976 resultados para shared virtual spaces


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Over the past few years, archaeology has experienced a rapid development in geophysical prospection and remote sensing techniques. At the same time, the focus of archaeological research has shifted to landscape evelopment and human interaction. To impart the results, new methods and techniques are necessary. Virtual globes such as Google Earth offer fascinating methods of giving interested amateurs the possibility to interactively explore ancient cities and landscapes. Thanks to the increasing usage of GIS in cultural heritage, the implementation of interactive three dimensional learning opportunities becomes less and less tedious, but the non-linear narrative story telling medium demands for a special adaption of the content. This paper summarizes the experience gained during the realization of the “Virtual Cilicia Project” and outlines the future potential of virtual globes in the field of cultural heritage.

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DynaLearn (http://www.DynaLearn.eu) develops a cognitive artefact that engages learners in an active learning by modelling process to develop conceptual system knowledge. Learners create external representations using diagrams. The diagrams capture conceptual knowledge using the Garp3 Qualitative Reasoning (QR) formalism [2]. The expressions can be simulated, confronting learners with the logical consequences thereof. To further aid learners, DynaLearn employs a sequence of knowledge representations (Learning Spaces, LS), with increasing complexity in terms of the modelling ingredients a learner can use [1]. An online repository contains QR models created by experts/teachers and learners. The server runs semantic services [4] to generate feedback at the request of learners via the workbench. The feedback is communicated to the learner via a set of virtual characters, each having its own competence [3]. A specific feedback thus incorporates three aspects: content, character appearance, and a didactic setting (e.g. Quiz mode). In the interactive event we will demonstrate the latest achievements of the DynaLearn project. First, the 6 learning spaces for learners to work with. Second, the generation of feedback relevant to the individual needs of a learner using Semantic Web technology. Third, the verbalization of the feedback via different animated virtual characters, notably: Basic help, Critic, Recommender, Quizmaster & Teachable agen

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Este proyecto de fin de carrera tiene como objetivo obtener una visión detallada de los sistemas y tecnologías de grabación y reproducción utilizadas para aplicaciones de audio 3D y entornos de realidad virtual, analizando las diferentes alternativas existentes, su funcionamiento, características, detalles técnicos y sus ámbitos de aplicación. Como punto de partida se estudiará la teoría psicoacústica y la localización de fuentes sonoras en el espacio, base para el estudio de los sistemas de audio 3D. Se estudiará tanto la espacialización sonora en un espacio real y la espacialización virtual (simulación mediante procesado de información de la localización de fuentes sonoras), en los que intervienen algunos fenómenos acústicos y psicoacústicos como ITD, o diferencia de tiempo que existe entre una señal acústica que llega a los pabellones auditivos, la ILD, o diferencia de intensidad o amplitud que hay entre la señal que llega a los pabellones auditivos y la localización espacial mediante otra serie de mecanismos biaurales. Tras una visión general de la teoría psicoacústica y la espacialización sonora, se analizarán con detalle los elementos de grabación y reproducción existentes para audio 3D. Concretamente, a lo largo del proyecto se profundizará en el funcionamiento del sistema estéreo, caracterizado por el posicionamiento sonoro mediante la utilización de dos canales; del sistema biaural, caracterizado por reconstruir campos sonoros mediante el uso de las HRTF; de los sistemas multicanal, detallando gran parte de las alternativas y configuraciones existentes; del sistema Ambiophonics, caracterizado por implementar filtros de cruce; del sistema Ambisonics, y sus diferentes formatos y técnicas de codificación y decodificación; y del sistema Wavefield Synthesis, caracterizado por recrear ambientes sonoros en grandes espacios. ABSTRACT This project aims to get a detailed view of recording and reproducing systems and technologies used to 3D audio applications and virtual reality environments, analyzing the different alternatives available, their functioning, features, technical details and their different scopes of applications. As a starting point, will be studied the psychoacoustic theory and the localization of sound sources in space, basis for the 3D audio study. Will be studied both the spacialization of sound sources in real space as virtual spatialization of sound sources (simulation by information processing of localization of sound sources), in which involves some acoustic and psychoacoustic phenomena like ITD (or the Interaural time difference), the ILD, (or the Interaural Level Difference) and spatial localization by another set of binaural mechanisms. After a general overview of the psychoacoustics theory and the sound spatialization, will be analyzed in detail existing methods of recording and reproducing for 3D audio. Specifically, during the project will analyze the characteristics of the stereo systems, characterized by sound positioning using two channels; the binaural systems, characterized by reconstructing sound fields by using the HRTF; the multichannel systems, detailing many of the existing alternatives and configurations; the Ambiophonics system, which is characterized by implementing crosstalk elimination techniques; the Ambiosonics system, and its various formats and encoding and decoding techniques; and the Wavefield Synthesis system, characterized by recreate soundscapes in large spaces.

