Dissertations / Theses on the topic 'Culture augmentée'

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1

Guerville-Ballé, Alice. "Valorisation du patrimoine et techniques multimédia : de nouvelles technologies pour de nouveaux publics, l'avenir de la valorisation patrimoniale?" Thesis, Pau, 2019. http://www.theses.fr/2019PAUU1067.

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Ce travail de thèse pose la question de l’utilisation des outils numériques dans la valorisation patrimoniale, et explore plus précisément le potentiel de la réalité augmentée. Alors même que le patrimoine traverse de profondes mutations et se heurte à des dynamiques conflictuelles, sa « mission » est devenue plus complexe et plus importante que jamais. La conception d’expériences patrimoniales voit l’ensemble de ses composantes transformé, que cela soit l’objet, le public ou encore les méthodes et les outils pour les faire se rencontrer. Face à des individus équipés numériquement, d’âges et d’origines sociales multiples, et dont la capacité de concentration et d’émerveillement a considérablement changé, la valorisation du patrimoine doit se réinventer. Nous soutenons dans ce travail que les outils numériques proposent des réponses pertinentes et inédites, mais qu’ils représentent aussi un défi à part entière pour être utilisés à bon escient. Loin d’être évidente, cette problématique requiert d’être replacée dans un cadre plus global qui implique plusieurs questionnements d’orientations philosophiques, tant sur le concept de patrimoine que sur les systèmes techniques et les nouvelles réalités numériques. Après avoir mis en place un cadre théorique et un vocabulaire stable (dont notre propre définition de la réalité augmentée), ce travail propose une approche à trois échelles distinctes : empirique, conjoncturelle et structurelle. Nous présentons le potentiel de la réalité augmentée pour le patrimoine et les éventuelles raisons des dysfonctionnements observés à un niveau conjoncturel. Nous proposons ensuite une réflexion sur les racines structurelles de ces problèmes ainsi qu’une modélisation du phénomène global qui, selon nous, sous-tend cette situation, à travers le concept de delta et de désajustement socio-technologique. Enfin, plusieurs études de cas sont présentées à travers la France, le Japon et le Brésil, ainsi que des restitutions d’entretiens
This thesis raises the question of the use of digital tools in heritage enhancement, and explores more precisely the potential of augmented reality. While heritage is going through profound changes and facing conflict dynamics, its ”mission” has become more complex and important than ever. Henceforth, the design of heritage experiences sees all its components transformed, whether it is the object, the audience, or the methods and tools to bring them together. The heritage is now dealing with an audience digitally equipped, of multiple ages and social origins, whose concentration and wonder abilities has changed considerably. The enhancement of heritage must be reinvented. In this thesis, we argue that digital tools offer relevant and innovative answers, but that they also represent a challenge in their own right to be used wisely. Far from being easy, this problem needs to be placed in a more global framework that involves several questions of philosophical orientations, both on the concept of heritage and on technical systems and new digital realities. After having established a theoretical framework and a stable vocabulary (including our own definition of augmented reality), this work proposes an approach at three distinct scales: empirical, situational and structural. We present the potential of augmented reality for heritage experiences and the possible reasons for the dysfunctions observed at a situational level. We propose a reflection on the structural roots of these problems as well as a theoretical model to illustrate the global phenomenon that, in our opinion, underlies this situation (through the concept of socio-technological delta and socio-technological discrepancy). Finally, several case studies are presented across France, Japan and Brazil, as well as the respective interviews and reports
2

Djeguede, V. Francis C. "La culture augmentée face à la crise de l'intégration socioculturelle : des rapports interculturels asymétriques à l'intégration symétrique." Electronic Thesis or Diss., Strasbourg, 2023. http://www.theses.fr/2023STRAG032.

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La cause systématique de la crise de l’intégration dans les politiques d’immigration-intégration actuelles en France serait liée à la persistance des rapports interculturels asymétriques. Face à cette crise de l’intégration nous proposons un modèle d’épistémologie interculturelle totale, celui de la culture augmentée, aux antipodes des catégories interculturelles asymétriques. La culture augmentée est la capacité intrinsèque à toute culture, par sa nature et sa forme, de se développer et de s’universaliser continuellement en intégrant symétriquement les autres entités socioculturelles. L’intégration symétrique ou co-apprentissage multilatéral et pluridimensionnel est la forme systématique de la culture augmentée et permet l’enrichissement interculturel indispensable au développement authentique et à l’universalisation des contenus culturels. L’intégration symétrique ou co-apprentissage multilatéral et pluridimensionnel induit et amplifie les procédés systématiques de la faculté universelle d’apprendre, forme universelle de la culture. Car apprendre c’est avant tout intégrer le réel en créant du sens. Ces procédés amplifiés dans l’intégration symétrique sont : la discussion argumentée ou intercompréhension ; la praxis intelligente et critique ou réappropriation à travers des rapports opératoires multimodaux suivant le protocole de l’essai-erreur ; la co-construction c’est-à-dire la co-validation et l’opérationnalisation des différents contenus culturels en présence
The systematic cause of integration crisis within politics of immigration in France, is related to persistence of intercultural asymetric relations. Confronted to this crisis, we have proposed the central concept of culture augmentée. Culture augmentee is the internally capacity of every culture, because of his nature and his form, to develop and universalize his self; by integrating symmetricaly the others sociocultural entities. The symmetrical integration or co-learning multilateral and pluridimensionnal facilitates the enrichment important for the authentic developpement and for universalisation of the cultural amounts. The symmetric integration implies and amplifies the systematic proceeds working in the universal faculty of learning, which constitutes the culture universal form. In fact, learn means integration. Those processes are: the argumented discussion or inter-understanding; the intelligent and critical practice or reappropraition by trial error protocol throughout operative and multimodal relations; the co-construction or co-validation and operationnalization of different cultural amounts
3

Ghouaiel, Nehla. "Ingénierie de la conception de systèmes de réalité augmentée mobile : applications de la réalité augmentée mobile au tourisme culturel." Toulouse 3, 2014. http://thesesups.ups-tlse.fr/2538/.

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Le système M. A. R. T. S a été conçu avec l'objectif de proposer un nouveau mode de médiation au musée. Lorsque la visite au musée se déroule sans guide conférencier, les outils de médiation classiques comme l'audio-guide ou les étiquettes montrent rapidement leurs limites en termes d'interaction humaine. Nous proposons donc de permettre au visiteur d'interagir avec un guide humain virtuel appuyé de nos paradigmes d'interaction " Sélection Documentation Reconstruction", puisant leurs principes de la réalité augmentée. L'objectif, par le biais de nos propositions, est de créer les conditions propices à un contact riche avec la collection, et de donner au visiteur les outils nécessaires pour qu'il puisse vivre une expérience d'apprentissage riche au musée. Les expérimentations que nous avons menées vont dans ce sens, montrant l'efficacité de ce nouveau mode de médiation. Qui plus est, les principes d'interactions sont suffisamment généraux pour dépasser le cadre original de la visite guidée au musée et peuvent être exploitée pour une visite guidée à l'extérieur
M. A. R. T. S system was built in order to propose a new mode of museum mediation. When the museum visit take place without a human guide, classical mediation tools such as labels or audio-guide rapidly show their limits in terms of human interaction. We therefore propose to allow visitors to interact with a virtual human guide supported by our interaction paradigms "Selection Documentation Reconstruction", which are based on augmented reality. The aim behind our proposals is to ensure favorable conditions for a rich contact with collections, and provide the visitor with necessary tools enabling him to live a worthwhile learning experience in the museum. The experiments we have conducted go in this direction, showing the effectiveness of this new mode of museum mediation. Moreover, interactions principles are sufficiently general to be applied to other cultural heritage activities such as outdoor guided tours
4

Benarfa, Olfa. "Minorité dominante et construction identitaire : L’interaction des modes de consommation locaux, étrangers et globaux. Le cas de la commensalité au Qatar." Thesis, CY Cergy Paris Université, 2020. http://www.theses.fr/2020CYUN1054.

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En s’appuyant sur les théories du multiculturalisme et des intentions identitaires, et en tenant compte des limites des études sur les minorités ethniques qui ont été menées exclusivement dans des contextes occidentaux et qui ne permettent donc pas une généralisation théorique, cette thèse est une première tentative d’étudier les projets identitaires dans un contexte non-occidental, qui est l’état du Qatar. La présente recherche offre une perspective originale et unique sur l’étude des minorités en se focalisant sur le groupe d’accueil qui constitue ici le groupe minoritaire dominant culturellement. Les recherches passées se sont surtout penchées sur des situations opposées où les minorités sont principalement des immigrants qui sont culturellement dominés par une majorité d’accueil. Vu la nature collectiviste de la culture qatari et l’importance symbolique de l’expression identitaire dans la consommation alimentaire, le choix se porte sur l’étude de la commensalité en tant que prisme d’expression symbolique des projets identitaires des consommateurs. Ce champ d’étude constitue une autre des originalités et des apports de ce travail.Cette recherche mobilise plusieurs méthodes qualitatives et ethnographiques (les entretiens en profondeur, les focus groupes, la netnographie, la technique de photo élicitation, l’observation, les techniques projectives, etc.), ainsi qu’une nouvelle méthode qualitative empruntée à la discipline de la psychanalyse. Cette nouvelle technique est une réponse aux appels des spécialistes postcoloniaux à repenser l’utilisation des méthodes ethnographiques occidentales pour les communautés non occidentales. Le processus de mise en œuvre ainsi que les avantages et les limites de cette nouvelle technique sont également discutés.Les analyses suivent la logique de la phénoménologie et des approches herméneutiques, et les résultats montrent que la commensalité en tant que pratique culturelle et symbolique conduit au développement et à l’expression de différents projets identitaires que la littérature n’avait pas encore identifié. Les résultats ont également révélé que les consommateurs négocient continuellement entre des trajectoires identitaires concurrentes et parfois conflictuelles. Le but pour eux est de réussir à exprimer et à réduire une dissonance interne. Cette recherche s’inscrit dans la continuité des travaux de Oswald et de sa métaphore de l’oscillation identitaire, ainsi que de ceux d’Askegaard et ses collègues et leur métaphore du pendule oscillant. En effet, ce travail montre que les informants, non seulement oscillent entre différents projets identitaires où ils expérimentent une diversité d’intentions identitaires personnelles, mais se retrouvent très régulièrement autour d’une identité groupale commune et partagée dans le temps et dans l’espace où les projets identitaires personnels sont mis au second plan. L’auteur appelle cette dynamique identitaire le mouvement de l’accordéon pour rendre compte du mouvement élastique de dilatation vers des intentions identitaires multiples, puis de contracture vers une identité partagée traditionnelle et non négociée. Le mouvement de l’accordéon pourrait expliquer comment la société Qatarie réussi à rester unie malgré sa caractéristique minoritaire et comment les Qataris absorbent les codes culturels nouveaux en ayant le sentiment de ne pas mettre en danger leur cohésion culturelle
Drawing on multicultural and identity theories and based on a critique of studies on ethnic minorities that are exclusively conducted in Western contexts and do not allow for a theoretical consensus, this thesis is an initial attempt to investigate identity projects in a non-Western context, which is the state of Qatar. The current research offers an original and unique perspective on studying minorities by focusing on the local dominant minority group rather than the opposite classic situation where minorities are mainly immigrants who are dominated by a local majority group. Given the collectivistic nature of this context and the centrality of identity in food consumption, this research uses a very unique and an under-researched area of consumption, which is commensality, as a framework to study the symbolic meaning of this dimension and its impact on consumers’ identity negotiation and intentions.The current study uses several qualitative and ethnographic methods (e.g. semi-structured in-depth interviews, focus groups, netnography, photo elicitation, observation, projective techniques, etc.), as well as a new qualitative method borrowed from the psychoanalysis discipline. This technique comes as a response to postcolonial scholars’ calls for rethinking the use of Western ethnographic methods for non-Western communities. The implementation process and the advantages and limitations of this new technique are also discussed.Analyses follow the logic of phenomenology and hermeneutic approaches, and findings show that commensality as a cultural and symbolic practice led to the development and expression of different new identity projects that were not found in previous studies on minorities, and which depend on the contextual, historical and cultural forces. Results also reveal that consumers are continuously negotiating conflicting and competing trajectories of identities with the aim of reducing internal dissonance. Another interesting result emerges and expends Oswald’s idea of identity oscillation and Asckegaard et al.’s metaphor of the oscillating pendulum: it is a dynamic that the author named “the accordion movement”, where individuals not only oscillate between different identity projects, but they scatter and spread out in different directions where each has his/her own personal identity intentions, however they all meet at a common ground in favour of the group identity while putting on hold their personal identities. This elastic movement is akin to the accordion instrument expanding and contracting, and could explain how the Qatari society still manage to remain united despite their minority status, and how Qataris embrace and adopt new cultural codes without harming their cultural cohesion
5

Gay, Jean-Jacques. "Le spectateur augmenté face à l'Art Numérique comme organogenèse programmée." Electronic Thesis or Diss., Paris 8, 2018. http://www.theses.fr/2018PA080116.

