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

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Digital archiving for interdisciplinary knowledge transfer in intangible heritage 非物质遗产跨学科知识转移的数字存档
Pub Date : 2016-10-01 DOI: 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.
“探索语言多样性的十字路口:东南亚的语言接触”是一个跨学科项目,由来自语言学、艺术、设计和媒体的11名不同研究人员组成。一系列不同格式的数字资产,包括出版物、电影和数据集,都是从实地工作和研究中创建的。以该项目为例,本文试图探索如何以数字档案的形式捕获、保存和(重新)呈现跨学科研究项目中的数字资产的方法。它产生了一个数字档案,为每种类型的数字资产提供专用视图,以满足特定的查看需求。采用模块化设计方法,实现了研究项目的灵活性和知识转移目标。
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引用次数: 0
AMbiARt : A generative ambient application for restorative experience AMbiARt:一个生成式环境应用程序,用于恢复体验
Pub Date : 2016-10-01 DOI: 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.
环境心理学的研究试图确定最有利于人类健康的环境特征,包括那些有助于恢复疲劳的注意力、缓解认知压力的环境属性。虽然自然景观的体验被认为是恢复性的,但某些类型的图像对观看者也有类似的效果:这些图像包括自然图像,包括景观场景和分形图案。先前的研究表明,这种类型的图像具有直接和可测量的减压效果,但很少或根本没有研究通过创建适当的结构化基于时间的视觉内容来扩展这种效果的可能性。AMbiARt是一个混合现实环境多媒体/中间媒体应用程序,旨在为患有自闭症谱系障碍(asd)的儿童提供特殊教育需要学校安静房间的空间环境,提供恢复性体验。其结构和内容在很大程度上基于卡普兰的注意力恢复理论(ART),有意识地模仿自然环境的恢复特征,并创造一种暂时“离开”的感觉,作为其他放松和注意力恢复方式的可选选择。AMbiARt的结构是为了产生非重复的交互式自然和分形图像和声音,使用生成算法。内容提供了“软魅力”,吸引并保持观众的注意力,而不会引起已经疲劳的注意力。交互简单直观,在视觉和听觉上都与屏幕内容相关。作为对感官知觉敏感性和波动的回应,环境各方面的可控性是设计的关键要素。这有利于“极端个性化”,可调整以适应每个用户的感官特征,或适应波动的感官知觉。
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引用次数: 0
Evaluation study of a snack box for children designed to prompt discussion about natural heritage at museums 为促进博物馆自然遗产讨论而设计的儿童零食盒的评价研究
Pub Date : 2016-10-01 DOI: 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.
对于博物馆来说,利用博物馆咖啡厅里的食物来吸引游客是一个相对未被探索的领域。一个特别设计的零食盒可以为学校儿童在博物馆环境中讨论自然遗产创造一个合适的环境。Snackbox的原型是为孩子们设计和生产的,目的是教他们自然历史的话题。一项由四组儿童(6岁)组成的对Snackbox的评估研究在一所幼儿园与一名会议协调员一起进行。该研究考察了a)零食盒中的学习活动是否激发了对所选自然遗产主题的讨论。B)这个活动需要一个引导者来推动讨论,让孩子们参与到这个话题中来。最后,它研究了将食物与学习活动结合使用的好处和局限性。Snackbox为孩子们讨论学习活动的问题和答案创造了一个社交环境。主持人在讨论中发挥了重要作用,使人们关注自然遗产。
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引用次数: 0
Visualisation meets assistive tech: VR, AR, digital materialisation and the tools for imagining and supporting the full potential of human communication 可视化与辅助技术相结合:虚拟现实,增强现实,数字物质化以及想象和支持人类交流的全部潜力的工具
Pub Date : 2016-10-01 DOI: 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.
