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This article gives a brief description of the problem you have in the development of spatial skills, and the use of new practices based on implementation of ICT (Information and Communication) in Higher Education. Initially the main types of intelligence described in the literature and the different spatial ability are described. Subsequently a dissertation about the usefulness of the development...
With an increasing number of site-specific interactive artworks, museums need to question - not only for future generations, but even more importantly, for current audiences - how is it possible to access and preserve archived material. This practice-based research evaluates the possibilities and problems of Augmented Reality as a tool to reactivate archived material with an exemplary investigation...
This research investigates which uses of AR have emerged so far in marketing and proposes classification schemas for them, based on the intensity of the augmentation, different contexts of consumption and on marketing functions. Such differentiation is needed in order to better understand the dynamics of augmentation of physical surroundings for commercial purposes and consequently to distinguish...
This paper presents a service concept that enables the virtual augmentation of physical objects through a mobile device. Each object is linked to a tree of virtual resources (e.g. digital contents). Resources are organized in levels-of-detail that depend on the user's distance and orientation towards the object itself (i.e. user's attitude). The root node of the content tree hosts a set of items that...
Alignment between the real and the virtual has been a defining quality of mixed and augmented reality. With the emergence of Indirect Augmented Reality the problem of alignment is no longer primarily concerned with the relationship between a live video feed and a 3D graphics layer at the level of the screen, but with the relationship between the visual information on the display and the real world...
Incorporation of new technologies in university studies is a consummate factor. However, it is necessary to evaluate the degree of satisfaction, need and interest that the use of these technologies can provide both in the training of the student and their perception regarding the use of the technology. In this paper, we present a new proposal for evaluating the implementation of Augmented Reality...
This work collects the explorations conducted within the EPFL+ECAL Lab by several designers to interpret the various spheres of action of Augmented Reality in order to derive visual principles. These principles seek to contribute to developing a specific visual grammar, which is essential if Augmented Reality is to go beyond technological performance to acquire the status of a true media, like all...
In 1988, John Pearson wrote about the computer being appropriated by artists, offering “new means for expressing their ideas” [1]. Pearson notes, however, that historically, new technologies “were not developed by the artistic community for artistic purposes, but by science and industry to serve the pragmatic or utilitarian needs of society [2]. It is then up to the artist to be a “colonizer” and...
Both the art and science of the imagination have integral roles in defining compelling Mixed Reality (MR) experiences. In this paper we posit that the audience member's own imagination is an essential third kind of input in defining the full virtuality continuum for MR. It is traditionally accepted that there are two experiential inputs in MR incorporating a combination of stimuli of the real world...
In our research demonstration, we show a "MetaCookie+" that enables the user to experience various tastes without changing the chemical composition of foods by using the influence between modalities. It is a pseudo-gustatory display by combining the Edible Marker system which can detect the state [number/shape/6-DOF coordinate] of each piece of bitten or divided food in real time, and the...
People understand themselves as centers. Using a humanities approach, this paper proposes a conceptual model that promotes human-centricity for AR experiences. It uses David Burrows' phenomenology of sound and human thought as a reflective model. He argues that humans act according to a center-periphery scheme that is projected in three fields of action relating to body, mind, and the existential...
Computing technology is radically changing the manner in which we work and communicate with computers. ubiquitous virtual reality (U-VR) has been researched in order to apply the concept of virtual reality and its technology into ubiquitous computing. In this paper, we analyze past research on ubiquitous virtual reality and find future research direction.
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