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Depuis un demi siècle, les artistes des nouveaux médias nous montrent le chemin, les dangers et les promesses d’un monde électro-digital. Entre augmentation cognitive et totalitarisme des datas, en attendant l’Intelligence artificielle ; l’humanité numérique est en marche à travers les Cybermondes et les Nanomondes que nous offrent un monde fini.Avec les œuvres d’Art (dit) numériques, c’est le monde spectateur qui change de paradigme et s’hybride chaque jour. Univers d’un spectateur augmenté de prothèses et d’ubiquité consommatrice, dans une organogénèse digitale réticulée qui appelle à observer l’art d’aujourd’hui à l’aulne d’un nouveau coefficient spectateur.A la suite du coefficient d’art, coefficient d’interactivité, coefficient de numéricité et du coefficient d’expérience, nous allons proposer un coefficient spectateur destiné à faire la part des choses entre les œuvres d’art numériques et les outils électro-digitaux imaginés pour la médiation culturelle et la capture d'audience. Ce coefficient servirait à quantifier l’“aura spectateur” des œuvres praticables ou/et vivantes (génératives), qui augmente l’impact de la “rencontre spectateur” avec les œuvres reproductibles. Aura elle même issue des traces laissées par l’ensemble des spectateurs de ces œuvres d’art reproductibles. Pièces artistiques enrichies d’un palimpseste d’expériences qui renforcent la valeur de la magie de l’unicité de chaque création technologique. Œuvres praticables face auxquelles nous place jour après jour notre vie de spectateur contemporain
For half a century new media artists have been showing us the way, the dangers as well as the promises of an electro-digital world.Between cognitive augmentation and data totalitarianism and further expecting Artificial Intelligence; digital humanity is in motion through "Cyberworlds" and "Nanoworlds” brought to us by a finite world.Through pieces of so-called digital Art, the spectator universe goes through a paradigm shift and becomes more hybrid, every day. A spectator universe is augmented through protheses and consumer ubiquity inside a reticulated digital organogenesis that makes us contemplate today’s art through the yardstick of a novel ‘Spectator coefficient”.As a logical evolution from the “art coefficient”, “interactive coefficient”, “digital coefficient” and the “experience coefficient” we hereby propose a new “spectator coefficient” that is designed to differentiate between digital art work and electro-digital tools designed for cultural mediation and for audience-capturing purpose.This coefficient would be used to measure the “spectator aura” in practicable and/or living (or generative) artworks as it heightens the impact of reproducible works on the spectator experience. Works of art that are enriched with a palimpsest of experiences that reinforce the magical uniqueness of each technological creation. Works that, day after day, become practicable and in front of which our life of contemporary, augmented spectator places us
6

Gutkowski, Nicolas Joshua. "Designing Cultural Heritage Experiences for Head-Worn Augmented Reality." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103619.

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History education is important, as it provides context for current events today. Cultural heritage sites, such as historic buildings, ruins, or archaeological digs can provide a glimpse into the past. The use of different technologies, including augmented and virtual reality, to teach history has expanded. Augmented reality (AR) in particular can be used to enhance real artifacts and places to allow for deeper understanding. However, the experiences born out of these efforts primarily aim to enhance museum visits and are presented as handheld experiences on smartphones or tablets. The use of head-worn augmented reality for on-site history education is a gap. There is a need to examine how on-site historical experiences should be designed for AR headsets. This work aims to explore best practices of creating such experiences through a case study on the Solitude AR Tour. Additionally comparisons between designing for head-worn AR and handheld AR are presented.
Master of Science
There is a need for the general public to be informed on historical events which have shaped the present day. Informal education through museums or guided tours around historical sites provides an engaging method for people to become more knowledgeable on the details of a time period or a place's past. The use of augmented reality, which is the enhancement of the real-world through virtual content visible through some sort of display such as a smartphone, has been applied to history education in these settings. The educational apps created focus on adding onto museum exhibits, rather than historical locations such as buildings or other structures. Additionally they have focused on using smartphones or tablets as the medium for virtual content, rather than headsets, which involves wearing a display rather than holding one. This work aims to address the lack of headset-based, on-site history experiences by posing questions about what methods work best for designing such an app. Comparisons to handheld design are also made to provide information on how the approach differs.
7

Bostanci, Gazi Erkan. "User tracking methods for augmented reality applications in cultural heritage." Thesis, University of Essex, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616992.

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Augmented Reality provides an entertaining means for displaying 3D reconstructions of ancient buildings in situ for cultural heritage. Finding the pose, position and orientation, of the user is crucial for such applications since this information will be used to define the viewpoint that will be used for rendering the models. Images acquired from a camera can be used as the background for such augmentations . To make the most out of this available information, these images can also be utilized to find a pose estimate. This thesis presents contributions for vision-based methods for estimating the pose of the user in both indoor and outdoor environments. First an evaluation of different feature detectors is presented, making use of spatial statistics to analyse the distribution of the features across the image, a property that is shown to affect the accuracy of the homography calculated from these features . An analysis of various filtering methods used for tracking was performed and an implementation of a SLAM system is presented. Due to several problems faced with this implementation, there is insufficient tracking accuracy due to linearity problems. An alternative, keyframe-based tracking algorithm is presented. Continuing with vision-based approaches, Kinect sensor was also used to find the pose of a user for in situ augmentations making use of the natural features in the environment. Skeleton-tracking was also found to be beneficial for such applications. The thesis then investigates combining the vision-based estimates with measurements from other sensors, GPS and DVIU, in order to improve the tracking accuracy in outdoor environments. The idea of using multiple models was investigated using a novel fuzzy rule-based approach to decide on the model that results in improved accuracy and faster convergence for the fusion filter. Finally, several AR applications are presented that make use of these methods . . The first one is for in situ augmentation for displaying historical columns and augmenting users , the second is a virtual visit to an ancient building and the third is a game which can also be played inside the augmentation of the building in the second application.
8

RUGGERI, LUDOVICO. "Il facsimile digitale come strumento di interazione culturale. Realtà aumentata e virtuale per una fruizione immersiva e interattiva del Cultural Heritage." Doctoral thesis, Università Politecnica delle Marche, 2019. http://hdl.handle.net/11566/263262.

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L’obiettivo di questo lavoro di tesi è la ricerca e la definizione di un workflow che partendo dall’acquisizione e digitalizzazione del dato bi e tridimensionale di un Bene porti allo sviluppo di applicazioni di realtà virtuale e aumentata le quali, utilizzando le ultime tecnologie disponibili nel campo delle Information and Communication Technologies, permettano all’utente di fruire il patrimonio culturale secondo i linguaggi contemporanei. Seguendo il paradigma “learning by interacting” e utilizzando gli strumenti e le metodiche tipiche delle piattaforme di gaming, sono state sviluppate due applicazioni per la fruizione del Cultural Heritage: un’applicazione di realtà aumentata che permette di vedere, camminando direttamente sui resti del sito archeologico di Forum Sempronii, le principali architetture come erano un tempo e un’applicazione di realtà virtuale immersiva attraverso la quale è possibile navigare all’interno della ricostruzione del foro romano di Fanum Fortunae, vivendo una vera e propria esperienza interattiva e didattica. I principali temi trattati in questo lavoro sono stati quelli della digitalizzazione e della modellazione tridimensionale dei beni culturali in genere, volte da un lato alla tutela e preservazione del patrimonio culturale, dall’altro alla fruizione dello stesso tramite l’utilizzo delle più recenti tecnologie disponibili nel campo delle ICT. Un ruolo centrale in queste tematiche viene rivestito dal facsimile digitale: oggi la copia digitale è essa stessa patrimonio culturale. Questo lavoro inoltre mostra e sottolinea l’importanza della collaborazione tra diverse figure professionali (archeologi, architetti, informatici, grafici). Il risultato di questo lavoro è infatti costituito da diverse applicazioni dal forte carattere interdisciplinare, come auspicato dalle ultime direttive della Commissione Europea nell’anno europeo del patrimonio culturale.
The aim of this thesis is the research and the definition of a workflow that starting from the acquisition and digitization of bi and three-dimensional data of a cultural object leads to the development of virtual and augmented reality applications. These applications allow the user to exploit Cultural Heritage according to contemporary languages using the latest available Information and Communication Technologies. Two applications have been developed for the exploitation of Cultural Heritage, following the “learning by interacting” paradigm and using the tools and methods typical of gaming platforms: an augmented reality application that allows the user to see the main architectures as they were once, walking on the remains of the archaeological site of Forum Sempronii, and an immersive virtual reality application that allows the user to navigate within the virtual reconstruction of the Roman forum of Fanum Fortunae, experiencing a real interactive and didactic experience. The main themes faced in this work are the digitization and three-dimensional modeling of cultural heritage, aimed on the one hand at protecting and preserving cultural heritage and on the other on its exploitation through the use of the latest available technologies in the field of ICT. A central role in these issues is played by the digital facsimile: today the digital copy is itself cultural heritage. This work also shows and underlines the importance of collaboration between different professional figures (archaeologists, architects, informatics, graphic designers). The result of this work is in fact made up of different applications with a strong interdisciplinary character, as desired by the latest directives of the European Commission in the European Year of Cultural Heritage.
9

Maglieri, Giulia. "Augmented Reality per Cultural Heritage: un prototipo per le tombe di Koguryo." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018.

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Seguendo l'onda del successo delle applicazioni di augmented reality si è pensato di realizzare un'applicazione web-based che sfrutta le tecnologie di realtà aumentata per favorire la valorizzazione di un sito archeologico patrimonio dell'UNESCO; ovvero le tombe del sito archeologico di Koguryo. La tesi è stata svolta in collaborazione con il Corso di Laurea Magistrale in Science for Conservation and Restoration of Cultural Heritage (dell’Ateneo di Bologna). Per poter procedere alla realizzazione del progetto ci si è posti tre obiettivi principali: • permettere a chi utilizza l’applicazione di poter immergersi in una ‘visita virtuale’ facendo sì che l’utente possa sentirsi trasportato direttamente in loco. • fornire tutte le informazioni necessarie per la miglior comprensione di ciò che si ha davanti e per fare questo si è cercato il metodo più diretto ed accattivante in modo che tali nozioni possano essere adatte a tutte le tipologie di visitatori che un ipotetico sito archeologico potrebbe ospitare. • come ultimo punto è stato fondamentale fornire il progetto finito di un web hosting in modo da renderlo accessibile sia da mobile che da desktop in qualsiasi momento e in qualsiasi luogo si voglia far partire questa esperienza. La realizzazione di questo prototipo è stata pensata come una sorta di apripista per il perfezionamento e innovamento di quest'ultimo integrando tutte le tecnologie più recenti e all'avanguardia della realtà aumentata.
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Karampelas, Stefanos. "Étude du changement de couleur des perles par traitement." Nantes, 2008. http://www.theses.fr/2008NANT2021.

