907 resultados para HoloLens, mixed reality, ologramma, augmented world


Relevância:

100.00% 100.00%

Publicador:

Resumo:

The way we've always envisioned computer programs is slowly changing. Thanks to the recent development of wearable technologies we're experiencing the birth of new applications that are no more limited to a fixed screen, but are instead sparse in our surroundings by means of fully fledged computational objects. In this paper we discuss proper techniques and technologies to be used for the creation of "Augmented Worlds", through the design and development of a novel framework that can help us understand how to build these new programs.

Relevância:

100.00% 100.00%

Publicador:

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Motivation Awareness is an integral part of remote collaborative work and has been an important theme within the CSCW research. Our project aims at understanding and mediating non-verbal cues between remote participants involved in a design project. Research approach Within the AMIDA project we focus on distributed 'cooperative design' teams. We especially focus on the 'material' signals - signals in which people communicate through material artefacts, locations and their embodied actions. We apply an ethnographic approach to understand the role of physical artefacts in co-located naturalistic design setting. Based on the results we will generate important implications to support remote design work. We plan to develop a mixed-reality interface supported by a shared awareness display. This awareness display will provide information about the activities happening in the design room to remotely located participants. Findings/Design Our preliminary investigation with real-world design teams suggests that both the materiality of designers' work settings and their social practices play an important role in understanding these material signals that are at play. Originality/Value Most research supporting computer mediated communication have focused on either face-to-face or linguistically oriented communication paradigms. Our research focuses on mediating the non-verbal, material cues for supporting collaborative activities without impoverishing what designers do in their day to day working lives. Take away message An ethnographic approach allows us to understand the naturalistic practices of design teams, which can lead to designing effective technologies to support group work. In that respect, the findings of our research will have a generic value beyond the application domain chosen (design teams).

Relevância:

100.00% 100.00%

Publicador:

Resumo:

As ubiquitous systems have moved out of the lab and into the world the need to think more systematically about how there are realised has grown. This talk will present intradisciplinary work I have been engaged in with other computing colleagues on how we might develop more formal models and understanding of ubiquitous computing systems. The formal modelling of computing systems has proved valuable in areas as diverse as reliability, security and robustness. However, the emergence of ubiquitous computing raises new challenges for formal modelling due to their contextual nature and dependence on unreliable sensing systems. In this work we undertook an exploration of modelling an example ubiquitous system called the Savannah game using the approach of bigraphical rewriting systems. This required an unusual intra-disciplinary dialogue between formal computing and human- computer interaction researchers to model systematically four perspectives on Savannah: computational, physical, human and technical. Each perspective in turn drew upon a range of different modelling traditions. For example, the human perspective built upon previous work on proxemics, which uses physical distance as a means to understand interaction. In this talk I hope to show how our model explains observed inconsistencies in Savannah and ex- tend it to resolve these. I will then reflect on the need for intradisciplinary work of this form and the importance of the bigraph diagrammatic form to support this form of engagement. Speaker Biography Tom Rodden Tom Rodden (rodden.info) is a Professor of Interactive Computing at the University of Nottingham. His research brings together a range of human and technical disciplines, technologies and techniques to tackle the human, social, ethical and technical challenges involved in ubiquitous computing and the increasing used of personal data. He leads the Mixed Reality Laboratory (www.mrl.nott.ac.uk) an interdisciplinary research facility that is home of a team of over 40 researchers. He founded and currently co-directs the Horizon Digital Economy Research Institute (www.horizon.ac.uk), a university wide interdisciplinary research centre focusing on ethical use of our growing digital footprint. He has previously directed the EPSRC Equator IRC (www.equator.ac.uk) a national interdisciplinary research collaboration exploring the place of digital interaction in our everyday world. He is a fellow of the British Computer Society and the ACM and was elected to the ACM SIGCHI Academy in 2009 (http://www.sigchi.org/about/awards/).