本主题论文概述了SMARTlab和爱尔兰和加拿大的包容性设计研究中心在增强认知、包容性设计和创意技术创新领域的最新工作。正在进行的项目,包括几个玛丽·居里博士后项目在智障人士-自闭症辅助技术领域,已经在跨学科研究中应用了虚拟世界,虚拟现实,增强现实,未来预见模型和工具以及无人机的新用途,以增强和扩展所有人的人类潜力,无论智力,认知,身体或其他能力。VSMM的主题演讲包括增强现实,虚拟世界伦理和辅助技术工具,化身,无人机和健康可视化项目等部分,这些内容在会议上发表的其他论文中进行了讨论。本文重点介绍了近年来SMARTlab和IDRC开展的可视化和虚拟世界项目的范围,包括一些由自闭症和其他疾病患者社区创建的新应用程序,以及使用新材料推动边界和重新构建VSMM领域的3d打印和数字物化的潜力。
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引用次数: 4
Sense of place in immersive architectural virtual heritage environment 沉浸式建筑虚拟遗产环境中的场所感
Pub Date : 2016-10-01 DOI: 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
从当前发布的一些虚拟遗产(VH)项目和应用程序中可以看出,建筑遗产元素的虚拟化正日益流行。有可能描绘建筑遗产丰富性的重要方法之一是突出地点感。人们认为,在虚拟遗产环境中加入地方感元素将有助于保存和保存特定历史遗址的历史感。对虚拟环境中场所感的研究可以与不断扩大的虚拟存在领域联系起来。虽然与场所感相关的虚拟遗产评价和实验案例的缺乏可能会造成一定的挫折,但对虚拟存在感评价中相关实验中的技术进行分析是可行的。本文介绍了一项实验的方法和初步结果,该实验旨在评估虚拟存在对VHE中地方感体验的贡献。这个实验是在虚拟住宅中建立地方感元素的更大研究的一部分。20名参与者被要求描述他们使用头戴式显示器(HMD)探索历史名城马六甲Kampung Hulu清真寺虚拟重建的经历。本研究采用有目的的抽样方法,从个人或学术经历中对“地方感”这一主题有一定了解的人中选择参与者。虽然定量方法可能被认为是大多数存在研究中采用的评估技术的规范,但与现象学调查中使用的方法类似的定性方法可以为虚拟环境经验提供更广阔的视角,特别是对文化遗产领域的研究。实验采用深度半结构化访谈法和“出声思考”法作为主要数据收集方法。在“大声思考”的方法中,参与者需要在探索VHE的同时提供他们的评论。出于数据组织的目的,研究结果是根据Turner和Turner(2006)的真实地方维度类别进行广泛组织的。这些分类基于物理属性、活动、意义和影响、社会互动和沉浸式设备因素。使用内容和主题分析来分析和讨论参与者的反应,这些内容和主题分析改编自类似的虚拟存在和地方感研究。初步研究结果表明,完全沉浸式的设置确实会立即触发一种“身临其境的感觉”,但不一定会产生一种特定地点的感觉。研究还表明,由于地点感是基于个人情感和经验的,因此对地点感术语的了解并不能提供参与者反应类型的一致性。此外,正如大多数参与者所指出的那样,如果没有对预期场所的完全重建,完全沉浸在其中并不能感受到特定场所的本质。我们可以从电子游戏开发中吸取教训,它提供了视觉上全面和动态的场所环境,带有逼真的听觉元素、互动角色和信息支持内容。最后,我们讨论了跨学科研究对真实场所元素解释的重要性,特别是在完全沉浸式建筑VHE中。
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引用次数: 9
