is known to be restorative, certain types of imagery have a similar effect on the viewer : these include nature images, including landscape scenes, and fractal patterns. Previous research has demonstrated that such types of image have an immediate and measurable de-stressing effect, but there has been little or no research in relation to the possibility of extending this effect by creating suitably structured time-based visual content. AMbiARt is a mixed-reality ambient multimedia/intermedia application, designed with the specific intention of providing restorative experiences, in the spatial context of quiet rooms in Special Educational Needs Schools for children with Autism Spectrum Disorders (ASDs). The structure and content are based in large part on Kaplan's Attentional Restoration Theory, (ART), consciously emulating the restorative characteristics of natural environments, and creating a sense of temporarily ‘being away’, as an accessible alternative to other means of relaxation and attentional restoration. AMbiARt is structured so as to produce non-repeating interactive natural and fractal imagery and sound, using generative algorithms. The content affords ‘soft fascination’, engaging and holding the viewer's attention without drawing on already-fatigued attention. Interaction is simple and intuitive, and relates visually and aurally to the screen content. As a response to sensory-perceptual sensitivity and fluctuation, controllability of all aspects of the environment is a critical element of the design. This facilitates ‘extreme personalisation’, adjustable to suit each user's sensory profile, or to accommodate fluctuating sensory perception.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130829336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863160
Laura Gottlieb, Xinglin Sun
Using food in a museum café to engage visitors with its content is a relatively unexplored area for museums. A specially designed snack box could create a suitable context for discussion about natural heritage for school children in museum settings. The prototype Snackbox was designed and produced for children with the aim to teach them about a natural history topic. An evaluation study of the Snackbox consisting of four group sessions with children (age 6) was conducted together with a session facilitator at a preschool. The study looked at whether a) the learning activity in the snack box stimulated discussion about the chosen natural heritage topic. b) the activity needed a facilitator to drive the discussion and engage the children with the topic. Lastly, it looked at the benefits and limitations of using food in combination with a learning activity. The Snackbox created a social environment for the children to discuss the questions and answers of the learning activity. The facilitator played an important role in bringing focus to the natural heritage during the discussion.
{"title":"Evaluation study of a snack box for children designed to prompt discussion about natural heritage at museums","authors":"Laura Gottlieb, Xinglin Sun","doi":"10.1109/VSMM.2016.7863160","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863160","url":null,"abstract":"Using food in a museum café to engage visitors with its content is a relatively unexplored area for museums. A specially designed snack box could create a suitable context for discussion about natural heritage for school children in museum settings. The prototype Snackbox was designed and produced for children with the aim to teach them about a natural history topic. An evaluation study of the Snackbox consisting of four group sessions with children (age 6) was conducted together with a session facilitator at a preschool. The study looked at whether a) the learning activity in the snack box stimulated discussion about the chosen natural heritage topic. b) the activity needed a facilitator to drive the discussion and engage the children with the topic. Lastly, it looked at the benefits and limitations of using food in combination with a learning activity. The Snackbox created a social environment for the children to discuss the questions and answers of the learning activity. The facilitator played an important role in bringing focus to the natural heritage during the discussion.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114838647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863166
L. Goodman
This Keynote Paper provides overview of recent work in the areas of Augmented Cognition, Inclusive Design and Creative Technology Innovation conducted by SMARTlab and the Inclusive Design Research Centres of Ireland and Canada. Projects underway, including several Marie Curie Post-Doctoral projects in the area of Assistive Technologies for People with Intellectual Disabilities-Autism, have applied novel uses of Virtual Worlds, Virtual Reality, Augmented Reality, Future Foresighting Models and tools, and Drones in interdisciplinary research to enhance and extend the human potential of ALL people, regardless of intellectual, cognitive, physical or other abilities.). The Keynote Presentation for VSMM included sections on Augmented Reality, The Ethics of Virtual Worlds and Assistive Technology Tools, Avatars, Drones and Health Visualisation projects, which are discussed in other papers published in these proceedings. This paper focuses on the span of visualisation and virtual worlds projects conducted by SMARTlab and the IDRC in recent years, including some novel applications created by as well as for communities of people with Autism and other medical conditions, and on the potential of 3d printing and digital materialization using novel materials to push forward the boundaries and to reframe the field of VSMM.