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Culture is the system of knowledge, from whose meanings the human being screened and selected their understanding of Reality in the broad sense, and interprets and regulates the facts and data of social behavior. In this sense, culture is a program for social action and acting in humans during the process of socialization and social interaction. The meanings of each culture are the cumulative product of collective and individual thinking, in ecological economic, social and political specific situations, so are the expression of each particular cultural historical conjuncture. Moreover, the universal cognitive structure for the apprehension of cultural reality is the World Vision (WV). Due to its importance and significance as substratum of religious and political belief systems, we will gird our study to mythical cognitive mode or mythical WV.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In recent years, depth cameras have been widely utilized in camera tracking for augmented and mixed reality. Many of the studies focus on the methods that generate the reference model simultaneously with the tracking and allow operation in unprepared environments. However, methods that rely on predefined CAD models have their advantages. In such methods, the measurement errors are not accumulated to the model, they are tolerant to inaccurate initialization, and the tracking is always performed directly in reference model's coordinate system. In this paper, we present a method for tracking a depth camera with existing CAD models and the Iterative Closest Point (ICP) algorithm. In our approach, we render the CAD model using the latest pose estimate and construct a point cloud from the corresponding depth map. We construct another point cloud from currently captured depth frame, and find the incremental change in the camera pose by aligning the point clouds. We utilize a GPGPU-based implementation of the ICP which efficiently uses all the depth data in the process. The method runs in real-time, it is robust for outliers, and it does not require any preprocessing of the CAD models. We evaluated the approach using the Kinect depth sensor, and compared the results to a 2D edge-based method, to a depth-based SLAM method, and to the ground truth. The results show that the approach is more stable compared to the edge-based method and it suffers less from drift compared to the depth-based SLAM.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Televisions (TVs) and VR Head-Mounted Displays (VR HMDs) are used in shared and social spaces in the home. This thesis posits that these displays do not sufficiently reflect the collocated, social contexts in which they reside, nor do they sufficiently support shared experiences at-a-distance. This thesis explores how the role of TVs and VR HMDs can go beyond presenting a single entertainment experience, instead supporting social and shared use in both collocated and at-a-distance contexts. For collocated TV, this thesis demonstrates that the TV can be augmented to facilitate multi-user interaction, support shared and independent activities and multi-user use through multi-view display technology, and provide awareness of the multi-screen activity of those in the room, allowing the TV to reflect the social context in which it resides. For at-a-distance TV, existing smart TVs are shown to be capable of supporting synchronous at-a-distance activity, broadening the scope of media consumption beyond the four walls of the home. For VR HMDs, collocated proximate persons can be seamlessly brought into mixed reality VR experiences based on engagement, improving VR HMD usability. Applied to at-a-distance interactions, these shared mixed reality VR experiences can enable more immersive social experiences that approximate viewing together as if in person, compared to at-a-distance TV. Through an examination of TVs and VR HMDs, this thesis demonstrates that consumer display technology can better support users to interact, and share experiences and activities, with those they are close to.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Doutoramento em Economia

Relevância:

100.00% 100.00%

Publicador:

Resumo:

How games can be designed to engage families in learning spaces outside of the classroom. SCOOT Game has been played by families in various science museums and art galleries in Australian capital cities since 2004. Families form groups to collaborate in the game that takes them on an SMS quest through these places engaging them with artworks, historic facts, landmarks, puzzles, street performances etc.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Little is known of how leadership actually happens in the Australasian context. Most of the theory and case study material in leadership is drawn from the US, where leadership examples are most frequently drawn from the business arena and focus largely on white males. This is not a true reflection of the diversity of Australasian society, nor of local and regional leadership. Leadership: Understanding its Global Impact is a fresh and original look at leadership from a local perspective—yet with a global theme. Throughout, profiles of leaders—drawn from around the world—are included to reflect the reality of the world in which today’s students live.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This dissertation focuses on the short story Starukha (The Old Woman), one of the last works of the Russian writer Daniil Kharms (1905-1942). The story, written in 1939, is analysed using the Kharmsian concepts èto and to (this and that) as a heuristic interpretative model. The first chapter gives a detailed analysis of this model, as well as a survey of the critical work done to date on Kharms and Starukha. In the second chapter the model is applied to study the different states of consciousness of the male protagonist. This is significant, because he is the "I" of the work, from whose point of view everything is being told. The third chapter takes a closer look at the reality of the world that exists independently of the consciousness of the protagonist. Physical objects can be said to bear - besides their everyday meaning - a hidden symbolic meaning. Similarly, the characters can be considered as representatives of everyday reality and otherworldliness. The fourth chapter deals with the narrative devices of Starukha. The problematics of the relation between fact and fiction plays an essential role in the story. Kharms's use of Ich-Erzählung and different tenses, which contributes to achieving a complicated elaboration of this kind of problematics, is examined in detail. The fifth chapter provides an intertextual reading of Starukha, based on its allusions to the Bible and the Christian tradition. As a result, the whole story can be seen as a kind of meditation on the Passion of Christ. The final chapter examines how the important Kharmsian concepts of the grotesque and the absurd manifest themselves in Starukha. The old woman represents in a grotesque way two opposite systems: the religious and the totalitarian. The absurdity of Starukha can be claimed to be illusory. Therefore, it is better to speak about paradoxicality. Starukha itself is a kind of paradox, in the sense that it tries to say something of the ultimate truth of reality, which inevitably remains ineffable.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

A presente pesquisa centrou-se em analisar as implicações do processo de supervisão e sua importância para a formação acadêmico-profissional em Serviço Social, tendo como pressuposto o acompanhamento sistemático realizado pelo assistente social junto ao discente, uma das dimensões que envolvem a supervisão, qual seja, a supervisão profissional ou de campo. O objetivo do estudo sobre essa dimensão da formação profissional refletiu o entendimento da realidade profissional, das transformações no mundo do trabalho e as respectivas formas de enfrentamento da questão social. Tratou do processo de supervisão acadêmico-profissional em Serviço Social no município de Ipatinga/MG a partir dos projetos de extensão universitária coordenados pelo curso de Serviço Social da UNIPAC/Campus Vale do aço, onde são desenvolvidas atividades que envolvem ações de assistentes sociais e se constituem em espaços sócio-ocupacionais onde se inserem estagiários. A hipótese do presente estudo é de que existe uma tensão entre a proposta das Diretrizes Curriculares da Associação Brasileira de Ensino em Serviço Social (ABESS), de 1996 e sua efetivação em um contexto de aceleramento de privatização do ensino superior e das condições de trabalho dos profissionais. Os pressupostos relacionados à direção social ou ao aparato legal para a profissão são norteados e conduzidos pelas diretrizes curriculares. E a direção assumida pela profissão a partir das mudanças que vinculam a ação profissional ao projeto societário da classe trabalhadora, demanda novas respostas profissionais, que vão se refletir diretamente numa exigência de um trabalho profissional que ultrapasse o mero fazer cotidiano. Para a apreensão do objeto de estudo, procurou-se discutir a formação profissional mediante o que está preconizado nas Diretrizes Curriculares de 1996. Num segundo momento discutiu-se acerca da mercantilização do ensino superior pós década de 1990 e a UNIPAC nesse contexto. Já no capítulo 3 foram analisadas as particularidades do processo de supervisão de campo no universo dos projetos de extensão da UNIPAC e as condições de trabalho dos supervisores de campo. Nas considerações mais conclusivas é apresentado um balanço da pesquisa realizada, buscando apontar possíveis desafios e tendências para a formação profissional dos assistentes sociais na atualidade.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

针对传统医学可视化仿真系统中交互界面和交互技术的缺点,基于视觉跟踪技术采用实物模型设计和实现了一个基于混合现实界面的下颌运动仿真系统.通过对物理界面元素、虚拟界面元素以及交互隐喻的分析,为混合现实环境下的交互技术建立了一个具有通用性的分类体系.物理与虚拟的界面元素之间通过语义映射将用户的操作从物理世界映射到虚拟空间中,从而为用户提供一种更为直观、自然的交互方式.