809 resultados para augmented-reality, location-awareness, geolocation, cooperation, communication
Resumo:
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.
Resumo:
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
Resumo:
Multimedia Interactive Book (miBook) reflects the development of a new concept of virtual interpretation of traditional text books and audio-visual content. By encompassing new technological approaches, using augmented reality technology, allows the final user to experience a variety of sensorial stimuli while enjoying and interacting with the content; therefore enhancing the learning process. miBook stands for a global educational intention to enable people not only to access but also to appropriate intellectually valuable contents coming from different linguistic and cultural contexts.
Resumo:
The themes of awareness and influence within the innovation diffusion process are addressed. The innovation diffusion process is typically represented as stages, yet awareness and influence are somewhat under-represented in the literature. Awareness and influence are situated within the contextual setting of individual actors but also within the broader institutional forces. Understanding how actors become aware of an innovation and then how their opinion is influenced is important for creating a more innovation-active UK construction sector. Social network analysis is proposed as one technique for mapping how awareness and influence occur and what they look like as a network. Empirical data are gathered using two modes of enquiry. This is done through a pilot study consisting of chartered professionals and then through a case study organization as it attempted to diffuse an innovation. The analysis demonstrates significant variations across actors’ awareness and influence networks. It is argued that social network analysis can complement other research methods in order to present a richer picture of how actors become aware of innovations and where they draw their influences regarding adopting innovations. In summarizing the findings, a framework for understanding awareness and influence associated with innovation within the UK construction sector is presented. Finally, with the UK construction sector continually being encouraged to be innovative, understanding and managing an actor’s awareness and influence network will be beneficial. The overarching conclusion thus describes the need not only to build research capacity in this area but also to push the boundaries related to the research methods employed.
Resumo:
Augmented Reality systems overlay computer generated information onto a user's natural senses. Where this additional information is visual, the information is overlaid on the user's natural visual field of view through a head mounted (or “head-up”) display device. Integrated Home Systems provides a network that links every electrical device in the home which provides to a user both control and data transparency across the network.
Resumo:
Os computadores e os jogos de consola, são um vocabulário bem comum dos jovens e das crianças de hoje. No entanto, na maior parte das escolas, o processo de ensino-aprendizagem continua a ser feito da forma tradicional através do recurso aos quadros pretos e aos cadernos. Este projecto pretende mostrar que, se as aulas forem dadas de uma forma mais interactiva, as crianças estarão mais motivadas e consequentemente a taxa de aprendizagem terá tendência a aumentar. Pretende-se então, utilizar a tecnologia – a Realidade Aumentada, acreditando que será uma mais valia para o ensino, pois permite estabelecer novas relações com o saber, ultrapassando os limites dos materiais tradicionais e contribuindo para a diminuição da distância entre os alunos e o conhecimento.