{"title":"Visualisation meets assistive tech: VR, AR, digital materialisation and the tools for imagining and supporting the full potential of human communication","authors":"L. Goodman","doi":"10.1109/VSMM.2016.7863166","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863166","url":null,"abstract":"This Keynote Paper provides overview of recent work in the areas of Augmented Cognition, Inclusive Design and Creative Technology Innovation conducted by SMARTlab and the Inclusive Design Research Centres of Ireland and Canada. Projects underway, including several Marie Curie Post-Doctoral projects in the area of Assistive Technologies for People with Intellectual Disabilities-Autism, have applied novel uses of Virtual Worlds, Virtual Reality, Augmented Reality, Future Foresighting Models and tools, and Drones in interdisciplinary research to enhance and extend the human potential of ALL people, regardless of intellectual, cognitive, physical or other abilities.). The Keynote Presentation for VSMM included sections on Augmented Reality, The Ethics of Virtual Worlds and Assistive Technology Tools, Avatars, Drones and Health Visualisation projects, which are discussed in other papers published in these proceedings. This paper focuses on the span of visualisation and virtual worlds projects conducted by SMARTlab and the IDRC in recent years, including some novel applications created by as well as for communities of people with Autism and other medical conditions, and on the potential of 3d printing and digital materialization using novel materials to push forward the boundaries and to reframe the field of VSMM.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"12 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116437737","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863169
Izham Ghani, A. Rafi, P. Woods
Virtualization of architectural heritage elements is increasingly popular as evident in some of the current published virtual heritage (VH) projects and applications. One of the important approaches that could potentially portray the richness of the architectural heritage is highlighting the sense of place. It is believed that the insertion of sense of place elements in a virtual heritage environment (VHE) would assist in the preservation and conservation of the sense of history at a particular historical site. Studies on the sensation of place in virtual environments could be linked to the ever-expanding virtual presence domain. Though the lack of examples in virtual heritage evaluation and experiments in relation to sense of place may contribute to certain setbacks, it would be feasible to analyze the techniques in relevant experiments in virtual presence evaluation. This paper presents the methods and preliminary findings from an experiment designed to evaluate the significance of virtual presence in contributing towards the sense of place experience in a VHE. The experiment is part of a larger research on establishing elements of sense of place in a VHE. Twenty participants were each requested to describe their experiences exploring a virtual reconstruction of Kampung Hulu Mosque at the historic city of Melaka using a head-mounted display (HMD). Purposive sampling method was adopted as the participants are selected from those who had some knowledge on the topic of “sense of place” either from personal or academic experiences. While quantitative methods may be considered a norm in the evaluation technique adopted in most presence research, qualitative methods similarly to those used in phenomenological investigations could alternatively offer a wider perspective in virtual environment experience especially to those within the cultural heritage domain. An in-depth semi-structured interview method was adopted as the main data collection method for the experiment along with the “think aloud” method. In the “think aloud” method, participants are required to provide their commentary concurrently as they explored the VHE. For the purpose of data organization, the findings are broadly organized based on the categories of real place dimensions by Turner and Turner (2006). The categories are based on the physical attributes, activities, meanings and affects, social interactions and immersive device factors. Participants' responses were analyzed and discussed using content and thematic analysis adapted from similar studies in virtual presence and sense of place. Preliminary findings indicated that a fully immersive setup does immediately trigger a “sense of being somewhere” but would not necessarily suggest a sense of a particular place. It also indicated that knowledge in sense of place terminology does not provide uniformity in the type of responses from the participants as sense of place is based on personal emotions and experience. Furthermore, bein