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Nous avons démontré que les perles de culture d’eau douce des mollusques des genres Hyriopsis sont colorées, non pas par un seul pigment, mais par un mélange de pigments. Ces sont des « polyènes simples », non pas de caroténoïdes, ayant pour formule chimique générale R-(-CH=CH-)n-R’. Une série de pigments appartenant à la même famille est représentée dans les perles colorées et/où les coquilles des mollusques de 13 autres espèces. Les perles du genre Pinna sont les seules colorées par un mélange de caroténoïdes. Les perles et/où les coquilles colorées des mollusques des 7 espèces contiennent des porphyrines. Pour les pigments de quelques échantillons, nous avons pu décrire leurs caractéristiques spectroscopiques, mais pas leur nature exacte. Par exemple, la couleur jaune des perles de P. Maxima, P. Fucata et P. Margaritifera est due à la présence d’un pigment qui induit une absorption large entre environ 330 et 460 nm, avec deux maxima vers 355 et 435 nm. Les différentes couleurs des perles de P. Margaritifera sont causées par une superposition d’absorptions aux environs de 405, 435, 460, 495, 530, 585, 625, 650, 700 et 745 nm. Une grande partie des perles ayant une couleur obtenue par traitement présent une décomposition de la matière organique, provoquée par le traitement (pics Raman 1350 et 1600 cm-1 et absorptions centrées vers 280 nm ont des formes et des intensités relatives différentes par rapport à celles présentes dans les spectres des perles de couleur naturelle). De plus, quelques perles de couleur traitée présentent des pics Raman différents de ceux qui peuvent être observés pour les perles de couleur naturelle. La méthode déterminante pour la séparation des perles de couleur naturelle des perles de couleur traitée, est dépendante du mollusque d’origine. Quelquefois, il est nécessaire d’employer une combinaison de méthodes gemmologiques, dites « classiques », et de méthodes de laboratoire
This study demonstrates that natural colors of freshwater cultured pearls from mollusks of the Hyriopsis genus are due to colored mixtures of different pigments and not to a single pigment. This is a mixture of simple polyenes, not carotenoids, with general chemical formula R-(-CH=CH-)n-R’. A mixture of pigments from the same family is observed in colored pearls and/or the shells, from other 13 species. Pearls from the bivalve Pinna are the only pearls found until today with colors due to a mixture of carotenoids. Colored pearls and/or shells from 7 species contain a variety of porphyrins. In some samples it was not possible to identify the exact pigments but only their spectroscopic characteristics. The yellow color of pearls from P. Maxima, P. Fucata and P. Margaritifera is due to the reduction in reflectance from 330 to 460 nm, with peaks at about 355 and 435 nm. Different colors of pearls from P. Margaritifera are the result of a mixture of pigments with absorptions at 405, 435, 460, 495, 530, 585, 625, 650, 700 and 745 nm. The majority of treated-color samples show that treatments may decompose the pearls’ organic matter. Hence, their Raman spectra show broad bands at about 1350 and 1600 cm-1. Moreover, their reflectance spectra show differences in shape and relative intensities of peaks with center at 280 nm compared to the natural-colored samples. Additionally, some treated-color pearls show Raman peaks that have never observed to the natural-colored samples. Distinction between treated- and natural-color pearls strongly depends on the pearls’ mollusk. In some cases a combination of «classical» and advanced non-destructive gemological methods are necessary
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Boulton, Andrew. "LOCATIVE MEDIA, AUGMENTED REALITIES AND THE ORDINARY AMERICAN LANDSCAPE." UKnowledge, 2013. http://uknowledge.uky.edu/geography_etds/5.

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This dissertation investigates the role of annotative locative media in mediating experiences of place. The overarching impetus motivating this research is the need to bring to bear the theoretical and substantive concerns of cultural landscape studies on the development of a methodological framework for interrogating the ways in which annotative locative media reconfigure experiences of urban landscapes. I take as my empirical cases i) Google Maps with its associated Street View and locational placemark interface, and ii) Layar, an augmented reality platform combining digital mapping and real-time locational augmentation. In the spirit of landscape studies’ longstanding and renewed interest in what may be termed “ordinary” residential landscapes, and reflecting the increasing imbrication of locative media technologies in everyday lives, the empirical research is based in Kenwick, a middleclass, urban residential neighborhood in Lexington, Kentucky. Overall, I present an argument about the need to consider the digital, code (i.e. software), and specifically locative media, in the intellectual context of critical geographies in general and cultural landscape studies in particular.
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Marques, Luis Fílipe do Espíritu Santo Correia. "Augmented valuation of cultural heritage through digital representatiton based upon geographic information technologies : the case study of Lisbon Aqueduct System within an augmented reality environment." Doctoral thesis, Universitat Politècnica de Catalunya, 2017. http://hdl.handle.net/10803/457567.

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The thesis focus in the central idea of Digital Representations and the Valuation of Cultural Heritage, in the relation between Technology, Agents and several knowledge Domains, seeking to analyse the Augmented Valuation of Cultural Heritage, based on Geographic Information Technologies (GIT). It introduces the significance of (digital) representations through the concepts of the individual's spatial cognition (internal/mental representations) and physical (external) perceptions and their epistemological importance, revealing what are the GIT contributing to these representations: Global Navigation Satellite Systems (GNSS), Remote Sensing (RS), Geographical Information Systems (GIS), 3D data Acquisition, Modelling and Visualisation and Virtual/Mixed Environments. The methodology consists of point clouds (x,y,z) data acquisition using terrestrial and Unmanned Aerial Vehicles (UAV), 3D modelling procedures, integration between 3D-GIS and virtual environments applied to cultural heritage systems and elements in urban areas. The results consist of geographical information products and 3D acquisition and modelling processes to be visualised in an Augmented Reality environment, through mobiles platforms. It was discussed experiments using mobile applications (App) available in the market that have enabled the adjustment of core solutions for further development of the App Lx_W, consisting in the related Apps: AqueductAR and AqueductGPS. Selecting the ancient Lisbon (Aqueduct) water supply system (classified as a national monument in 1910) as a case study and considering the fact that most of the structure is unnoticeable, due to the large extent of underground galleries, these types of synthetized enhanced environments enable onsite visualisation and the perception of the relation between the system and the city. The prototype of Lx_W App was evaluated during the workshop with the purpose of analysing the application that had been developed using the answers obtained in survey, relating this App and some experiments carried out with other Apps available in the market. A second survey was conducted supported by a video where the heritage system and the Lx_W App were introduced, showing the App's features and capabilities applied to this specific case study. The methods used aimed to strengthen the idea of the potential application of this technology for heritage valuation, introducing the concept of Augmented Valuation of Cultural Heritage, associating the use of geographic information to fields commonly related to a strong visual perception of space, providing essential data to the Agents, not only for occasional users (public), but also for specialised technicians, opinion/decision makers, promoters and other stakeholders, addressing solutions (or contributions) to the existing problems in the several technical-scientific, socio-economic, political-administrative, ideological-symbolic-religious Domains.
La tesis se centra en la idea de las Representaciones Digitales y la Valoración del Patrimonio Cultural, en la relación entre Tecnología, Agentes y los diversos Dominios del conocimiento, procurando identificar y analizar la Valoración Aumentada del Patrimonio Cultural mediante las Tecnologías de Información Geográfica (TIG). Introduce la importancia de las representaciones (digitales), a través de conceptos cognición espacial (representaciones internas/mentales) y la relevancia epistemológica de las percepciones individuales del ambiente físico (externo), revelando as TIG que contribuyen a la construcciones de estas representaciones: Sistemas Globales de Navegación por Satélite, Detección Remota, Sistemas de Información Geográfica, adquisición de datos/modelado en 3D y la visualización de los Ambientes Virtuales. La metodología consiste en la adquisición de nubes de puntos (x, y, z) obtenidos en el suelo o por medio de vehículos aéreos no tripulados (UAV) para el modelado 3D, integración en ambientes 3D-SIG y la creación de ambientes virtuales aplicados a los elementos y conjuntos patrimoniales en áreas urbanas. Los resultados consisten en productos y procesos de adquisición y modelación 3D de información geográfica para ser vistos en ambientes de Realidad Aumentada a través de plataformas móviles. Se discuten varios experimentos utilizando aplicaciones móviles (App) disponibles en el mercado que han permitido el ajuste de soluciones para el desarrollo de la App Lx_W, que consiste en la asociación de las aplicaciones: AqueductAR y AqueductGPS. Seleccionando el antiguo sistema de abastecimiento de agua de Lisboa (Acueducto de Águas Livres, clasificado como monumento nacional en 1910) como estudio de caso y teniendo en cuenta que la mayor parte de la estructura es imperceptible, debido a la gran extensión de las galerías subterráneas, estos tipos de ambientes sintetizados permiten la visualización y la percepción, in situ, de la relación entre el sistema y la ciudad. El prototipo de la App Lx_W se evaluó recurriendo a un workshop con el objetivo de analizar la aplicación desarrollada a través de las respuestas obtenidas en cuestionario que tevé como intuito comparar esta aplicación y algunos experimentos realizados con otras App disponibles en el mercado. Se realizó un segundo cuestionario de evaluación con suporte en un video donde se introdujeron el estructura edificada y la App Lx_W, demostrando algunas principales características y capacidades. Los métodos utilizados apuntan a reforzar la idea de la potencial aplicación de esta tecnología para la valoración del patrimonio, introduciendo el concepto de Valoración Aumentada del Patrimonio Cultural, asociando el uso de la información geográfica a campos comúnmente relacionados con una fuerte percepción visual del espacio, providenciando información a los Agentes, no únicamente para los usuarios ocasionales (público), como también para los técnicos especializados, decisores, promotores y otras interesados, criando soluciones (o contribuciones) a los problemas existentes en los diversos Dominios Técnico-científico, Político-Administrativo y Ideológico-Simbólico-Religioso.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools : Two Case Studies in Italy and Great Britain." Thesis, Lille 3, 2019. http://www.theses.fr/2019LIL3H054.

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Le doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et 'technologie'. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La cotutelleété encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent.L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique,l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Danssa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs
The thesis studies the impact of new technology on the transmission and promotionof heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The cosupervisionwas done under a specialist in digital storytelling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille).Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to explore the didactic potential of PDAs (Personal Digital Assistant). From the mid-’90s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on-site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings and also makes them accessible to citizens and visitors
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Haugstvedt, Anne-Cecilie. "Accessing Cultural Heritage Resources on a Mobile Augmented Reality Platform : A Study on Technology Acceptance." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18403.

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This project follows the design science research methodology and uses an extended version of the technology acceptance model (TAM) to study the acceptance of a mobile augmented reality application with historical photographs and information. A prototype application was developed in accordance with general principles for usability design, and a street survey was conducted, where 42 participants out on the street got the opportunity to try the application before answering a questionnaire. A modified version of the same questionnaire was later on used in a web survey with 200 participants that watched a short video demonstration before answering the questionnaire.The results show that there is an interest in mobile augmented reality applications with historical pictures and information. Both perceived usefulness and perceived enjoyment have a direct impact on the intention to use this type of application. This finding suggests that institutions developing this type of applications can benefit from focusing on both the fun and the useful aspect of their applications.
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Cranmer, Eleanor Elizabeth. "Developing an augmented reality business model for cultural heritage tourism : the case of Geevor Museum." Thesis, Manchester Metropolitan University, 2017. http://e-space.mmu.ac.uk/620825/.

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The use of Augmented Reality (AR) in cultural heritage tourism has gained increased research attention, and studies identify many ways AR adds value to, and enhances the tourist experience. However, contrary to expectations and opportunities presented, AR adoption has been slower than predicted. It could be argued that the tourism sector is losing out of the benefits presented by AR, despite the fact adopting modern technologies is considered essential for tourist organisations to remain competitive and attractive. Through a comprehensive literature review this study has identified a need to develop a business model to explore the added value and realise ARs full potential. As a result of a review of existing Business Models (BMs), the study adopted the V4 model as a framework to scaffold initial research questions. The case of UNESCO recognised Geevor Tin Mine Museum was used to develop and validate ‘The ARBM’ using a mixed method approach combining interviews and questionnaires. Phase one data collection, involving fifty Geevor stakeholder interviews revealed support for, and recognition of ARs potential to add value to Geevor, as well as confirming the need to develop a clear implementation strategy. Using thematic analysis the ARBM was developed, consisting of five components; resources, AR value, stakeholder benefits, responsibilities and revenue. Each component contained a number of criteria which were ordered into a hierarchy of importance in the second phase of data collection: fifteen stakeholder questionnaires, completed and analysed using the Analytic Hierarchy Process (AHP). AHP is a multi-criteria decision-making method that organised criteria into a hierarchy based on perceived importance. This validated the ARBM for Geevor, providing strong proof of concept, aggregating stakeholder perceptions to produce a group decision identifying the most preferable ARBM options to purse when implementing AR at Geevor. Theoretically, the study found a number of AR values not previously identified, enriching the existing pool of knowledge. Practically, developing and validating the ARBM, provides tourist organisation managers with a framework to effectively implement AR, turning its potential into actual value adding benefits. Overall, it is clear, investment in, and adoption of innovative technologies is a necessity for tourist organisations that wish to remain sustainable and competitive in the future. This study moves closer toward meaningful implementation of AR.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, Università degli studi di Padova, 2018. http://hdl.handle.net/11577/3421849.

