2 resultados para COPD Inhalers, Education, good use
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
Since the end of the long winter of virtual reality (VR) at the beginning of the 2010 decade, many improvements have been made in terms of hardware technologies and software platforms performances and costs. Many expect such trend will continue, pushing the penetration rate of virtual reality headsets to skyrocket at some point in the future, just as mobile platforms did before. In the meantime, virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance, opening interesting opportunities and challenges. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.
Resumo:
In the ‘society of acceleration and uncertainty’ (Rosa, 2013), the young are struggling to interpret our complex and fast-changing world. The entity and the velocity of changes are so enormous that we need new narratives or languages to conceptualise them. Among those changes “Climate Change” is placed in a particular difficult position. As the writer A. Ghosh said: “The current climate crisis is also a crisis of culture, and thus of the imagination”. In fact, in today’s literature and cinema a strong dichotomy exists between fictional and non-fictional works, but none of those extremities seems suitable to picture an “adequate representation” of climate change issues, particularly those that are related to future. The main goal of my study, carried out within FEDORA EU project, was to understand to what extent the hybrid film form called “mockumentary” (a language that adopts the aesthetics of factual production to give an illusion of truth to invented stories) could inspire and help students in overcoming the mentioned dichotomy, working as a tool to foster the development of argumentative and imaginative skills needed to picture “immaginary yet realistic” climate change scenarios.