{"title":"Sense of place in immersive architectural virtual heritage environment","authors":"Izham Ghani, A. Rafi, P. Woods","doi":"10.1109/VSMM.2016.7863169","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863169","url":null,"abstract":"Virtualization of architectural heritage elements is increasingly popular as evident in some of the current published virtual heritage (VH) projects and applications. One of the important approaches that could potentially portray the richness of the architectural heritage is highlighting the sense of place. It is believed that the insertion of sense of place elements in a virtual heritage environment (VHE) would assist in the preservation and conservation of the sense of history at a particular historical site. Studies on the sensation of place in virtual environments could be linked to the ever-expanding virtual presence domain. Though the lack of examples in virtual heritage evaluation and experiments in relation to sense of place may contribute to certain setbacks, it would be feasible to analyze the techniques in relevant experiments in virtual presence evaluation. This paper presents the methods and preliminary findings from an experiment designed to evaluate the significance of virtual presence in contributing towards the sense of place experience in a VHE. The experiment is part of a larger research on establishing elements of sense of place in a VHE. Twenty participants were each requested to describe their experiences exploring a virtual reconstruction of Kampung Hulu Mosque at the historic city of Melaka using a head-mounted display (HMD). Purposive sampling method was adopted as the participants are selected from those who had some knowledge on the topic of “sense of place” either from personal or academic experiences. While quantitative methods may be considered a norm in the evaluation technique adopted in most presence research, qualitative methods similarly to those used in phenomenological investigations could alternatively offer a wider perspective in virtual environment experience especially to those within the cultural heritage domain. An in-depth semi-structured interview method was adopted as the main data collection method for the experiment along with the “think aloud” method. In the “think aloud” method, participants are required to provide their commentary concurrently as they explored the VHE. For the purpose of data organization, the findings are broadly organized based on the categories of real place dimensions by Turner and Turner (2006). The categories are based on the physical attributes, activities, meanings and affects, social interactions and immersive device factors. Participants' responses were analyzed and discussed using content and thematic analysis adapted from similar studies in virtual presence and sense of place. Preliminary findings indicated that a fully immersive setup does immediately trigger a “sense of being somewhere” but would not necessarily suggest a sense of a particular place. It also indicated that knowledge in sense of place terminology does not provide uniformity in the type of responses from the participants as sense of place is based on personal emotions and experience. Furthermore, bein","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134110605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863181
A. Adami, G. Baczynski, B. Bogoni, F. Bucci, L. Fregonese, C. Togliani, L. Taffurelli
Palazzo Ducale in Mantua is an emblematic case of complex architecture, in which the current configuration is the result of centuries of additions, modifications and substitutions. The understanding of buildings with such a degree of complexity is very difficult and requires, most of the time, a specialized training. Nevertheless, this understanding is also the necessary tool to recognizing the real value, not only architectural but also cultural, historic and documentary of Gonzagas' complex. This research project tries to build new forms of communication that will enable the non-specialist public to grasp the complexity of the Gonzaga palace. So it is necessary to merge the well-established languages with innovative elements that allow a clear and immediate reading. The maquette or plastic is one of the tools that best accomplishes this task. The model speaks an easy to understand language, by entrusting it to the common visual experience. Therefore, there is no need to use special regulations or specialized languages as in the architectural drawing. The plastic is also an interesting surface to represent other themes. In this case, the model allows to acquire two levels of information. At first, it is possible to recognize the shape of the architectural complex through an overall view, that of the observer the plastic, which, in reality, is accessible only by air. It appears impossible to recognize the complex in the same view of the Castle of San Giorgio along with Santa Barbara and the Domus Nova. The second content is given by light-mapping on the surface of the model. The different configurations of the Palazzo during the centuries are projected onto the plastic to let public understand immediately which building belongs to each historical period. The other communication tool that complements the plastic is the imagery. The images play an important role in the project as a form of projection; it enriches the information supplied by the plastic. In this project, we want to emphasize the extraordinary experience of the visitor to the discovery of the historical evolution of the building through a large projection on three walls. The visitor is surrounded in a virtual environment. In the center, there is the plastic and all images-movies are projected on the perimeter walls: they add details to the story of the historical development. The layout of the entire hall, the main entrance to the inside of the environment, wants to emphasize the exceptional nature of the experience and, at the same time, focus on the described elements. The third element that completes the communication project is the story-telling that implies the whole experience. Because the communication is effective, it has abandoned communication style of the documentary, embracing the metaphor of the story in the first person. Each visitor will feel guided in the visit by a well-built character and really identified. The figure chosen to accompany the discovery of the Doge's