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Una de las aplicaciones más interesantes de las tecnologías de Realidad Acústica Virtual es la posibilidad de recuperar el patrimonio cultural del sonido de los recintos históricos que se han perdido o cuyas características se han modificado a lo largo de los siglos. En este trabajo, las tecnologías de realidad acústica virtual se utilizan para tratar de reconstruir virtualmente el sonido producido en las actividades litúrgicas del antiguo rito hispánico. Bajo este nombre se conoce a la liturgia que celebraban los cristianos de la península ibérica hasta su prohibición, en favor del culto romano, a mediados del siglo XI. El rito hispánico -también conocido como rito visigótico-mozárabe- es una de las manifestaciones culturales más interesantes de la Alta Edad Media en occidente. Se trata de un patrimonio cultural desaparecido, tanto desde el punto de vista de las señales sonoras que lo integraban -ya que la mayoría de las melodías que conformaban el rito se han perdido- como desde el punto de vista de los espacios en los que se desarrollaba, debido a que las iglesias conservadas de la época han experimentado modificaciones a lo largo de los siglos que alteran sus condiciones acústicas con respecto a las que tenían en el periodo de vigencia de esta liturgia. Para llevar a cabo este proyecto, se han realizado modelos acústicos digitales de un grupo representativo de iglesias prerrománicas de la Península Ibérica en su estado primitivo. Se ha procurado que las iglesias seleccionadas representen la variedad de comportamientos acústicos esperables en este tipo de edificios. Con este objetivo, se han elegido cinco iglesias prerrománicas que presentan diferencias sustanciales en los parámetros que, a priori, van a influir en mayor manera a su comportamiento acústico: el volumen del recinto, la forma de la planta y el tipo de cubierta. El proceso de creación de los modelos acústicos digitales de las iglesias se ha dividido en dos fases: en la primera se han creado modelos de los edificios en su estado actual, que se han validado a partir de los datos obtenidos en mediciones acústicas realizadas in situ; a partir de los modelos validados de las iglesias en su estado actual, en la segunda fase se han generado los modelos acústicos digitales correspondientes al estado primitivo de las mismas, modificando los modelos anteriores de acuerdo con las hipótesis de reconstrucción propuestas en las investigaciones arqueológicas más recientes. Se han realizado grabaciones en cámara anecoica de una serie de piezas del repertorio original del canto mozárabe. Las grabaciones se han llevado a cabo con un array esférico compuesto por 32 micrófonos, con objeto de obtener información sobre la directividad de la emisión sonora de los cantantes, que se aplicará en las auralizaciones. Finalmente, se han realizado diversas auralizaciones, teniendo en cuenta diferentes configuraciones litúrgicas que eran usuales en este rito. ABSTRACT One of the most interesting applications of the Acoustic Virtual Reality technologies is the possibility to recover the cultural heritage of the sound of the historical sites that have been lost or whose characteristics have been modified through time. In this work, Acoustic Virtual Reality technologies are used to try to reconstruct virtually the sound produced in the liturgical activities of the Hispanic Rite. This is the name given to the liturgy celebrated by Christians of the Iberian Peninsula prior to the introduction of the Roman cult in the mid-eleventh century. The Hispanic Rite (also known as Visigothic or Mozarabic rite) is one of the most interesting cultural manifestations of the Middle Ages. It is a lost cultural heritage, both from the point of view of the sound signals that were used since the majority of the melodies that conformed the rite have been lost, and from the point of view of the spaces in which this liturgy was celebrated, because the churches preserved from that era have changed over the centuries altering its acoustic conditions respect to which they were in the period in which this liturgy was in effect. To carry out this project, acoustic models of a representative group of the pre-Romanesque churches in the Iberian Peninsula have been made in his primitive state. To select the sample of buildings to study, efforts have been made to ensure that the selected churches were representative of the range of expected acoustic behaviors in this type of buildings. Five churches have been selected, showing differences in the parameters that have the greatest influence on their acoustic behavior: the enclosure volume, the shape of the floor plan and the type of roof. The process of creating digital acoustic models of the churches has been divided into two phases. In the first phase acoustic models of the churches in its current state have been created. These models have been validated with the data obtained from in situ acoustic measurements. From the validated models of churches in its current state, in the second phase, changes in the acoustic models have been performed in order to represent the primitive state of the churches, according to the historical reconstruction hypothesis that have been proposed in the most recent archaeological investigations. Anechoic recordings of a series of pieces of the original Mozarabic Chant repertoire have been recorded. The recordings were made with a spherical array composed of 32 microphones, in order to obtain information on the directivity of the sound emission of the singers. These directivity data will be used to simulate the directional radiation of the sound sources in the auralizations. Finally, auralizations were produced corresponding to different liturgical configurations which were common in this rite.