The Gonzagas' palace: Architecture of time. an interactive application for the discovery of the architectural history of Palazzo Ducale in Mantua 贡萨加的宫殿:时间的建筑。一个交互式应用程序,用于发现曼图亚杜卡莱宫的建筑史
Pub Date : 2016-10-01 DOI: 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
曼图亚的杜卡莱宫(Palazzo Ducale)是复杂建筑的典型案例,目前的结构是几个世纪以来增加、修改和替换的结果。要理解如此复杂的建筑是非常困难的,大多数时候需要专门的培训。然而,这种理解也是认识冈萨加斯建筑群真正价值的必要工具,不仅在建筑上,而且在文化、历史和文献上。这个研究项目试图建立新的交流形式,使非专业的公众能够掌握冈萨加宫殿的复杂性。因此,有必要将成熟的语言与创新元素结合起来,使读者能够清晰、直接地阅读。塑模或塑料是完成这项任务的最佳工具之一。该模型通过将其委托给常见的视觉体验,使用易于理解的语言。因此,不需要像建筑图纸那样使用特殊的规定或专门的语言。塑料也是一个有趣的表面来表现其他主题。在这种情况下,模型允许获取两个级别的信息。首先,可以通过整体视图来识别建筑综合体的形状,即观察者的塑料,实际上只能通过空中到达。在圣乔治城堡、圣巴巴拉和多莫斯诺瓦的同一视野中,似乎不可能认出这个建筑群。第二个内容是通过模型表面的光映射给出的。几个世纪以来,宫殿的不同形态被投射到塑料上,让公众立即了解哪个建筑属于每个历史时期。另一个与塑料互补的交流工具是图像。图像作为一种投影形式在项目中扮演着重要的角色;它丰富了塑料提供的信息。在这个项目中,我们想通过三面墙上的大型投影来强调游客发现建筑历史演变的非凡体验。参观者被包围在一个虚拟的环境中。在中心,有塑料,所有的图像-电影都被投射在四周的墙上:它们为历史发展的故事增添了细节。整个大厅的布局,即环境内部的主要入口,想要强调体验的特殊性质,同时关注所描述的元素。完成交流项目的第三个要素是讲故事,它暗示了整个体验。因为传播是有效的,所以抛弃了纪录片的传播风格,采用第一人称的故事隐喻。每个游客都会感受到一个精心打造的角色在引导着他们,并真正得到了认同。这个被选中与总督府的发现一起出现的人物直接引出了贡萨加斯的历史。曼图亚的领主帕瑟里诺说,里纳尔多·博纳科尔西于1328年在坎格兰德·德拉·斯卡拉和冈萨加的路易吉·科拉迪组织的一场阴谋中被杀害。后者成为曼图亚的领主冈萨加将开始在这个城市出现。冈萨加人把帕西诺木乃伊保存在他的宫殿里,作为一种好运的护身符。选择帕瑟里诺作为向导,可以让你通过那些活着的人和“鬼魂”来讲述宫殿。它可以让冈萨加不是毫无保留地讲述,而是提供一些细节和轶事,使故事更加生动。这种选择也允许,甚至在构图层面,更大的自由能够移动,像一个影子,越过和进入宫殿。这种传播形式分为塑料,图像和视频,以及叙事,但需要一个历史基础和非常坚实的文件。帕瑟里诺的故事和公众的生活经历不是一个简单的休闲时刻,而是一个真正的教育事件。项目的多学科性在每个人的设计态度中得到了准确的认可,这些人对装置的定义做出了贡献。2016年5月,该研究项目在杜卡莱宫(Palazzo Ducale)的永久装置中得以实现。
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引用次数: 1
Gestures from the past: Grinding stones and starchy food processing at the dawn of modern humans 来自过去的手势:现代人类诞生之初的磨石和淀粉类食品加工
Pub Date : 2016-10-01 DOI: 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.