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The thesis studies the impact of new technology on the transmission and promotion of heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The co-supervision was done under a specialist in digital story telling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille). Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to exploring the didactic potential of PDAs (Personal Digital Assistant). From the mid 90’s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings, and also makes them accessible to citizens and visitors.
Le doctorat étudie l'impact des nouvelles technologies sur la transmission et la promotion du patrimoine culturel sur les élèves des écoles primaires afin de démontrer l’importance d’une pensée éducative qui allie ‘histoire’, culture visuelle et ‘technologie’. Deux études de cas à partir de deux « corpus » distincts ont permis de conduire deux expérimentations in situ : l’architecture antique en Italie à Vérone et le jardin paysager du XVIIIe siècle en Angleterre à Hestercombe. La co-tutelle été encadrée par un spécialiste italien du story-telling éducatif en réalité augmentée (Prof. Corrado Petrucco, Padoue) et un spécialiste français des jardins et du paysage dans la culture britannique des Lumières (Prof.Laurent Châtel, Lille). Il ressort de l’étude que l’apprentissage par réalité mixte mobile (Augmented and mixed Reality Mobile Learning) est particulièrement pertinent. L'apprentissage mobile est né dans les années 80 lorsque l'ordinateur portable (sommet de la technologie de l'époque) a été introduit dans la classe sur une base expérimentale. Puis sa popularité est venue à la fin des années 90 grâce à des programmes éducatifs expérimentaux pour explorer le potentiel éducatif du PDA (Personal Digital Assistant). Depuis le milieu des années 90, on a pu identifier trois principales phases de l'apprentissage mobile, qui ont trois approches paradigmatiques différentes : les outils, l'apprentissage en dehors de la salle de classe, la mobilité des étudiants. Le rôle de l'enseignant devient plus fondamental encore : l’utilisation d’une application sur tablette ne vise pas à remplacer la guide ou l’éducateur culturel, mais à compléter et à enrichir la visite. Du point de vue pédagogique, l'accent sera mis sur une approche constructiviste de l'enseignement et l'apprentissage qui va stimuler les étudiants à devenir des citoyens actifs, bien conscients de leur identité historique : en tant que personnes informées et responsables, elles sont en meilleure mesure de préserver leur patrimoine. Dans sa publication " Cultural Heritage Counts for Europe (CHCfE) Vers un indice européen pour le patrimoine culturel", le Conseil de l'UE des ministres européens considère le patrimoine comme une "ressource stratégique pour une Europe durable" et une source importante de créativité et d'innovation, qui génère de nouvelles solutions aux problèmes, tout en créant des services innovants - allant de la numérisation des biens culturels à l'utilisation de la technologie de la réalité virtuelle de pointe - dans le but d'interpréter les espaces et les bâtiments historiques et les rendre accessibles aux citoyens et aux visiteurs.
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Turner, Krystle Vivienne. "The augmented rural reality: How rural high school students' decisions to pursue university study in digital media are 'augmented' by the role of life history and cultural capital." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/123240/2/Krystle%20Turner%20Thesis.pdf.

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Rural students are underrepresented in higher education in Australia. At the same time, the workforce is rapidly transforming with the integration of digital processes into everyday work and life. Rural students are less digitally competent than urban students. Queensland, a largely regionalised state, has a high percentage of rural students. Using cultural capital as a framework, this research identifies family, community, school and digital media as influences on rural Queensland students' decisions to pursue higher education and their perceived value of digital media. Family plays the most significant role in the decision making process, while students' community and school also influence decisions and perceptions. Students' value of digital media depended somewhat on their intended career choice. Findings provide valuable new data around student influences towards higher education and digital media and suggest avenues to improve outreach programs targeting students in rural areas.
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Tassinari, Francesca. "Markerless Augmented Reality a supporto del patrimonio artistico culturale: un caso di studio applicato alle tombe di Koguryo." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2019.

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L'obiettivo di questa tesi è lo studio e la realizzazione di un'applicazione di realtà aumentata senza l'utilizzo del marker in modo da rendere noto a tutti gli utenti la bellezza delle tombe di Koguryo tramite la ricreazione delle pareti e dei dipinti che si trovano al loro interno in modo virtuale, così da non andare ad intaccare tali opere tramite una visita reale. L'applicazione è stata pensata per trasmettere informazioni cercato il metodo più diretto ed affascinante in modo che tali nozioni possano essere adatte a tutte le tipologie di visitatori che un ipotetico sito archeologico potrebbe ospitare. In particolare questa tesi è nata grazie alla collaborazione con gli studenti del corso di Laurea Magistrale Internazionale di Conservazione dei Beni Culturali dell'Università di Bologna con Sede a Ravenna che hanno permesso lo studio di queste tombe, quale fosse il modo migliore per la loro conservazione e quali sono le cause della degradazione dei murali all'interno di questo bene che fa parte del patrimonio mondiale.
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Prestigiacomo, Rita. "Language Teachers and Students in Higher Education Co-Designing for Augmented Reality-Enhanced Learning." Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/29598.

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Augmented reality (AR), a technology that blends the real and virtual world, is increasingly being used by educators. Nevertheless, there is still a dearth of research exploring the design process of how teachers and students create AR-enhanced learning experiences using their knowledge of educational contexts and learning needs. This thesis argues that teachers’ and students’ roles can be expanded to interaction design for learning technologies. It contributes primarily to the research on learning design and participatory design. Creating a sketch helps identify teachers’ and students’ needs as they define the initial characteristics of a learning technology they may use. This thesis has implications for the design of design workshops and teacher-ready design methods. For this research project, I studied existing design practices to inform recommendations for developing future design capacity, practices, tools, and forms of professional development. I drew on two theories - mediated action theory and activity theory - and the notion that design is a complex and dynamic communicative activity that intertwines people, tools, rules, community and division of labour. I adopted a qualitative methodology and a single instrumental case method across two design teams of higher education language teachers and students involved in a design-for-learning activity. I gathered data from audio and video recordings of a design-for-learning activity, sketches generated during the design-for-learning activity, and semi-structured interviews conducted with the teachers after the design workshop. I observed and analysed the interactions produced by these two groups of participants. Interaction analysis, a qualitative microanalytical method, was used to explore how individuals interacted with each other and the objects in their environment. I also adopted inductive thematic analysis to identify patterns relevant to the use of language, gestures, material tools, and sketching activities. The findings are structured over three chapters. The first chapter reveals that teachers and students marshalled the synergy of language, gestures, and material tools, which assisted and coordinated the collective participation, contribution, sense-making process and shared understanding of the design activity. The second chapter indicates that sketching is an instrument to express (part of) the design by (i) aiding the participants to visualise abstract ideas, (ii) supporting communication and the generation of further ideas and sketches, and (iii) sustaining group sketching. The third chapter identifies five key features of a collaborative design process of a design-for-learning activity: (i) structured, (ii) generative, (iii) self-reliant, (iv) divergent, and (v) involved an unspoken division of labour. This thesis contributes primarily to the research on learning design and participatory design. Creating a sketch helps identify teachers’ and students’ needs as they define the initial characteristics of a tool they may use. This thesis has implications for the design of design workshops and teacher-ready design methods, and it suggests that teachers’ and students’ roles could be expanded to user interface design for learning technologies. The exploratory nature of this study engendered several limitations, including a small sample size of participants I could observe and interview. In addition, the research participants came from the same Australian university, which may have distinct characteristics from other higher education international contexts. Further studies could explore the possible effect(s) of context through comparisons with other universities, which should result in more generalisable findings to inform theory and practice.
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Yoshida, Masahiro. "Prostaglandin F2α, cytokines, and cyclic mechanical stretch augment matrix metalloproteinase-1 secretion from cultured human uterine cervical fibroblast cells." Kyoto University, 2004. http://hdl.handle.net/2433/147549.

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Hastrup, Sebastian. "Augmented Noise - Exploring mobile technology design as an enabler of social interaction and spatial awareness." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20210.

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Since the introduction of the Walkman in the 1980s, an increasing amount of people are using mobile music devices in our urban environments. The research on the sociological aspects of this phenomenon has become known as the ‘iPod culture’. It describes people aestheticising these noisy urban environments by replacing them with mobile music listening, which presents obvious benefits regarding personal entertainment and wellbeing. However, some studies have revealed several cases of users experiencing social isolation as a consequence of using mobile music devices. Therefore, this study explores the problem of designing a user experience that can provide the appealing qualities of mobile music listening while simultaneously enabling spatial and social awareness of the urban environment. The study explores this problem by applying a methodology inspired by research through design, involving an iterative design process centred around the design of a mobile reactive music prototype application, which was eventually named Reactiscape. To validate and evaluate the success of the prototype design, different stakeholders have been involved throughout the entire design process. The results show that the users experienced a stronger connection to the urban soundscape when using Reactiscape, while still maintaining a musically appealing user experience. In a broader sense, these results indicate that novel mobile technology design has every opportunity to increase real world social interaction, rather than being a source of social isolation.
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Takemura, Maki. "Cyclic mechanical stretch augments both interleukin-8 and monocyte chemotactic protein-3 production in the cultured human uterine cervical fibroblast cells." Kyoto University, 2004. http://hdl.handle.net/2433/145295.

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Korita, Daizo. "Cyclic Mechanical Stretch Augments Prostacyclin Production in Cultured Human Uterine Myometrial Cells from Pregnant Women : Possible Involvement of Up-regulation of Prostacyclin Synthase Expression." Kyoto University, 2003. http://hdl.handle.net/2433/148494.

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Dewes, Gustavo Luiz dos Santos. "Relato de experiência : a produção de um Objeto de Aprendizagem para o ensino do skate com o auxílio da Realidade Aumentada e do Edutretenimento. /." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/153549.

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Submitted by GUSTAVO LUIZ DOS SANTOS DEWES (dewes.design@gmail.com) on 2018-04-13T23:56:07Z No. of bitstreams: 1 Dissertação Gustavo Luiz dos Santos Dewes (FINAL).pdf: 5031307 bytes, checksum: 554f1b60113993fe2305705fc8adaf06 (MD5)
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O objetivo deste projeto é relatar a experiência da produção de um programa educativo/esportivo para ensinar o skate. Dessa forma foi criado um Objeto de Aprendizagem (OA), que se apoia na internet como plataforma de circulação e divulgação. O conteúdo deste AO visa ensinar as bases do skate, explicando a nomenclatura do esporte, com o subsídio de efeitos visuais inseridos em tempo real por meio da Realidade Aumentada (RA) e dos conceitos teóricos do Edutretenimento, que consiste em criar um ambiente favorável que ensina entretendo. Este trabalho apresenta experimentos feitos com o ARSTUDIO, um sistema de estúdio virtual de baixo custo, em desenvolvimento na UNESP/Bauru e experimentos feitos com um sistema doméstico desenvolvido pelo pesquisador, ambos permitem a criação de cenas com RA, integrando ambiente e apresentadores reais com objetos virtuais tridimensionais. Como metodologia para a produção desta dissertação, foi realizada uma pesquisa exploratória em conteúdos acadêmicos convergentes do conhecimento e uma pesquisa participativa onde são apresentados relatos das etapas criativas de pré-produção, produção ,pós-produção e experiências da gravação e transmissão ao vivo com RA. Este projeto propõe ainda uma solução para que integrantes da cultura participativa da Internet possam gerar produtos audiovisuais a baixo custo, pelo uso da RA,e assim atender a produção de conteúdos audiovisuais educativos. Por fim, é realizado um ensaio comparativo das experiências e das técnicas utilizadas.
The objective of this project is to report the experience of producing an educational/sports program to teach skateboarding, in this way a Learning Object (LO) was created, which relies on the internet as a platform for circulation and dissemination. The content of this LO aims to teach the bases of skateboard, explaining the nomenclature of the sport, with the allowance of visual effects inserted in real time through the Augmented Reality (AR) and the theoretical concepts of Edutertainment, which consists of creating a favorable environment that teaches entertaining. This work presents experiments made with ARSTUDIO, a low cost virtual studio system under development at UNESP / Bauru and experiments done with a home system developed by the researcher, both allow the creation of scenes with RA, integrating environment and real presenters with objects three-dimensional virtual worlds. As a methodology for the production of this dissertation, an exploratory research was conducted on convergent academic contents of knowledge and a participatory research where the creative steps of pre-production, production, post-production and experiences of recording and live transmission with RA are presented. This project also proposes a solution so that members of the participatory Internet culture can generate audiovisual products at low cost, by using RA, and thus attend the production of audiovisual content. Finally, a comparative test of the experiments and techniques used is carried out.
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Stridbar, Lucas, and Emma Henriksson. "Subjective Evaluation of Marker-Based and Marker-Less AR for an Exhibition of a Digitally Recreated Swedish Warship." Thesis, Blekinge Tekniska Högskola, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18500.