{"title":"The Gonzagas' palace: Architecture of time. an interactive application for the discovery of the architectural history of Palazzo Ducale in Mantua","authors":"A. Adami, G. Baczynski, B. Bogoni, F. Bucci, L. Fregonese, C. Togliani, L. Taffurelli","doi":"10.1109/VSMM.2016.7863181","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863181","url":null,"abstract":"Palazzo Ducale in Mantua is an emblematic case of complex architecture, in which the current configuration is the result of centuries of additions, modifications and substitutions. The understanding of buildings with such a degree of complexity is very difficult and requires, most of the time, a specialized training. Nevertheless, this understanding is also the necessary tool to recognizing the real value, not only architectural but also cultural, historic and documentary of Gonzagas' complex. This research project tries to build new forms of communication that will enable the non-specialist public to grasp the complexity of the Gonzaga palace. So it is necessary to merge the well-established languages with innovative elements that allow a clear and immediate reading. The maquette or plastic is one of the tools that best accomplishes this task. The model speaks an easy to understand language, by entrusting it to the common visual experience. Therefore, there is no need to use special regulations or specialized languages as in the architectural drawing. The plastic is also an interesting surface to represent other themes. In this case, the model allows to acquire two levels of information. At first, it is possible to recognize the shape of the architectural complex through an overall view, that of the observer the plastic, which, in reality, is accessible only by air. It appears impossible to recognize the complex in the same view of the Castle of San Giorgio along with Santa Barbara and the Domus Nova. The second content is given by light-mapping on the surface of the model. The different configurations of the Palazzo during the centuries are projected onto the plastic to let public understand immediately which building belongs to each historical period. The other communication tool that complements the plastic is the imagery. The images play an important role in the project as a form of projection; it enriches the information supplied by the plastic. In this project, we want to emphasize the extraordinary experience of the visitor to the discovery of the historical evolution of the building through a large projection on three walls. The visitor is surrounded in a virtual environment. In the center, there is the plastic and all images-movies are projected on the perimeter walls: they add details to the story of the historical development. The layout of the entire hall, the main entrance to the inside of the environment, wants to emphasize the exceptional nature of the experience and, at the same time, focus on the described elements. The third element that completes the communication project is the story-telling that implies the whole experience. Because the communication is effective, it has abandoned communication style of the documentary, embracing the metaphor of the story in the first person. Each visitor will feel guided in the visit by a well-built character and really identified. The figure chosen to accompany the discovery of the Doge's ","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"515 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132721531","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863149
L. Longo
Here I present an integrated methodological approach to the identification and characterization of the function of grinding stones used to process plants in order to get staple food at the dawn of modern humans' colonization of Eurasia. The first achievement is to investigate the ancient dietary habits of humans at a crucial stage of human evolution by reconstructing the old gestures made in the past. The issue of processing plants like USOs (under surface storage organs), fruits and seeds, to get highly energetic staple food might be of interest in seeking for alimentary strategies carried out by Anatomically Modern Humans during their outs of Africa. Analysing the stone tools comes to be one of the direct investigations on behavioural modernity of the new species, with evident positive feedbacks on their nutritional capacity and hence on the demographic performance. A second goal is “bringing to life” almost forgotten museum collections (excavations dates back to the early XX century) by using innovative, non invasive analytical techniques like the potential contribution of 3D investigation, at various levels of detail and resolution, to identify wear-traces (due to utilization) and associated organic residues. The paper is reporting functional analysis demonstrating compound technologies related to the systematic use of grinding stones in order to process plant resources since the Aurignacian (Early Upper Palaeolithic). The reconstruction of old gestures and the related behaviour by means of heritage science approach can contribute to place museum collections under different light. An outcome of the research is to support lines of evidence to track the origins of some of present day diseases of civilization related to food. Investigating the roots of dietary breadth in archaeological remains can help in tracking food changes occurred back in time and let collections playing an actual social role.
