997 resultados para virtual library
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Research indicates Virtual Reality (VR) is delivering on it's promised potential to provide enhanced training and education outcomes. A significant research project, at the University of Queensland, has constructed a number of virtual contexts in which the phenomena experienced by patients who have psychosis are reproduced for use in psychiatry education. Symptoms of psychosis reproduced include delusions, hallucinations and thought disorder. The new software enables psychiatry students to experience the inner world of a patient with psychosis. Lecturers in psychiatry report VR has the potential to enhance student's abilities to actually 'feel' the types of emotions and physiological reactions a hallucination precipitates in a patient. The current work of the project and stages of software development will be demonstrated. The virtual environments provide a new method of delivering experiential learning opportunities to higher education classrooms.
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New media technologies, the digitisation of information, learning archives and heritage resources are changing the nature of the public library and museums services across the globe, and, in so doing, changing the way present and future users of these services interact with these institutions in real and virtual spaces. New digital technologies are rewriting the nature of participation, learning and engagement with the public library, and fashioning a new paradigm where virtual and physical spaces and educative and temporal environments operate symbiotically. It is with such a creatively disruptive paradigm that the £193 million Library of Birmingham project in the United Kingdom is being developed. New and old media forms and platforms are helping to fashion new public places and spaces that reaffirm the importance of public libraries as conceived in the nineteenth century. As people’s universities, the public library service offers a web of connective learning opportunities and affordances. This article considers the importance of community libraries as sites of intercultural understanding and practical social democracy. Their significance is reaffirmed through the initial findings in the first of a series of community interventions forming part of a long-term project, ‘Connecting Spaces and Places’, funded by the Royal Society of Arts.
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The Library of Birmingham (LoB) is a £193million project designed to provide a new space for lifelong learning and knowledge growth, a physical and virtual portal for Birmingham's citizens to the wider world. In cooperation with a range of private, public, and third-sector bodies, as well as individual citizens, the library, due to open in June 2013, will articulate a continuing process of organic growth and emergence. Key delivery themes focus on: arts and creativity, citizenship and community, enterprise and innovation, learning and skills and the new media ecology. A landmark design in the heart of the cultural district of the city, the LoB aims to stimulate sustainable economic growth, urban regeneration and social inclusion by offering a wide range of new digital learning services, real and virtual community spaces, and new opportunities for interpreting and exploiting internationally significant collections of documentary archives, photography, moving image, and rare printed books. Additionally, the LoB will offer physical space for creative, cultural, enterprise, and knowledge development. This paper outlines the cultural and educational thinking that informs the project and the challenges experienced in developing innovative service redesign.
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DUE TO COPYRIGHT RESTRICTIONS ONLY AVAILABLE FOR CONSULTATION AT ASTON UNIVERSITY LIBRARY AND INFORMATION SERVICES WITH PRIOR ARRANGEMENT
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DUE TO COPYRIGHT RESTRICTIONS ONLY AVAILABLE FOR CONSULTATION AT ASTON UNIVERSITY LIBRARY AND INFORMATION SERVICES WITH PRIOR ARRANGEMENT
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East-Christian icon art is recognised as one of the most significant areas of the art of painting. Regrettably, it is still being neglected in the digital documentation and the registry of the art of painting. The accessibility to that large part of mankind's cultural and historical ancestry would be enhanced greatly if icons of all possible kinds and origins were digitised, classified, and „exhibited“ in the Internet. That would allow the preservation and even the future digital restoration of a large number of rare specimens of the East-Christian art of painting. This article aims to introduce how modern techniques from the area of digital libraries can be used for implementing the demonstrative multimedia library “Virtual encyclopaedia of the Bulgarian iconography ” 4, containing a large number of Bulgarian iconic art masterpieces and iconography of various authors, periods and schools.
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Content creation and presentation are key activities in a multimedia digital library (MDL). The proper design and intelligent implementation of these services provide a stable base for overall MDL functionality. This paper presents the framework and the implementation of these services in the latest version of the “Virtual Encyclopaedia of Bulgarian Iconography” multimedia digital library. For the semantic description of the iconographical objects a tree-based annotation template is implemented. It provides options for autocompletion, reuse of values, bilingual entering of data, automated media watermarking, resizing and conversing. The paper describes in detail the algorithm for automated appearance of dependent values for different characteristics of an iconographical object. An algorithm for avoiding duplicate image objects is also included. The service for automated appearance of new objects in a collection after their entering is included as an important part of the content presentation. The paper also presents the overall service-based architecture of the library, covering its main service panels, repositories and their relationships. The presented vision is based on a long-term observation of the users’ preferences, cognitive goals, and needs, aiming to find an optimal functionality solution for the end users.
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ACM Computing Classification System (1998): J.2.
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This paper describes a framework for building virtual collections of several digital objects and presenting them in an interactive 3D environment, rendered in a web browser. Using that environment, the website visitor can examine a given collection from a first-person perspective by walking around and inspecting each object in detail by viewing it from any angle. The rendering and visualization of the models is done solely by the web browser with the use of HTML5 and the Three.js JavaScript library, without any additional requirements.