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Background: In recent years, research in the field of Augmented Reality (AR) in cultural heritage has been rapidly expanding, due to the advancement of technology and availability of cheaper “off the shelf” hardware. It is, amongst other things, being used as a means to increase availability and regain the public’s interest in cultural heritage.Objectives: This study compares marker-based and marker-less AR in perceived usability and perceived performance through a user study. Methods: With the use of the software Unity3D and Vuforia, two AR applications were implemented. Both applications display a model of an 18th-century Swedish warship, based on a wooden ship model, each using one of the two AR methods. The digital model was remade in Autodesk Maya, to suit the needs of an AR application used on mobile devices. The applications were evaluated in a user study with 14 participants. Each participant was asked to perform a simple task of walking around the displayed ship and then answering a questionnaire on usability. This process was done for both applications, followed by a post-experiment questionnaire on perceived performance where the two methods were compared. Results: The result of the study showed that both applications were perceived as usable and well performing. The result of the usability questionnaire showed that the applications were considered usable, with an average of 90.5 points for marker-based AR and 86.8 points for marker-less AR on a 0-100 point scale. Regarding performance, the marker-based method was perceived as better performing. Conclusions: The participants felt that with just a few instructions, the applications were easy to use, even though 50% of them had no previous experience in using AR, that it could enhance a museum exhibition. Possible further development of the app would be to complete the ship-model by adding more details that are currently missing.
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Selle, Hella. "Virtuella artister på scen : Samspelet mellan artister och publiken i livekonsertvideor." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-18793.

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Denna studie är en inventering av tre lösningar till hur det digitala kan sättas in i ett livekonsertsammanhang, med hjälp av bland annat AR. Studien undersöker genom en videoanalys, de tre virtuella artisterna Gorillaz, Hatsune Miku och K/DAs liveuppträdanden. Tre konsertvideor från ett särskilt tillfälle med motsvarande musikvideo användes som material för analysen. Utifrån frågeställningen undersöks hur de olika semiotiska fälten samspelar, samt ett avsnitt där sambandet mellan grafisk design och AR diskuteras. Frågorna som studien fokuserat på är hur den digitala aspekten av en virtuell artist återges vid livekonserten, samt hur den virtuella artisten kan interagera med såväl levande musiker som med publiken. Analysen visar att alla tre exempel interagerar med publiken i olika mån. Hur den digitala artisten tolkas och återges vid en livekonsert löses genom olika teknologier och med olika metoder. Trots de tydliga skillnaderna har de en sak gemensamt: trots att artisten är virtuell gör samspelet med publiken konsertupplevelsen verklig.
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Mendoza, Garrido Raynel Alfonso. "Framework para la educación patrimonial apoyada en realidad aumentada." Doctoral thesis, Universitat de Girona, 2019. http://hdl.handle.net/10803/668354.

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La Educación Patrimonial es el proceso que permite a las personas comprender y apropiarse de sus bienes patrimoniales tanto tangibles como intangibles. Tradicionalmente, la Educación Patrimonial se lleva a cabo en escenarios educativos escolarizados (dentro de la escuela) donde el profesor transmite los conocimientos necesarios a los estudiantes. Este enfoque tradicional ha perdido interés por parte de los estudiantes y cada día se observa que los jóvenes son más apáticos y se encuentran menos interesados en el patrimonio cultural y material de su territorio.Teniendo en cuenta lo anterior, se hace necesario diseñar experiencias de aprendizaje que faciliten el desarrollo de procesos de Educación Patrimonial que motiven a las personas a interactuar con su patrimonio. Una alternativa para el diseño de este tipo de experiencias de aprendizaje es el uso de la Realidad Aumentada que sobrepone información digital en el mundo real facilitando la interacción real entre usuarios y el patrimonio
Heritage Education is the process that enables people to understand and appropriate their tangible and intangible heritage. Traditionally, Heritage Education takes place in educational environments (within the school), where the teacher transmits the necessary knowledge to the students. This traditional approach has lost interest among students, and young people are becoming more apathetic and less interested in the cultural and material heritage of their territory. Bearing this in mind, it is necessary to design learning experiences to facilitate the development of Heritage Education processes and to motivate people to interact with their heritage. An alternative for the design of this type of learning experiences is the use of Augmented Reality in the context of Heritage Education, taking into account that Augmented Reality overlays digital information in the real world, facilitating real interaction between users and heritage.
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LEOPARDI, Alma. "Il Patrimonio Culturale e il suo Eco-Sistema: un nuovo approccio metodologico basato su tecniche di Prototipazione Virtuale per gestirne il ciclo di vita e migliorare l’interazione con gli utenti." Doctoral thesis, Università Politecnica delle Marche, 2020. http://hdl.handle.net/11566/274582.

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I musei oggi hanno assunto un nuovo significato, non sono più solo luoghi dediti alla conservazione ed esposizione di collezioni e opere d’arte, ma rappresentano uno dei mezzi di comunicazione privilegiati per diffondere la cultura e renderla accessibile ad un pubblico più vasto possibile. Grazie all’emergere della filosofia della “nuova museologia”, il rapporto tra i musei, i luoghi d’arte, la società e la comunità, è profondamente cambiato, riducendo via via la divisione presente tra cultura trattata in modo classico e nuovi canali di comunicazione introdotti con la diffusione delle tecnologie. Numerosi sono gli interventi volti a creare strategie e strumenti per conservare e diffondere l’intero patrimonio, soprattutto laddove esso risulti fragile e deteriorabile, ma fino ad ora non è stato sviluppato un approccio metodologico strutturato, volto alla gestione efficiente del patrimonio culturale. Infatti, i profondi cambiamenti dovuti alla trasformazione digitale ed alla rinnovata centralità dell’utente devono essere affrontati con un approccio razionalmente e compiutamente organizzato, che consideri il reperto storico in tutte le fasi del suo ciclo di vita, dal ritrovamento alla conservazione all’interno di un museo e dalla digitalizzazione alla fruizione, considerando il reperto come un prodotto fisico che passa attraverso l'elaborazione e la conservazione digitale. Grazie al Prototipo Virtuale e all’Eco-Sistema del Bene Culturale, tutto questo è possibile. Gli studi condotti hanno permesso di porre al centro il reperto storico e il visitatore, permettendo a entrambi di usufruire di tutti gli strumenti a disposizione per valorizzarsi reciprocamente all’interno del nuovo ambiente: l’Eco-Sistema del Bene Culturale. Questo lavoro di tesi, grazie agli studi svolti sulla digitalizzazione ed alle varie installazioni create e testate con gli utenti avvalendosi dell’intera metodologia sviluppata, ha permesso di ottenere risultati innovativi, soprattutto nell’utilizzo delle tecnologie per garantire, dal punto di vista del reperto, la valorizzazione, preservazione, conservazione, che si riflettono in engagement, accessibilità, interattività a visitatori di diversa formazione socio-culturale e contesto.
Museums today have taken on a new meaning, they are no longer just places dedicated to the conservation and exhibition of collections and artworks, but represent one of the privileged means of communication to spread culture and make it accessible to the widest possible public. Thanks to the emergence of the philosophy of the "new museology", the relationship between museums, places of art, society and the community has profoundly changed, gradually reducing the present division between culture treated in a classical way and new channels of communication introduced with the spread of technology. There are numerous interventions aimed at creating strategies and tools to preserve and disseminate the entire heritage, especially where it is fragile and deteriorable, but so far no structured methodological approach has been developed for the efficient management of cultural heritage. In fact, the profound changes due to the digital transformation and the renewed centrality of the user must be tackled with a rationally and fully organized approach, which considers the historical find in all phases of its life cycle, from discovery to conservation within a museum and from digitization to fruition, considering the find as a physical product that passes through digital processing and preservation. Thanks to the Virtual Prototype and the Eco-System of Cultural Heritage, all this is possible. The studies carried out have made it possible to place the historical find and the visitor at the centre, allowing both to take advantage of all the tools available to enhance each other within the new environment: the Eco-System of Cultural Heritage. This thesis work, thanks to the studies carried out on digitization and the various installations created and tested with the users using the entire methodology developed, has allowed to obtain innovative results, especially in the use of technologies to ensure from the point of view of the find enhancement, preservation, conservation, which are reflected in engagement, accessibility, interactivity to visitors of different socio-cultural training and context.
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Lundqvist, Sebastian, and Oliver Ekstrand. "Evaluating an ARCore application to get an image of the state of AR technology today." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166756.

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Augmented reality is an old technology that is still far away from being perfect. It is also quickly being improved upon and the state of AR today has come a long way from AR just a couple of years ago. New big players have recently introduced their tools and have made it easier than ever to develop AR applications. In this study we look at what established methods (if any) there are for AR evaluation, develop AR evaluation methods that fit our needs, carry out the evaluation and analyze the collected data. We also note some important things to think about when working with AR to increase tracking and recognition stability. The recommendations are: try to have reference images with high scores, have reference objects that are distinct enough from one another to not be mixed up and make sure that the visual for the reference image matches the visual for the reference object in its intended viewing environment.
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Davies, C. J. "Parallel reality : tandem exploration of real and virtual environments." Thesis, University of St Andrews, 2016. http://hdl.handle.net/10023/8098.

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Alternate realities have fascinated mankind since early prehistory and with the advent of the computer and the smartphone we have seen the rise of many different categories of alternate reality that seek to augment, diminish, mix with or ultimately replace our familiar real world in order to expand our capabilities and our understanding. This thesis presents parallel reality as a new category of alternate reality which further addresses the vacancy problem that manifests in many previous alternate reality experiences. Parallel reality describes systems comprising two environments that the user may freely switch between, one real and the other virtual, both complete unto themselves. Parallel reality is framed within the larger ecosystem of previously explored alternate realities through a thorough review of existing categorisation techniques and taxonomies, leading to the introduction of the combined Milgram/Waterworth model and an extended definition of the vacancy problem for better visualising experience in alternate reality systems. Investigation into whether an existing state of the art alternate reality modality (Situated Simulations) could allow for parallel reality investigation via the Virtual Time Windows project was followed by the development of a bespoke parallel reality platform called Mirrorshades, which combined the modern virtual reality hardware of the Oculus Rift with the novel indoor positioning system of IndoorAtlas. Users were thereby granted the ability to walk through their real environment and to at any point switch their view to the equivalent vantage point within an immersive virtual environment. The benefits that such a system provides by granting users the ability to mitigate the effects of the extended vacancy problem and explore parallel real and virtual environments in tandem was experimentally shown through application to a use case within the realm of cultural heritage at a 15th century chapel. Evaluation of these user studies lead to the establishment of a number of best practice recommendations for future parallel reality endeavours.
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DEL, GIUDICE MATTEO. "Smart data management with BIM for Architectural Heritage." Doctoral thesis, Politecnico di Torino, 2016. http://hdl.handle.net/11583/2652020.

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In the last years smart buildings topic has received much attention as well as Building Information Modelling (BIM) and interoperability as independent fields. Linking these topics is an essential research target to help designers and stakeholders to run processes more efficiently. Working on a smart building requires the use of Innovation and Communication Technology (ICT) to optimize design, construction and management. In these terms, several technologies such as sensors for remote monitoring and control, building equipment, management software, etc. are available in the market. As BIM provides an enormous amount of information in its database and theoretically it is able to work with all kind of data sources using interoperability, it is essential to define standards for both data contents and format exchange. In this way, a possibility to align research activity with Horizon 2020 is the investigation of energy saving using ICT. Unfortunately, comparing the Architecture Engineering and Construction (AEC) Industry with other sectors it is clear how in the building field advanced information technology applications have not been adopted yet. However in the last years, the adoption of new methods for the data management has been investigated by many researchers. So, basing on the above considerations, the main purpose of this thesis is investigate the use of BIM methodology relating to existing buildings concerning on three main topics: • Smart data management for architectural heritage preservation; • District data management for energy reduction; • The maintenance of highrises. For these reasons, data management acquires a very important value relating to the optimization of the building process and it is considered the most important goal for this research. Taking into account different kinds of architectural heritage, the attention is focused on the existing and historical buildings that usually have characterized by several constraints. Starting from data collection, a BIM model was developed and customized in function of its objectives, and providing information for different simulation tests. Finally, data visualization was investigated through the Virtual Reality(VR) and Augmented Reality (AR). Certainly, the creation of a 3D parametric model implies that data is organized according to the use of individual users that are involved in the building process. This means that each 3D model can be developed with different Levels of Detail/Development (LODs) basing on the goal of the data source. Along this thesis the importance of LODs is taken into account related to the kind of information filled in a BIM model. In fact, basing on the objectives of each project a BIM model can be developed in a different way to facilitate the querying data for the simulations tests. The three topics were compared considering each step of the building process workflow, highlighting the main differences, evaluating the strengths and weaknesses of BIM methodology. In these terms, the importance to set a BIM template before the modelling step was pointed out, because it provides the possibility to manage information in order to be collected and extracted for different purposes and by specific users. Moreover, basing on the results obtained in terms of the 3D parametric model and in terms of process, a proper BIM maturity level was determined for each topic. Finally, the value of interoperability was arisen from these tests considering that it provided the opportunity to develop a framework for collaboration, involving all parties of the building industry.
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Charvin, Delphine. "Dopamine et dégénérescence des neurones striataux dans la maladie de Huntington : vers l'identification de nouvelles cibles thérapeutiques." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2005. http://tel.archives-ouvertes.fr/tel-00069699.