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Purpose: The Shared Hospital Electronic Library of Southern Indiana (SHELSI) research project was designed to determine whether access to a virtual health sciences library and training in its use would support medical decision making in rural southern Indiana and achieve the same level of impact seen by targeted information services provided by health sciences librarians in urban hospitals.

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Virtual and remote laboratories(VRLs) are e-learning resources which enhance the accessibility of experimental setups providing a distance teaching framework which meets the student's hands-on learning needs. In addition, online collaborative communication represents a practical and a constructivist method to transmit the knowledge and experience from the teacher to students, overcoming physical distance and isolation. Thus, the integration of learning environments in the form of VRLs inside collaborative learning spaces is strongly desired. Considering these facts, the authors of this document present an original approach which enables user to share practical experiences while they work collaboratively through the Internet. This practical experimentation is based on VRLs, which have been integrated inside a synchronous collaborative e-learning framework. This article describes the main features of this system and its successful application for science and engineering subjects.

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Building Information Modelling (BIM) provides a shared source of information about a built asset, which creates a collaborative virtual environment for project teams. Literature suggests that to collaborate efficiently, the relationship between the project team is based on sympathy, obligation, trust and rapport. Communication increases in importance when working collaboratively but effective communication can only be achieved when the stakeholders are willing to act, react, listen and share information. Case study research and interviews with Architecture, Engineering and Construction (AEC) industry experts suggest that synchronous face-to-face communication is project teams’ preferred method, allowing teams to socialise and build rapport, accelerating the creation of trust between the stakeholders. However, virtual unified communication platforms are a close second-preferred option for communication between the teams. Effective methods for virtual communication in professional practice, such as virtual collaboration environments (CVE), that build trust and achieve similar spontaneous responses as face-to-face communication, are necessary to face the global challenges and can be achieved with the right people, processes and technology. This research paper investigates current industry methods for virtual communication within BIM projects and explores the suitability of avatar interaction in a collaborative virtual environment as an alternative to face-to-face communication to enhance collaboration between design teams’ professional practice on a project. Hence, this paper presents comparisons between the effectiveness of these communication methods within construction design teams with results of further experiments conducted to test recommendations for more efficient methods for virtual communication to add value in the workplace between design teams.

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Thesis (Master's)--University of Washington, 2016-06

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This paper explores the connections between scaffolding, second language learning and bilingual shared reading experiences. A socio- cultural theory of cognition underpins the investigation, which involved implementing a language and culture awareness program (LCAP) in a year 4 classroom and in the school community. Selected passages from observations are used to analyse the learning of three students, particularly in relation to languages other than English (LOTE). As these three case study students interacted in the classroom, at home and in the community, they co-constructed, appropriated and applied knowledge form one language to another. Through scaffolding, social spaces were constructed, where students learning and development were extended through a variety of activities that involved active participation, such as experimenting with language, asking questions and making suggestions. Extending these opportunities for student learning and development is considered in relation to creating teaching and learning environments that celebrate socio-cultural and linguistic diversity.