{"title":"Gestures from the past: Grinding stones and starchy food processing at the dawn of modern humans","authors":"L. Longo","doi":"10.1109/VSMM.2016.7863149","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863149","url":null,"abstract":"Here I present an integrated methodological approach to the identification and characterization of the function of grinding stones used to process plants in order to get staple food at the dawn of modern humans' colonization of Eurasia. The first achievement is to investigate the ancient dietary habits of humans at a crucial stage of human evolution by reconstructing the old gestures made in the past. The issue of processing plants like USOs (under surface storage organs), fruits and seeds, to get highly energetic staple food might be of interest in seeking for alimentary strategies carried out by Anatomically Modern Humans during their outs of Africa. Analysing the stone tools comes to be one of the direct investigations on behavioural modernity of the new species, with evident positive feedbacks on their nutritional capacity and hence on the demographic performance. A second goal is “bringing to life” almost forgotten museum collections (excavations dates back to the early XX century) by using innovative, non invasive analytical techniques like the potential contribution of 3D investigation, at various levels of detail and resolution, to identify wear-traces (due to utilization) and associated organic residues. The paper is reporting functional analysis demonstrating compound technologies related to the systematic use of grinding stones in order to process plant resources since the Aurignacian (Early Upper Palaeolithic). The reconstruction of old gestures and the related behaviour by means of heritage science approach can contribute to place museum collections under different light. An outcome of the research is to support lines of evidence to track the origins of some of present day diseases of civilization related to food. Investigating the roots of dietary breadth in archaeological remains can help in tracking food changes occurred back in time and let collections playing an actual social role.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125652798","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863194
Tina Houshangi, P. Woods, Sim-Hui Tee
The main objective of this paper is investigating the most important factors impacting the behavioral intention of elderly people to use Internet in Iran. Fragmentary findings from reviewing Internet adoption literature are usually hypothesized using either the Technology Acceptance Model (TAM) or The Unified Theory of Acceptance and Use of Technology (UTAUT). Harmony (with lifestyle and device), perceived usefulness, and attitude are identified as the most significant drivers of intention to adopt Internet services in developing countries. Using insights from reviewing the literature, discussion with Internet provider, and results from an initial survey of 228 respondents that are Internet user (n=144) and non-Internet users (n=84) in Iran, a new conceptual model of intention to use Internet among elderly people is proposed. It is expected that elderly intention to adopt Internet in Iran is built on social influence, performance expectancy, facilitating conditions, effort expectancy, cost of services/devices, and knowledge acquisition. These factors are expected to be moderated by age and gender.