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La maladie de Huntington résulte d'une expansion de glutamines dans la protéine huntingtine. Cette mutation lui confère de nouvelles propriétés, dont celle de s'agréger et de produire une neurodégénérescence, qui malgré l'expression ubiquitaire de la huntingtine mutée, est spécifique du striatum. L'objectif de ce travail consistait à explorer le rôle de la dopamine dans cette vulnérabilité striatale. Après avoir démontré que la huntingtine mutée est capable d'activer la voie pro-apoptotique JNK/cJun dans des cultures primaires de neurones striataux (Garcia, Charvin and Caboche, 2004), nous avons étudié l'influence de la dopamine dans ce modèle neuronal. Nous avons alors montré que la dopamine i) active la voie pro-apoptotique JNK/cJun en synergie avec la huntingtine mutée via la production de radicaux libres, ii) augmente la formation d'agrégats via l'activation des récepteurs D2, iii) augmente la toxicité de la huntingtine mutée à travers ces deux effets combinés. Ainsi, nos résultats suggèrent que la dopamine concourt à la vulnérabilité des neurones striataux exprimant la huntingtine mutée (Charvin et al., 2005). Nous avons ensuite évalué in vivo l'effet thérapeutique d'un traitement précoce avec un antagoniste des récepteurs D2 dans un modèle murin de maladie de Huntington. Chez des rats infectés dans le striatum par des lentivirus exprimant la huntingtine normale ou mutée, nous avons montré que l'halopéridol décanoate retarde la formation des agrégats et protègent les neurones striataux exprimant la huntingtine mutée (Charvin et al., soumis). Ces travaux mettent en évidence un rôle potentialisateur de la dopamine dans la vulnérabilité des neurones striataux à la huntingtine mutée et ouvrent des perspectives nouvelles de thérapies pour la maladie de Huntington.
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Thériault, Jean-François. "La lecture augmentée, entre l’écran et la page : à partir de 1984 d’Éric Plamondon et Pourquoi Bologne d’Alain Farah." Thèse, 2016. http://hdl.handle.net/1866/18717.

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LU, WEN-CHIEH, and 呂文傑. "Applying Augmented Reality in Fukien and Taiwan Venerate Culture of Hungry Ghost Festival." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/ma99ju.

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碩士
南臺科技大學
創新產品設計系
105
Digital media is rapidly growing over the past few years. This revolution has led to a system of globalization which has fundamentally impacted many traditional cultures. Many countries have started to utilize digital technology to preserve culture heritage. The culture of worshipping of ancestors is one of the unique culture of Taiwan. The Ghost Festival is one of the three major Chinese festivals. The activity of worshipping is a grand occasion of the year. It is a cultivated event, with abundant cultural contents, however many do not understand the cultural meaning of worshipping.This research aims to follow the trend of utilize modern technology to preserve culture heritage, by using the technique of Augmented Reality to combine the culture of worshipping to create and integrate a cross-functional user interface design. Thus to increase the users’ acceptability to the cultural information. Firstly, by investigating people and scoring their level of attention on different cultural categories. Based on professionals advises to evaluate the prototypes, applying Unity to develop an APP to the folk culture of worshipping in combination with Augmented Reality. Lastly, the research is conducted by time performance testing, questionnaire evaluating, and structural interview as tools; by using SPSS for data analysis to statistically evaluate an attributes sampling application the t evolution, to discuss the user experience of using Augmented Reality and time effective operation. Based on the data analysis, concluded the following findings: (1) In the time effective evaluation, no signs showing significant difference for each category. Users were able to effectively conducted the mission without failing nor given up. It shows that in terms of the flow operation is compatible with majority’s mindset pattern, regardless of users’ gender, age and operation experience. (2) Based on the questionnaire evaluation, the rating was above 6 on every category, suggesting that users are satisfy with the Augmented Reality design’s criteria evaluation. (3) Based on the structural interview, most users had positive agreement in terms of the aspects of interactive interface, information media, cognitive and experience sharing. This suggesting that Augmented Reality in combination of culture is in fact enhance the impression of learning, as well as to simulate the interest in exploring.
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Marto, Anabela Gonçalves Rodrigues. "Multisensory Immersive Contents for Cultural Heritage." Doctoral thesis, 2020. http://hdl.handle.net/10348/10356.

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Submetido na Universidade de Trás-os-Montes e Alto Douro para o preenchimento dos requisitos parciais para obtenção do grau de Doutor em Informática
The use of multisensory immersive content in cultural heritage has been providing a significant impact on visitors’ experience, by increasing their engagement, enjoyment, and quality of experience, among other benefits. Commonly, these implementations combine virtual reality experiences with the addition of sounds, smells, or tactile feelings. As part of virtual reality, augmented reality and its ability to blend the real surroundings with virtual media has also become a strong and attractive solution to explore cultural heritage sites. Its potential, together with the addition of more stimuli, apart from the visual, results in innovative augmented reality multisensory approaches that are recently found in the literature. Its novelty and opportunity for research are demonstrated in recent studies that express the potential of combining the benefits of augmented reality with the engagement of multisensory experiences. Albeit prospected to widely enhance experiences, very little is known regarding augmented reality multisensory impact on the end user’s perspective. This thesis aims to ascertain how multisensory augmented reality impacts visitors’ experience regarding their presence, enjoyment, knowledge, value of the experience, when visiting a cultural heritage site by varying the stimuli that are being added to the experience. Thus, this document describes the process of planning, developing, implementing, and evaluating an augmented reality multisensory prototype, named SensiMAR, in the ancient Roman city of Conimbriga archaeological site located in Portugal. SensiMAR provides 1) visual contents: a 360-degree virtual reconstruction of a Roman house, as well as several animations related to the inhabitants of that place; 2) sound contents: a 360-degree soundscape of the surroundings of ancient times and diegetic sounds synchronized with the animations; and 3) smell content: a smell of garum, a very common fish sauce used in Roman cuisine. To answer our research question, we conducted an in-between subjects experience design, by having different conditions available related to the stimuli that were being evoked – only visual, visual and auditory, visual and olfactory, or visual, auditory and olfactory. Varying the condition of SensiMAR experience and after conducting an usability evaluation with end-users in situ, we have collected results from 60 participants through questionnaires and direct observation. The conducted usability evaluation was performed to ensure that the results obtained would not be affected by usability issues among the tested conditions. The results reported different findings depending on the added stimuli and depending on the examined variable. In relation to presence results, considering the subscales: spatial presence, experienced realism, involvement and overall presence; we observed that the addition of smell was noticed to increase the feelings of spatial presence and experienced realism, whereas the audio stimulus has been linked to increased feelings of involvement. The overall presence was not reported as having differences across conditions. The augmented reality multisensory system developed for this study was demonstrated to enhance cultural heritage experiences regarding the observed behavioural presence, and the reported enjoyment and acquired knowledge.
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TOU, WEI-CHEN, and 竇瑋甄. "Virtual and Augmented Reality Application and Marketingin Culture Industry- The Example of National Palace Museum." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/q3h46p.

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碩士
東吳大學
國際經營與貿易學系
106
Since 2005, various of new technologies have brought new experiences to our life. The most eye-catching of those new technologies is the development of Virtual Reality and Augmented Reality. In addition to technology industry, many countries are now having more concerned about the cultural and creative industry, carrying forward their culture features under the globalization. The cultural and creative industry products which have the symbolic meanings, concepts and images provide people with emotional connection, cultural implications and additional value. Cultural and creative industry have potential for development and improve the economy grow and employment rate of a country, turn into the key international issues. This study explores how museums, a part of the cultural and creative industry, combine virtual and augmented reality as a marketing tool. Take National Palace Museum for example, learning how to actually use Virtual Reality and Augmented Reality in the cultural and creative industries that creative a deeper experience for people. Moreover, improve the marketing of the cultural and creative industries and turn it into educational promotion tools in the cultural and creative industries. In order to collect first-hand information, this study uses interview method to have verbal opinions and exchange of opinions, and achieve research results through subsequent collation and analysis. The research found that Virtual and Augmented reality are used as a method for marketing in the cultural and creative industries. The multiple characteristics such as exploratory, operational, participatory, multimedia, etc. can be used to help the application of education. In the case of inability to contact real objects, they achieve similar positive learning effects as those in museums.
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Chiang, Yi-Wei, and 江翊瑋. "Research study on applying augmented reality technology based on area learning in culture tour guiding." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/76v76n.

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碩士
國立臺北科技大學
互動設計系
106
The Augmented Reality (AR) technology has a wide range of applications. Therefore, Google and Apple are actively developing this technology as they see its potential in future. One of the advantages of augmented reality is that it can be integrated with reality. This study proposed interpretative services for tourists using the Unity engine through the integration of augmented reality with motion tracking and simultaneous localization and mapping, such as Google’s Project Tango. By using virtual integration technology to build an augmented reality experience, it is possible to deliver immersive experience to users and enhance user concentration, further enhancing learning understanding and memory. User behavior is analyzed at the development stage to provide better interaction experience. The remains of the Nishi Honganji temple, which is a famous cultural landmark in the Wanhua area, were selected as the model to demonstrate as this temple has experienced several catastrophes in the past. The historical material and related literature of the Nishi Honganji temple were collected. Through the combination of technology, history, culture, and Simultaneous Localization and Mapping (SLAM)-based augmented reality methods, the Nishi Honganji Temple was restored and presented in an augmented reality form. In addition, related literature and navigation were included. This study proposed a game-action navigation system, which was designed according to the history, culture, spatial architecture, and four facets of the Nishi Honganji temple. Before using the system, users were required to fill in a questionnaire that contained a knowledge test and a motivation scale. After the analysis of qualitative and quantitative data, it was shown that users whose age is below 40 years are more likely to understand the information delivered using AR technology. In addition, the result shows that the navigation system is able to enhance user learning effectiveness and perform spatial positioning navigation, image sensing with depth identification, and the virtual reconstruction of monuments. This application will benefit cultural demonstration, contribute to cultural learning, and provide reference for future cultural heritage maintenance and operation.
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CHEN, HSIANG-YA, and 陳湘雅. "An Augmented Reality Mobile Learning System with Web-based Assessment and Test Analysis: An Example of Local Culture Courses." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/ev449h.

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碩士
國立臺灣科技大學
數位學習與教育研究所
103
Due to the increasing popularity of mobile devices and the development of technology, many scholars have attempted to use mobile technology to increase students' achievement and attitude. While using mobile devices to learn, students would not be limited by time and space, which can help students combine those textbook knowledge and real lives scenarios. Besides, augmented reality is a technic that can combine the target knowledge content with real learning content. Moreover, scholars also pointed out that while using mobile learning, without proper learning strategies to guide, the effects might not be as good as expected. Therefore, in this study, an augmented reality technic and Web-based Assessment and Test Analysis were combined and applied in the mobile learning activity. To understand the effects of such a learning strategy, a quasi-experimental design was adopted. Fourth graders of an elementary school in Taiwan were divided into the experimental group and the control group to learn the local culture course. The students in the experimental group learned with the augmented reality mobile learning system with Web-based Assessment and Test Analysis while those in the control group learned with regular augmented reality mobile learning system. After the learning activity, the effects of two different learning models on students' learning achievements, motivation, local culture identity and cognitive load in this study would be compared.
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Lin, Cai-Ren, and 林才人. "Augmented Reality Applied to Experience Design of Cultural Tourism。– A Case of Xinyi Street, Tainan City." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/q86964.