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O desenvolvimento das novas tecnologias de comunicação e informação não representa apenas uma nova forma de transmitir conteúdos informacionais às pessoas. Ao se refletir nas novas possibilidades de atuação à distância, permitida pela mídia interativa on-line, percebese uma mudança significativa na postura comportamental das pessoas em suas interações nas relações sociais básicas. Há uma transformação ocorrendo no conceito de comunidade, visto que as novas e emergentes formas de comunicação, próprias do atual cenário tecnológico, passam a coabitar com as formas tradicionais de comunidade. Esta metamorfose seria produto de uma tentativa de agregação das práticas sociais realizadas nas comunidades reais dentro de um espaço virtual. Surgem assim as chamadas comunidades virtuais, que carregam consigo uma nova dinâmica de atuação a distância disjunta de contextos sociais imediatos. Através da metodologia de estudo de caso, buscou-se conhecer como as coabitações de formas tradicionais e emergent es de comunidades estão convivendo e interagindo. Além disso, procurou-se conhecer quais são os resultados obtidos das trocas informacionais e relacionais ocorridas no ciberespaço. A investigação se deu a partir do estudo de caso de um site da Igreja Adventista do Sétimo Dia, no qual foram utilizadas entrevistas, observação direta e observação participativa como fontes de evidência. Os resultados obtidos da investigação sugerem que o indivíduo corpóreo deseja viver dentro de uma nova ambiência regida pela fluidez digital, pois esta se apresenta como um meio no qual as trocas informacionais se dão de forma efetiva e responsiva, ao mesmo tempo em que relacionamentos sociais podem ser engendrados, confirmados e mantidos.(AU)

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Even though e-learning endeavors have significantly proliferated in recent years, current e-learning technologies provide poor support for group-oriented learning. The now popular virtual world's technologies offer a possible solution. Virtual worlds provide the users with a 3D - computer generated shared space in which they can meet and interact through their virtual representations. Virtual worlds are very successful in developing high levels of engagement, presence and group presence in the users. These elements are also desired in educational settings since they are expected to enhance performance. The goal of this research is to test the hypothesis that a virtual world learning environment provides better support for group-oriented collaborative e-learning than other learning environments, because it facilitates the emergence of group presence. To achieve this, a quasi-experimental study was conducted and data was gathered through the use of various survey instruments and a set of collaborative tasks assigned to the participants. Data was gathered on the dependent variables: Engagement, Group Presence, Individual Presence, Perceived Individual Presence, Perceived Group Presence and Performance. The data was analyzed using the statistical procedures of Factor Analysis, Path Analysis, Analysis of Variance (ANOVA) and Multivariate Analysis of Variance (MANOVA). The study provides support for the hypothesis. The results also show that virtual world learning environments are better than other learning environments in supporting the development of all the dependent variables. It also shows that while only Individual Presence has a significant direct effect on Performance; it is highly correlated with both Engagement and Group Presence. This suggests that these are also important in regards to performance. Developers of e-learning endeavors and educators should incorporate virtual world technologies in their efforts in order to take advantage of the benefit they provide for e-learning group collaboration.

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This theoretical paper attempts to define some of the key components and challenges required to create embodied conversational agents that can be genuinely interesting conversational partners. Wittgenstein's argument concerning talking lions emphasizes the importance of having a shared common ground as a basis for conversational interactions. Virtual bats suggests that-for some people at least-it is important that there be a feeling of authenticity concerning a subjectively experiencing entity that can convey what it is like to be that entity. Electric sheep reminds us of the importance of empathy in human conversational interaction and that we should provide a full communicative repertoire of both verbal and non-verbal components if we are to create genuinely engaging interactions. Also we may be making the task more difficult rather than easy if we leave out non-verbal aspects of communication. Finally, analogical peacocks highlights the importance of between minds alignment and establishes a longer term goal of being interesting, creative, and humorous if an embodied conversational agent is to be truly an engaging conversational partner. Some potential directions and solutions to addressing these issues are suggested.

