788 resultados para Reality Television
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The technologies and methodologies of assembly design and evaluation in the early design stage are highly significant to product development. This paper looks at a promising technology to mix real components (e.g. physical prototypes, assembly tools, machines, etc.) with virtual components to create an Augmented Reality (AR) interface for assembly process evaluation. The goal of this paper is to clarify the methodologies and enabling technologies of how to establish an AR assembly simulation and evaluation environment. The architecture of an AR assembly system is proposed and the important functional modules including AR environment set-up, design for assembly (DFA) analysis and AR assembly sequence planning in an AR environment are discussed in detail.
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The application of augmented reality (AR) technology for assembly guidance is a novel approach in the traditional manufacturing domain. In this paper, we propose an AR approach for assembly guidance using a virtual interactive tool that is intuitive and easy to use. The virtual interactive tool, termed the Virtual Interaction Panel (VirIP), involves two tasks: the design of the VirIPs and the real-time tracking of an interaction pen using a Restricted Coulomb Energy (RCE) neural network. The VirIP includes virtual buttons, which have meaningful assembly information that can be activated by an interaction pen during the assembly process. A visual assembly tree structure (VATS) is used for information management and assembly instructions retrieval in this AR environment. VATS is a hierarchical tree structure that can be easily maintained via a visual interface. This paper describes a typical scenario for assembly guidance using VirIP and VATS. The main characteristic of the proposed AR system is the intuitive way in which an assembly operator can easily step through a pre-defined assembly plan/sequence without the need of any sensor schemes or markers attached on the assembly components.
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By enhancing a real scene with computer generated objects, Augmented Reality (AR), has proven itself as a valuable Human-Computer Interface (HCI) in numerous application areas such as medical, military, entertainment and manufacturing. It enables higher performance of on-site tasks with seamless presentation of up-to-date, task-related information to the users during the operation. AR has potentials in design because the current interface provided by Computer-aided Design (CAD) packages is less intuitive and reports show that the presence of physical objects help design thinking and communication. This research explores the use of AR to improve the efficiency of a design process, specifically in mechanical design.
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When discussing the traditional and new missions of higher education (1996 Report to UNESCO of the International Commission on Education for the 21st Century) Jacques Delors stated that "Excessive attraction to social sciences has broken equilibrium of available graduates for workforce, thus causing doubts of graduates and employers on the quality of knowledge provided by higher education". Likewise, when discussing the progress of science and technology, the 1998 UNESCO World Conference on Higher Education concluded that "Another challenge concerts the latest advancements of Science, the sine qua non of sustainable development"; and that “with Information Technology, the unavoidable invasion of virtual reality has increased the distance between industrial and developing countries". Recreational Science has a long tradition all over the Educational World; it aims to show the basic aspects of Science, aims to entertain, and aims to induce thinking. Until a few years ago, this field of knowledge consisted of a few books, a few kits and other classical (yet innovative) ways to popularize the knowledge of Nature and the laws governing it. In Spain, the interest for recreational science has increased in the last years. First, new recreational books are being published and found in bookstores. Second the number of Science-related museums and exhibits is increasing. And third, new television shows are produced and new short science-based, superficial sketches are found in variety programs. However, actual programs in Spanish television dealing seriously with Science are scarce. Recreational Science, especially that related to physical phenomena like light or motion, is generally found at Science Museums because special equipment is required. On the contrary, Science related mathematics, quizzes and puzzles use to gather into books, e.g. the extensive collections by Martin Gardner. However, lately Science podcasts have entered the field of science communication. Not only traditional science journals and television channels are providing audio and video podcasts, but new websites deal exclusively with science podcasts, in particular on Recreational Science. In this communication we discuss the above mentioned trends and show our experience in the last two years in participating at Science Fairs and university-sponsored events to attract students to science and technology careers. We show a combination of real examples (e.g., mathemagic), imagination, use of information technology, and use of social networks. We present as well an experience on designing a computational, interactive tool to promote chemistry among high school, prospective students using computers ("Dancing with Bionanomolecules"). Like the concepts related to Web 2.0, it has been already proposed that a new framework for communication of science is emerging, i.e., Science Communication 2.0, where people and institutions develop new innovative ways to explain science topics to diverse publics – and where Recreational Science is likely to play a leading role
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The use of music in television advertising to successfully target the audience. A John Lewis case study.
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This repository contains the coursework for group 7 - The Kamikaze Spanners for the module INFO2009. Our work consists of an educational movie/video on the legal and ethical issues raised by the use of Augmented Reality, a flyer in docx and pdf format and a readme.txt file. The two presenting slides used during lectures have also been uploaded to the repository, as per the coursework instructions. To view our video, please download and run it on any standard video player. Alternatively, our video can also be seen on Youtube: http://www.youtube.com/watch?v=ZYXJ7Ma4RrQ
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An educational resource set on Augmented Reality and whether it really is "A Vision of Tomorrow". Our educational video takes the audience on a journey through the current uses of AR, then to the future and we also discusses legal and ethical issues towards the end.
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Augmented Reality: Past, present and future. An Educational Video on Digital Futures Awareness: Augmented Reality. Designed to be informative and entertaining.
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Directory containing a teaching resource titled Movie Tech: Fantasy or Reality?, as well as a flyer promoting this resource and a file readme.txt which contains further information
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Group 20 (km) "Kirk's Krew" is proud to present "Panorama: An Investigation into Augmented Reality," an exciting and entertaining video used for the general public which engages through a fast-paced investigatory style. You'll never forget the story of students Jake and Andrew as they seek to thwart the villianous schemes of Larry Beige with help and hindrance from AR! Explore the past, present and future of AR in a Panorama style investigation! ECS' very own Dr Enrico Costanza is on hand with years of expertise! For a full listing of share contents, please see readme.txt
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Abstract Broadcast video can be augmented with links to information related to the topics in the video and to other related entities. Viewers are sufficiently digitally literate that they can carry out their own searches during or after a broadcast. We investigate what types of information viewers would actually like to see while being engaged in watching a news broadcast. On the base of this we have designed user interfaces for passive and active uses of a second screen to accompany a news broadcast. A next step is to understand the specific types of information users would like to consult and investigate whether these can be automatically generated.
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Se reflexiona acerca de los programas de telerrealidad y se cuestiona si el contenido de los mismos es real, o no. Se propone el visionado de varias películas para establecer un debate en el aula acerca de las características de estos programas de televisión y para discutir si es posible otro tipo de oferta televisiva. Se incluye también una serie de citas, que expresan posiciones enfrentadas acerca de los nuevos programas de telerrealidad, para apoyar e ilustrar el debate.
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Resumen tomado de la publicación. Con el apoyo económico del departamento MIDE de la UNED
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Resumen basado en el de la publicación