在这里,我提出了一种综合的方法来鉴定和表征磨石的功能,磨石用于加工植物,以便在现代人类殖民欧亚大陆的曙光中获得主食。第一个成果是通过重建过去的古老手势来研究人类在人类进化的关键阶段的古代饮食习惯。加工植物,如USOs(地下储存器官)、水果和种子,以获得高能量的主食,这一问题可能会引起人们的兴趣,以寻找解剖学上的现代人在离开非洲期间所采取的饮食策略。分析石器是对新物种行为现代性的直接调查之一,对其营养能力和人口统计表现有明显的积极反馈。第二个目标是通过使用创新的非侵入性分析技术,如3D调查的潜在贡献,在不同的细节和分辨率水平上,识别磨损痕迹(由于使用)和相关的有机残留物,“赋予生活”几乎被遗忘的博物馆藏品(挖掘可以追溯到20世纪初)。本文报告了功能性分析,证明了自奥日尼亚期(早期旧石器时代)以来,与系统使用磨石加工植物资源相关的复合技术。用遗产科学的方法重建旧的姿态和相关的行为,有助于从不同的角度看待博物馆藏品。这项研究的一个结果是支持证据线,以追踪一些与食物有关的现代文明疾病的起源。在考古遗迹中调查饮食广度的根源可以帮助追踪过去发生的食物变化,并让收藏发挥实际的社会作用。
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引用次数: 5
A conceptual model for behavioral intention of the elderly to use internet services in Iran 伊朗老年人使用互联网服务行为意向的概念模型
Pub Date : 2016-10-01 DOI: 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.
本文的主要目的是调查影响伊朗老年人使用互联网行为意愿的最重要因素。回顾互联网采用文献的零碎发现通常使用技术接受模型(TAM)或技术接受和使用统一理论(UTAUT)进行假设。和谐(与生活方式和设备)、感知有用性和态度被认为是发展中国家采用互联网服务意愿的最重要驱动因素。通过回顾文献、与互联网提供商的讨论,以及对伊朗228名互联网用户(n=144)和非互联网用户(n=84)的初步调查结果,本文提出了老年人使用互联网意愿的新概念模型。预计伊朗老年人采用互联网的意愿取决于社会影响力、绩效预期、便利条件、努力预期、服务/设备成本和知识获取。这些因素预计会因年龄和性别而有所缓和。
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引用次数: 2
Blending two virtual realities: Using Google Glass to explore a virtual reality model of the Villa of Good Fortune at Olynthus 混合两种虚拟现实:使用谷歌眼镜探索奥林索斯好运别墅的虚拟现实模型
Pub Date : 2016-10-01 DOI: 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.
在文化遗产背景下,增强现实提供了叠加信息或在当前站点视图上重新创建历史站点或事件的好处,以增加细节或通过将其恢复到原始状态或选定时间段来赋予其生命。然而,这仍然需要一个人访问该网站。另一种选择是现场的虚拟现实再现,可以通过头戴式显示器(如Oculus Rift)或真人大小的显示系统进行观看。然而,如果一个人想要清楚地把过去和现在分开,或者把关于项目的信息和项目本身分开呢?在这项研究中,我们重建了一个两层希腊别墅的虚拟现实模型,奥林索斯的好运别墅,可以使用Unity 5游戏技术进行探索。为了使别墅以博物馆般的方式参观,我们通过额外使用谷歌玻璃来提供有关物品和别墅的信息。因此,我们有两层虚拟现实:虚拟别墅和谷歌玻璃中的别墅信息。我们进行了一项试验,在新手中测试这项技术的使用情况,并对比在虚拟世界中阅读信息卡上的文字,看看谷歌眼镜在帮助用户记忆它提供的信息方面的效果。试点研究发现,83%的参与者更喜欢通过谷歌眼镜接收信息,而不是在虚拟世界中接收信息,尽管其中一半的人发现使用谷歌眼镜很难阅读信息。需要进一步的研究来确定这两种方法是否能改善认知功能、记忆回忆或对内容的长期理解。
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引用次数: 1
A comparative study of walkthrough paradigms for virtual environments using kinect based natural interaction 基于kinect的自然交互的虚拟环境演练范例的比较研究
Pub Date : 2016-10-01 DOI: 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.
本研究分析并比较了几种基于Kinect的虚拟演练手势方案。本文描述了为测量六种不同的身体手势组合在移动和转向方面的适用性而进行的测试,并比较了可用性方面的结果。测试是在一个真实存在的虚拟博物馆装置上进行的。
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引用次数: 8
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2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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