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碩士
南臺科技大學
數位內容與應用設計碩士班
105
“Old Street” is generally understood as an ‘ancient’ or ‘primitive’ road. It is possible to learn the development of Taiwan’s economy and social culture through the observation of the emergence of Taiwan’s old street. With the increase of the atmosphere of national tourism in recent years, the evolution of tourism leisure activities has developed to “experience” as the guide. In the process of exploration, the tourists pay attention to the experience of satisfaction and cognition. However, the present tourist information on “Old Street” is still vastly communicated to tourists via text description and the traditional navigation information, which is lacking in interaction. Therefore, due to the absence of consolidation coupled with the limited duration of the tourists’ stay, it is difficult to acquire a general knowledge of information, which may eventually hinder the promotion of tourism. Through the technology and portability of augmented reality, it is possible to enhance the travel experience of tourists by multimedia matching and rendering help to the tourists to understand the importance of the “Old Street” in the modern cultural development of Taiwan. In addition, by the integration of information of some feature shops on the “Old Street”, the tourists will have a way to introduce and explore unfamiliar spots anytime and anywhere. These interactions will deepen the understanding of tourists on the street culture and, with the rich resources, attract more people to visit the “Old Street”. This study takes Xinyi Street in Tainan City as an example while adopting a design sprint approach. The design sprint team will try to probe into the use of augmented reality technology to assist the featured stores in Xinyi Street and will utilize the street publication to combine the Street journal with augmented reality. Through the design sprint method, the augmented reality interface sketch for Xinyi Street is proposed and the prototype design is implemented, followed by user assessment, and finally, according to the result of the user assessment, it put forth a structure of design based on the travel experience. As a result, the augmented reality satisfies the requirement of the “Old Street” tourists by providing them with a deeper cultural tourism and enhances their travel experience through interaction.
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Lin, Chih-Feng, and 林志峰. "CpG-ODN Augments Cytokines Release of Cultured Nasal Epithelial Cells: A Model of Chronic Rhinosinusitis with Acute Exacerbation." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/40081484070626671170.

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碩士
臺灣大學
臨床醫學研究所
98
Background : Chronic rhinosinusitis (CRS) is defined as inflammation and infection involving the nasal mucosa and the adjacent sinus cavities. Clinically, the patients with CRS may suffer from symptoms of mucopurulent discharge, nasal obstruction, facial pain, and hyposmia. Antibiotics, saline irrigations, steroids, and anti-leukotrienes may be given for symptoms relief. However, episodes of recurrence or acute exacerbation occurred to these patients, and caused some irreversible changes in airway structure and function. The pathophysiology of frequent acute exacerbation in these patients is still unclear, making treatments particularly challenging. CpG-ODN refers to sequences that include an unmethylated cytosine and guanosine ,which are relatively common in the genomes of most bacteria and DNA viruses. CpG-ODN had been implicated as a major structural component of bacterial biofilm, and contributed to the persistence of chronic infection. Clinically, recalcitrant CRS is associated with biofilm formation, and biofilm may cause the unfavorable outcomes of surgery for CRS. However, the molecular significance of CpG-ODN in CRS is still unclear. We aim to investigate the immune-modulation effects of CpG-ODN ,and elucidate the role of biofilm in CRS. Hypothesis : 1.The existence of CpG-ODN may maintain a low profile of cytokines production in the sinus mucosa, and play a role in the persistence of inflammation in chronic rhinosinusitis. 2.During CRS with acute exacerbation, CpG–ODN synergistically up-regulate the immuno-reactions of pro-inflammatory mediators, augments intranasal cytokines release, and contribute to the complications and severity of CRS with acute exacerbation. Materials and Methods: Twenty patients who are diagnosed as CRS and underwent surgery were included prospectively. None of them receives any treatment at least one month before operation. The one who has atopy, asthma, or allergic rhinitis was previously excluded. The nasal epithelial cells harvested from nasal polyps were collected for ALI (air-liquid interface) culture. At the end of culture (Day 20 after confluence), CpG-ODN , IL-1β , and TNF-α were added in single regimen or in combination to stimulate the nasal epithelial cells. After 24 hours-treatment, the culture medium of each well was collected and immediately stored at -80℃for later IL-6,IL-8 and MCP-1 measurement using ELISA. Statistical analysis : The paired samples test was used for evaluation of differences between experiments and controls. ANOVA was used when there is a multiple sample comparison. P values less than 0.05 was considered significant. Results : 1.A model mimicking the in vivo microenvironment of stable CRS was created. 2.Intrinsic IL-1β and TNF-α levels were undetectable in this model, and IL-6 , IL-8 ,MCP-1 levels were detectable during 21-days culture period, with a trend toward homogeneity . 3.Extrinsic IL-1β and TNF-α were used to stimulate the cultured nasal epithelial cells, to initiate a condition resembles CRS with acute exacerbation. IL-1βinduced IL-6,IL-8 and MCP-1 expressions in a dose-dependent fashion, while TNF-α only induced these cytokines release insignificantly. 4. CpG–ODN induced MCP-1 expression with a dose-dependent fashion, but not in IL-6 and IL-8. 5. CpG-ODN synergistically potentiate IL-6,IL-8, and MCP-1 release in the presence of IL-1 β and TNF-α. Conclusion : CpG-ODN is associated with the chronicity of CRS. Elimination of such substances in the management of CRS is mandatory. CpG-ODN augments intranasal cytokines release in patients with acute exacerbated sinusitis. Strategies such as local debridement or short-term immuno-suppressants are needed to stop the vicious circle.
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Huang, Ting-Ying, and 黃亭穎. "The User Interface Design of the Mobile Augmented Reality Navigation system in a Hakka Heritage - of New Tile House Hakka Culture District." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/h9qcb9.

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碩士
國立交通大學
應用藝術研究所
107
The preservation and continuation of cultural has important historical significance for the national society. To discuss the continuation and exploration of the cultural heritage of the historical perspective, should analyze the relationship between the architectural relics, open space and the natural environment covered by the overall historical features and cultural background. Considering the use of digital media, design of AR game exploratory guides about heritage navigation, historical objects, and Hakka culture. Try to make the Hakka culture in the current era, through the AR exploratory game, to give young people a new cultural guide experience, to draw closer to the distance between young people and heritage, cultural history, and increase their willingness to learn Hakka culture. In 2017, the researcher participated in the project with Professor Hsu of Chiao Tung University and Professor Masa of Keio University, designed the "HAKKA AR Exploratory Game Navigation System" in the New Tile House Hakka Culture District. Under the leadership of the project leader within one year, we completed the exploratory tour of this game, which satisfied the needs and also won the recognition of the public. However, through the exhibition and the feedback from the people, there is still need for improvement. In addition, the main development of the initial development version is the navigation system of the historical, the introduction of Hakka historical materials, story scripting and game design. This study further use "Interface Design" as the focus of the redesign of the "HAKKA AR Game Navigation System ". It is expected to increase the experience of the game exploratory navigation and more in-depth introduction of Hakka historical materials. This study is based on the contextaul inquiry, the field research of local heritage, interviews with local cultural and historical workers and three young people between the ages of 15 and 24. Interviewed with 3 design experts who are familiar with AR application and interface design, to re-examine the direction and content of this game exploratory navigation, which can be used as a reference for interface design. Finally, the experiment was carried out with 37 visitors, and the quantitative analysis was used to verify whether the suitability was satisfactory. The research results are expected to provide design reference principles for augmented reality interactive navigation for digital content design based on other field environments in the future.
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RECUPERO, ANNAMARIA. "Augmented and Virtual Reality for the promotion of the cultural heritage: analysis of museum mission and visitor experience." Doctoral thesis, 2018. http://hdl.handle.net/11573/1208864.

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The thesis discusses the role of Augmented and Virtual Reality technology for the promotion of the cultural heritage, considering both the museum mission and the visitor experience. The research framework represents an integration of the Contextual Model of Learning developed in the field of Museum Visitor Studies, and the cultural-historical Activity Theory, so to consider the different human, environmental and technological dimensions that determine the visitor experience. The research includes two studies. The first study is a qualitative investigation performed at the Ara Pacis Museum in Rome, in order to explore the "design for use" and the "design in use", by collecting data through ethnographic methods and analyzing data through the Service Design Thinking methodology. The second study is an investigation of the museum audience performed using an online questionnaire, to complement and validate the results from study 1. The thesis discusses the results related to the technology as engagement factor, the artifacts ecology and the social interaction among visitors.
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Yeh, Shuo-Chiang, and 葉碩強. "Developing Promotional System of Cultural and Creative Activities by Using Technologies of Location-Based Services and Augmented Reality." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/91826912786282283295.

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碩士
龍華科技大學
電子工程系碩士班
101
Smart phone is one of the most important mobile devices and it is tightly connected to the life of people living in the modern society. If we educate people through smart phones, it will allow people to learn new knowledge at anytime and from anywhere. This research uses augmented reality (AR) technology with location-based services (LBS) to create a mobile serious game, which is much more fun then the traditional serious games, and let users focus on the learning of cultural and creative information. We use Android SDK, Google Maps API, Vuforia augmented reality kit , Apache server, MySQL and PHP to complete system architecture of the serious game. With the guidance of our system, users can get the information of cultural and creative activities by smart phones. Furthermore, the system provides users the location of all kind of shops and a variety of special offers. These features drive the promotion of cultural and creative activities and create a new business model of offering specially reward from shops. In the future, we can combine the innovational payment system to make a better integration solution for the industry of culture and creativity.
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CHEN, CHIA-LE, and 陳嘉樂. "A Study of Applying Technology Aceptance Model to Augmented Reality for Cultural Products of Wu Fu Chain Suei." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/38118825455084916988.

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碩士
國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
105
The research on Augmented Reality (AR) technology is applied to the cultural products, and the development of digital cultural products is carried out in the background of Wu Fu Chain Suei in the culture culture of Taiwan's Wangye culture through the mobile device. It’s characteristics will be the essence of cultural goods to increase their vivid and deep impression of the function and by the interaction between users and cultural products, to increase the positive emotional impact, to give the value of cultural goods and enhance the interaction of interactive features, so that users Experience the process of understanding the culture of the Wu Fu Chain Suei. Based on the questionnaire survey and the interview method, the survey was conducted by 40 people in the city of the new god of the city of Wangbei. According to the technology acceptance model, Perceived Usefulness, PU, Perceived Ease of Use, PEOU, Attitude The use of behavior and the purpose of Intention to Use and other four facets, to explore the public for the acceptance of digital cultural products, while the interview by the user to improve the cultural products or new features such as recommendations. The results found: First, First, through the interaction with the digital culture of cultural can produce the culture of the Wu Fu Chain Suei interest.Second, Users are generally recognized and willing to use the pattern of digital cultural Products. Third, the contents of the import of cultural products is helpful Users are aware of Chitose information. Fourth, will not be affected by gender differences affect the user experience the feelings of digital culture.Therefore, the research and development of digital culture products on the user acceptance and awareness have a positive impact in the future can be provided for the application of digital technology for cultural products design reference.
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LIN, PEI-HUA, and 林佩樺. "A Study on the Interactive Experience of Mobile Augmented Reality–With an Example of Hsinwawu Hakka Cultural District." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/wr858y.

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碩士
國立臺北科技大學
互動設計系
107
Many countries promote the preservation of cultural heritage, but lack of effective management and planning. When Taiwan government actively promotes the preservation of digital cultural heritage, many cultural preservation districts are still dominated by traditional guides. It can’t provide a digital application service, even waste of resources and limited. There is no way to improve any problems with traditional navigation. This App provide a user-friendly navigation system through Mobile Augmented Reality combined with Hakka culture. Planning identification points, navigation routes, interactive mode and user Interface Design to Guide people to explore the beauty of Hakka culture in all corners of Hsinwawu Hakka Cultural Distric through lively and interesting digital application services. The purpose of this study is to address many of the limitations of traditional navigation, allowing visitors to achieve self-navigation service experience, and increase their interest in local culture and emphasis on preservation of cultural assets. This study through three experiments to test 97 people who had been to or had not been to Hsinwawu Hakka Cultural Distric before, using Interview Method, Observational Method, and Questionaire Survey to explore the effectiveness of flow experience and system usability in this App. The results show: (1) This MAR App has a good flow experience for the visitors. (2) This MAR App give similar flow experience for the first visitors and the people who have visited before. (3) This MAR App gives difference flow experience through the three guiding routes for the visitors. (4) This MAR App is easy to use, and its system is usability. (5) This MAR App helps people to get to know Hsinwawu Hakka Cultural District and Hakka Culture, and raises awareness of the preservation of cultural heritage.Finally, the contribution of this research is to explore flow experience of Hakka culture navigation in MAR, and offer the best navigation experience to people. In the future, provide reference for MAR development and operation of cultural heritage.
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Theubet, Jessica Ginette Georgette. "New media technologies to enhance learning and audience engagement in cultural institutions." Master's thesis, 2020. http://hdl.handle.net/10400.14/33410.