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OBJECTIVES: To compare the ability of ophthalmologists versus optometrists to correctly classify retinal lesions due to neovascular age-related macular degeneration (nAMD).

DESIGN: Randomised balanced incomplete block trial. Optometrists in the community and ophthalmologists in the Hospital Eye Service classified lesions from vignettes comprising clinical information, colour fundus photographs and optical coherence tomographic images. Participants' classifications were validated against experts' classifications (reference standard).

SETTING: Internet-based application.

PARTICIPANTS: Ophthalmologists with experience in the age-related macular degeneration service; fully qualified optometrists not participating in nAMD shared care.

INTERVENTIONS: The trial emulated a conventional trial comparing optometrists' and ophthalmologists' decision-making, but vignettes, not patients, were assessed. Therefore, there were no interventions and the trial was virtual. Participants received training before assessing vignettes.

MAIN OUTCOME MEASURES: Primary outcome-correct classification of the activity status of a lesion based on a vignette, compared with a reference standard. Secondary outcomes-potentially sight-threatening errors, judgements about specific lesion components and participants' confidence in their decisions.

RESULTS: In total, 155 participants registered for the trial; 96 (48 in each group) completed all assessments and formed the analysis population. Optometrists and ophthalmologists achieved 1702/2016 (84.4%) and 1722/2016 (85.4%) correct classifications, respectively (OR 0.91, 95% CI 0.66 to 1.25; p=0.543). Optometrists' decision-making was non-inferior to ophthalmologists' with respect to the prespecified limit of 10% absolute difference (0.298 on the odds scale). Optometrists and ophthalmologists made similar numbers of sight-threatening errors (57/994 (5.7%) vs 62/994 (6.2%), OR 0.93, 95% CI 0.55 to 1.57; p=0.789). Ophthalmologists assessed lesion components as present less often than optometrists and were more confident about their classifications than optometrists.

CONCLUSIONS: Optometrists' ability to make nAMD retreatment decisions from vignettes is not inferior to ophthalmologists' ability. Shared care with optometrists monitoring quiescent nAMD lesions has the potential to reduce workload in hospitals.

TRIAL REGISTRATION NUMBER: ISRCTN07479761; pre-results registration.

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This chapter explores some of the central issues and dilemmas that have emerged from recent research into the pedagogical uses, impact and innovation in virtual worlds. It will begin by discussing the most popular pedagogical approaches employed within the popular virtual world Second Life, noting key trends and identifying areas of potential future growth. It will then consider the ways in which teaching, learning and assessment for Second Life are shaped by and embedded within spatial practices and proxemics, drawing partially on data from two studies undertaken by the authors. The chapter concludes by suggesting that the opportunity to do things differently when designing for disciplinary learning within these new environments, forces a reconsideration of how (virtual) learning spaces might be constituted and experienced by individual users.

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Communicating thoughts, facts and narratives through visual devices such as allegory or symbolism was fundamental to early map making and this remains the case with contemporary illustration. Drawing was employed then as a way of describing historic narratives (fact and folklore) through the convenience of a drawn symbol or character. The map creators were visionaries, depicting known discoveries and anticipating what existed beyond the agreed boundaries. As we now have photographic and virtual reality maps at our disposal, how can illustration develop the language of what a map is and can be? How can we break the rules of map design and yet still communicate the idea of a sense of place with the aim to inform, excite and/or educate the ‘traveller’? As Illustrators we need to question the purpose of creating a ‘map’: what do we want to communicate and is representational image making the only way to present information of a location? Is creating a more personal interpretation a form of cartouche, reminiscent of elements within the Hereford Mappa Mundi and maps of Blaeu, and can this improve/hinder the communicative aspect of the map? Looking at a variety of historical and contemporary illustrated maps and artists (such as Grayson Perry), who track their journeys through drawing, both conventional journeys and emotional, I will aim to prove that the illustrated map is not mere decoration but is a visual language providing an allegorical response to tangible places and personal feelings.