{"title":"A conceptual model for behavioral intention of the elderly to use internet services in Iran","authors":"Tina Houshangi, P. Woods, Sim-Hui Tee","doi":"10.1109/VSMM.2016.7863194","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863194","url":null,"abstract":"The main objective of this paper is investigating the most important factors impacting the behavioral intention of elderly people to use Internet in Iran. Fragmentary findings from reviewing Internet adoption literature are usually hypothesized using either the Technology Acceptance Model (TAM) or The Unified Theory of Acceptance and Use of Technology (UTAUT). Harmony (with lifestyle and device), perceived usefulness, and attitude are identified as the most significant drivers of intention to adopt Internet services in developing countries. Using insights from reviewing the literature, discussion with Internet provider, and results from an initial survey of 228 respondents that are Internet user (n=144) and non-Internet users (n=84) in Iran, a new conceptual model of intention to use Internet among elderly people is proposed. It is expected that elderly intention to adopt Internet in Iran is built on social influence, performance expectancy, facilitating conditions, effort expectancy, cost of services/devices, and knowledge acquisition. These factors are expected to be moderated by age and gender.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130421367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863175
Jason Dalmazzo, Deborah Richards, John Porte, Lea Beness, Yann Tristant, T. Hillard
In cultural heritage contexts, augmented reality offers the benefit of superimposing information or a recreation of a historical site or event on the view of the current site to add detail or bring it to life by restoring it to its original state or a selected time period. However, this still requires one to visit the site. An alternative to being there is a virtual reality recreation of the site that can be viewed via head mounted displays such as the Oculus Rift or life size display systems. However, what if one wants to clearly separate the past from the present or separate the information about the item from the item itself. In this study we have recreated a Virtual Reality model of a two-storey Greek Villa, the Villa of Good Fortune at Olynthus, which can be explored using Unity 5 Game technology. To enable the villa to be visited in a museum-like fashion, we provide information about the objects and villa through the additional use of Google Glass. As a result we have two layers of virtual reality: the virtual villa and the information about the villa in the Google Glass. We conducted a pilot to test the technology in use with novices and to look at the effectiveness of the Glass in helping users remember information it supplies compared to reading text on information cards in the virtual world. The pilot study found that 83% of participants preferred receiving the information via the Google Glass than in the virtual world, even though half of them found the information hard to read using the Glass. Further research is needed to determine whether either method improves cognitive function, memory recall or long-term understanding of the content.
{"title":"Blending two virtual realities: Using Google Glass to explore a virtual reality model of the Villa of Good Fortune at Olynthus","authors":"Jason Dalmazzo, Deborah Richards, John Porte, Lea Beness, Yann Tristant, T. Hillard","doi":"10.1109/VSMM.2016.7863175","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863175","url":null,"abstract":"In cultural heritage contexts, augmented reality offers the benefit of superimposing information or a recreation of a historical site or event on the view of the current site to add detail or bring it to life by restoring it to its original state or a selected time period. However, this still requires one to visit the site. An alternative to being there is a virtual reality recreation of the site that can be viewed via head mounted displays such as the Oculus Rift or life size display systems. However, what if one wants to clearly separate the past from the present or separate the information about the item from the item itself. In this study we have recreated a Virtual Reality model of a two-storey Greek Villa, the Villa of Good Fortune at Olynthus, which can be explored using Unity 5 Game technology. To enable the villa to be visited in a museum-like fashion, we provide information about the objects and villa through the additional use of Google Glass. As a result we have two layers of virtual reality: the virtual villa and the information about the villa in the Google Glass. We conducted a pilot to test the technology in use with novices and to look at the effectiveness of the Glass in helping users remember information it supplies compared to reading text on information cards in the virtual world. The pilot study found that 83% of participants preferred receiving the information via the Google Glass than in the virtual world, even though half of them found the information hard to read using the Glass. Further research is needed to determine whether either method improves cognitive function, memory recall or long-term understanding of the content.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117086644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863168
Luis Antonio Hernández Ibáñez, Viviana Barneche Naya, Rocío Mihura-López
This study analyzes and compares several gestural schemes using Kinect based interaction on virtual walkthroughs. The text describes the tests performed to measure the suitability of six different combinations of body gestures for moving and turning, and compares the results in terms of usability. The tests were carried out on a real existing virtual museum installation.
{"title":"A comparative study of walkthrough paradigms for virtual environments using kinect based natural interaction","authors":"Luis Antonio Hernández Ibáñez, Viviana Barneche Naya, Rocío Mihura-López","doi":"10.1109/VSMM.2016.7863168","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863168","url":null,"abstract":"This study analyzes and compares several gestural schemes using Kinect based interaction on virtual walkthroughs. The text describes the tests performed to measure the suitability of six different combinations of body gestures for moving and turning, and compares the results in terms of usability. The tests were carried out on a real existing virtual museum installation.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"67 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130723729","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}