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Until recently museums have been the sole repositories of an objective factual history. However, with the advent of online interactive media, there has been a shift to alternate forms of cultural exposition. This paper presents a project where 3D CVE is augmented with mobile devices in order to support a collaborative educational exploration of a famous historical site in Norway, where Battle of Stiklestad...
3D collaborative virtual environments (CVEs) have been widely used for preservation of cultural heritage, also in an educational context. This paper presents a project where 3D CVE is augmented with mobile devices in order to support a collaborative educational exploration of a famous historical site in Norway, where Battle of Stiklestad took place in 1030. This system can be used by both local and...
This paper addresses the communicating of Australian Indigenous knowledge practices using a 3D game engine. It provides an overview background of Australian Aboriginal cultural heritage and how it has been traditionally articulated; the embedding of storytelling as a knowledge exchange medium in 'country' (sacred and spiritual lands) re-presented in a game engine; and, notions of the efficacies of...
Skeletal dysplasias affect around 4 million people worldwide. Various nosologies exist for describing and classifying their clinical, radiological, and genetic features. A methodological framework is needed to establish a single consolidated nosology for skeletal dysplasias based on the existing multiple classification systems.. Once established, the terms used can be linked to an existing database...
This paper reports on a project federally funded by the Australian CRC for interaction design (ACID). It investigates the use of a 3D game engine as a landscape metaphor for hosting Australian Aboriginal knowledge practices based on performed narratives. It communicates some recent findings. Central to these findings is the need to communicate a better understanding of the complex interrelationships...
In a previous paper the notion of "using the Amazon metric to construct an image database based on what people do, not what they say" was introduced (see [1]). In that paper we described a case study setting where 20 participants were asked to arrange a collection of 60 images from most to least similar. We found they organised them in many different ways for many different reasons. Using...
This paper reports on continuing work on visualising email collaboration (O.A. Puade and T.G. Wyeld, 2006). It reports on the re- interviewing of participants of a previous email collaboration visualisation study regarding the identification of key players. Participants were asked to comment on the finding of key player impact on the collaboration as determined by our analysis and methods. We found,...
Much architectural design work increasingly addresses an international audience. But many designers continue to work in isolation. In practice, however, their work includes international collaboration. This requires cross-cultural understandings with their co-collaborators. There are few opportunities for this to occur in a pedagogical setting. The 3D co-located laboratory (3DCollab) described in...
This paper discusses a theatrical performance in a 3D collaborative virtual environment (3D CVE). Place in a performative 3D CVE is contingent on immersion and presence generated by social interaction. It discusses the production of an online performance of Plato's Allegory of the Cave involving students from three different continents. It was found that theatrical activities in a 3D CVE share some...
The pedagogical exercise described here was used to investigate how spatial communication about the manipulation of objects in a virtual and physical space is communicated between remote partners. It continues work done by others. Where it differs from previous research in this area is in its use of a qualitative methodology to study how these types of interactions are structured, communicated and...
Much information communication technology (ICT) design work involves international collaboration. This requires cross-cultural understandings with one's co-collaborators. There are few opportunities for this to occur in a pedagogical setting. This paper outlines a pedagogically-oriented case study of the use of a 3D collaborative virtual environment (3DCVE). The 3D co-located laboratory (3DCollab)...
This paper challenges current practices in the use of digital media to communicate Australian Aboriginal knowledge practices in a learning context. It proposes that any digital representation of Aboriginal knowledge practices needs to examine the epistemology and ontology of these practices in order to design digital environments that effectively support and enable existing Aboriginal knowledge practices...
Email is an important form of asynchronous communication. Visualizing analyses of email communication patterns during a collaborative activity help us better understand the nature of collaboration, and identify the key players. By analysing the contents of email communication and adding reflective comments on its perceived importance from the participants of a collaboration new information can be...
Current database technologies do not support contextualised representations of multi-dimensional narratives. This paper outlines a new approach to this problem using a multi-dimensional database served in a 3D game environment. Preliminary results indicate it is a particularly efficient method for the types of contextualised narratives used by Australian Aboriginal peoples to tell their stories about...
Current image database metadata schemas require users to adopt a specific text-based vocabulary. Text-based metadata is good for searching but not for browsing. Existing image-based search facilities, on the other hand, are highly specialised and so suffer similar problems. Wexelblat's semantic dimensional spatial visualisation schemas go some way towards addressing this problem by making both searching...
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