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New media technologies have drastically changed most aspects of our daily lives in a short time span. They have become ubiquitous in the workspace, they have made their way to our homes and remarkably changed the ways by which knowledge is disseminated. The growing pervasiveness of those technologies has led to fundamental transformations in cultural institutions’ organisational factors on a global scale (Bearman and Geber 2008, 387). New media technologies have also contributed to changing educational institutions on a managerial level and on a pedagogical level; they have paved the way for the digitalisation of the classroom and for more interactive ways of learning, some of whose concepts have been implemented in cultural institutions for the dissemination of knowledge. In this internship report, we will particularly drive our attention towards the use of new media technologies in cultural institutions and to the correlation between those technologies, audience engagement and learning experience enhancement within cultural institutions. It is our belief that such technologies have the potential to enhance cultural institutions’ educational programs, strengthen audience engagement, and create stronger and more genuine links between traditional institutions and the audience. In this report, we will qualitatively and critically shed light on how new media technologies have fundamentally contributed to changing audience engagement and ways of learning within the cultural institution. We will put the highlight on the institutional shifts and extensions that new media technologies gave rise to. Then, we will drive our attention towards the educational possibilities that those technologies have led to, we will see how new media technologies can contribute to improving engagement and learning for audiences with disabilities, and we will, finally, shed light on the experiential metamorphoses that new media technologies have induced within cultural institutions. We will use our case study, which is a Viennese augmented reality application named Artivive, in order strengthen our analyses and respond to our research question.
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Agostini, Daniele. "Promoting Outdoor Cultural Heritage Education with Mobile Mixed-Reality Learning Tools: Two Case Studies in Italy and Great Britain." Doctoral thesis, 2019. http://hdl.handle.net/11577/3325237.

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The thesis studies the impact of new technology on the transmission and promotion of heritage on primary school pupils in order to demonstrate the importance of an alliance between history, visual culture and technology. Two case studies with two distinct types of corpus generated two experiments in situ: ancient architecture in Verona (Italy) and eighteenth-century landscape garden at Hestercombe (Britain). Verona and Hestercombe are two sides of the same patrimonial coin. The co-supervision was done under a specialist in digital story telling of history, Corrado Petrucco (Un. of Padua) and one in eighteenth-century garden and landscape history, Laurent Châtel (Un. of Lille). Mobile Learning began in the 80’s when portable computers (the “in-thing” in those days) where first introduced into the classroom on an experimental basis being a genuine take-off in the late 1990’s thanks to experimental educational programs aimed to exploring the didactic potential of PDAs (Personal Digital Assistant). From the mid 90’s to today, three different phases can be pinned down: a tool-focused phase, extra-mural learning, and an emphasis on student mobility. What this study shows is that the teacher’s role is of fundamental importance. The learning process is on site, situated and enhanced by AR tools and devices (which are equipped with an ‘app’ developed specifically for this project): the ‘app’ is however not intended to replace the guide or the cultural educator, but to be complimentary and to enrich his/her route. In its documents such as “Cultural Heritage Counts for Europe (CHCfE). Towards a European Index for Cultural Heritage" the EU Council of European Ministers recognized heritage as a "strategic resource for a 'sustainable Europe" and a source of benefits – a source of creativity and innovation, generating new solutions to problems. This thesis shows why and how heritage education when augmented via technology improves the interpretation of historic environments and buildings, and also makes them accessible to citizens and visitors.
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Lin, Wei-Yan, and 林維彥. "Correlation analysis between reading process and learning performance in augmented reality context: An application of Taiwanese folk belief cultural exhibition." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/23b5a5.

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碩士
國立臺灣科技大學
數位學習與教育研究所
103
The purpose of this study was to explore the relationships among prior knowledge, belief, technology acceptance, visual behavior, and reading comprehension of a Taiwanese folk belief exhibition using augmented reality (AR) technology on a smart phone. Thirty-five graduate students and undergraduate students participated in this study. A mobile eye-tracking system was used to record the participants’ reading process. Prior knowledge, belief of Taiwanese folk religion, technology acceptance, cognitive load, and reading performance were collected by questionnaires and tests. Results showed that videos linked by the augmented reality on a smart phone were acceptable for the participants in this study. In addition, the participants’ prior knowledge, belief and technology acceptance could predict their perceived cognitive load. Belief and technology acceptance could also predict their visual behaviors while watching the exhibition; and their visual behaviors could predict their reading comprehension significantly. Meanwhile, there were significant relationships between participants’ perceived cognitive loads and visual attention distributions. Furthermore, there were different visual behavior patterns for participants who held different attitudes toward AR technology in terms of material characteristic, perceived ease of use, perceived usefulness, and attitudes toward use. Finally, according to the results, several suggestions were provided for future studies and designs of Taiwanese folk belief cultural exhibitions.
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Pires, Antero Augusto Magalhães. "Combining paper maps and smartphones in the exploration of cultural heritage." Master's thesis, 2016. http://hdl.handle.net/10362/19962.

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Latest advances in technology allowed us to have, nowadays, powerful computing devices in our pockets. These advances have also allowed the rapid growth of Augmented Reality, which continues to expand into new areas where the integration of virtual and real worlds brings new and beneficial experiences. It is on these Augmented Reality capable devices that there may be a key that will open a door to a new experience in exploring cultural and historical sites, currently very dependent on paper and static information maps or mobile interactive applications that, although capable of providing real-time information, may not give users a contextualized view of the different cultural elements in their surrounding environment. The goal of this dissertation is to explore new ways to interact and view content associated with a cultural and historical site through a smartphone-focused application with Augmented Reality and location-aware features. Combining a paper map with a smartphone, the user can see virtual representations of sites, manipulate them in 3D, overlap historical cartography on the map or view relevant multimedia information, among others. In an effort to raise awareness of less known sites or whose location isn’t immediately apparent, the application alerts the user about sites near his position. Then, the application underwent various tests by potential users, in order to evaluate its concept and usability. In the end, it is expected to develop a new user interactive experience, as an attempt to increase interest and awareness of cultural and historic sites and their roles, and formulate recommendations on the development of heritage-oriented applications.
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Belo, André João Ribeiro. "ConimbrigAR: Realidade Aumentada Aplicada Sobre Mosaicos Romanos." Master's thesis, 2018. http://hdl.handle.net/10316/83560.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia
A Realidade Aumentada é uma tecnologia que, apesar de existir há várias décadas, só presentemente é que manifesta o seu enorme potencial. Esta revelação surge numa era de ouro para as novas tecnologias, nomeadamente os smartphones, que têm apresentado uma progressão considerável ao longo dos últimos anos. Atualmente, estes dispositivos móveis são praticamente indispensáveis para nós. Além de funcionalidades básicas como telefonemas, mensagens de texto e acesso à Internet, os smartphones são capazes de executar as mais diversas aplicações computacionais, graças à robustez do seu software e do seu hardware. Paralelamente a esta evolução, a tecnologia de Realidade Aumentada tem crescido significativamente nos últimos anos e a sua presença em aplicações móveis é cada vez mais uma realidade. O futuro parece bastante promissor, mas com ele surgem alguns obstáculos que necessitam de ser ultrapassados.Atualmente, existe uma grande variedade de SDKs concebidos para a integração de Realidade Aumentada em aplicações móveis, tanto à base de marcadores artificiais como à base de características naturais. Esta última técnica, no entanto, ainda apresenta algumas limitações, uma vez que a tecnologia de Realidade Aumentada continua otimizada essencialmente para ambientes fechados e/ou controlados. Já em espaços abertos, o desempenho desta tecnologia poderá ser afetado por fatores externos como a luminosidade irregular e a presença de sombras. Tendo isso em conta, o local de estudo definido para este projeto foi Conímbriga, e os seus mosaicos romanos foram escolhidos como alvos da tecnologia de Realidade Aumentada. Um dos objetivos principais desta dissertação passa, portanto, pela pesquisa, recolha e análise dos SDKs de Realidade Aumentada existentes atualmente, de forma a encontrar o(s) mais adequado(s) para utilizar sobre os mosaicos romanos de Conímbriga.No âmbito do projeto MosaicoLab, foi proposta a criação de um protótipo de uma aplicação móvel que aplicasse a tecnologia de Realidade Aumentada sobre os mosaicos romanos de Conímbriga. Esta proposta visa a preservação e dinamização do Património Cultural constituido por estes mosaicos romanos, que, apesar de serem uma forma de arte antiga, continuam a ser uma expressão de arte magnífica nos dias que correm e, como todo o tipo de Património Cultural, necessitam de ser salvaguardados. Além disso, a Realidade Aumentada vem proporcionar uma experiência visual e culturalmente enriquecedora às ruínas de Conímbriga, e, no futuro, certamente irá marcar a presença, cada vez mais, em espaços de Património Cultural.Após uma análise feita aos SDKs, o leque de opções ficou reduzido a estes três: CraftAR, PixLive e Wikitude. Após a realização de testes sobre este conjunto de SDKs, o CraftAR apresentou melhores resultados. Apesar disso, este acabou por ser descontinuado, sendo que, no final, a escolha recaiu sobre o SDK da Wikitude que, por sua vez, é uma ferramenta bastante completa. Ao longo desta dissertação, foi feito o planeamento, calendarização e gestão de todas as tarefas, assim como uma análise do estado da arte relativamente aos conceitos predominantes desta dissertação. Foram ainda definidas as metodologias, os requisitos e a arquitetura, e realizados os testes necessários para a produção de um protótipo sólido da aplicação móvel. Por fim, foi também criada uma interface web, de forma a ser possível gerir os conteúdos da aplicação móvel.
Augmented Reality is a technology that, although it has existed for several decades, is only now showing its enormous potential. This revelation emerges in a golden age for new technologies, namely smartphones, which have shown a steady progression over the last few years. Nowadays, these mobile devices are practically indispensable for us. In addition to basic features, such as phone calls, text messages and Internet access, smartphones are able to run the most diverse computing applications, thanks to the robustness of their software and hardware. Parallel to this evolution, the technology of Augmented Reality has grown significantly in recent years and its presence in mobile applications is increasingly becoming a reality. The future looks promising, but with it come some obstacles that need to be surpassed.Currently, there is a wide variety of SDKs designed for the integration of Augmented Reality into mobile applications, based on artificial markers and based on natural features. The latter technique, however, still has some limitations, since Augmented Reeality technology remains essentially optimized for closed and/or controlled environments. In open spaces, the performance of this technology may be affected by external factors such as irregular luminosity and the presence of shadows. Taking this into account, the place of study defined for this project was Conímbriga, and its Roman mosaics were chosen as targets of Augmented Reality’s technology. Therefore, one of the main goals of this dissertation is to research, collect and analyze existing Augmented Reality SDKs, in order to find the most suitable ones to use on the Roman mosaics of Conímbriga.Within the scope of the MosaicoLab project, it was proposed the creation of a prototype of a mobile application that would impose the Augmented Reality technology on the Roman mosaics of Conímbriga. This proposal aims at the preservation and dynamization of the Cultural Patrimony, constituted by these Roman mosaics, which, despite being an ancient art form, still remain as a magnificent art expression and, like every type of Cultural Heritage, need to be safeguarded. In addition, the Augmented Reality will provide a visual and culturally enriching experience to the ruins of Conímbriga and, in the future, will certainly and increasingly be part of Cultural Heritage spaces.After an analysis of the SDKs, the range of options was reduced to three: CraftAR, PixLive and Wikitude. After performing tests on this set of SDKs, CraftAR presented better results. Despite this, it was eventually discontinued and, in the end, Wikitude’s SDK was chosen which, in turn, is a fairly complete tool. Throughout the course of this dissertation, the planning, scheduling and management of all tasks were done, as well as an analysis of the state of the art, regarding to the predominant concepts of this dissertation. The methodologies, requirements and architecture were also defined, and the necessary tests were carried out in order to produce a solid prototype. Finally, a web interface was also created, enabling the management of the mobile application’s contents.

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