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Multimodal virtual navigation of a cultural heritage site: The medieval ceiling of Steri in Palermo

S. Andolina, A. Santangelo, M. Cannella, A. Gentile, F. Agnello, B. Villa
2009 2009 2nd Conference on Human System Interactions  
The advance of information technology has enabled in recent years new fruition scenarios for cultural heritage sites.  ...  In this paper we propose a multimodal interface to a virtual representation of a medieval ceiling, built in the XIV century, which covers the "Sala Magna" of Steri, the historical headquarters of the University  ...  Authors are also indebted to the specialists of the Regional Institute for the Catalogue and Documentation of Cultural Heritage, directed by Dr.  ... 
doi:10.1109/hsi.2009.5091039 fatcat:opbcao2ny5banolf77zzlumfry

Artworks' Features Discovery Through Engaging Conversations for Children

Juan Carlos Jaramillo, Daniele Occhiuto, Franca Garzotto
2018 IOP Conference Series: Materials Science and Engineering  
We see a considerable potential in using conversational interfaces to enhance guided tours in cultural institutions. Museums user experiences may vary depending on the exhibition.  ...  The existing guides are very well structured and provide indeed a complete guided experience but are generally intended for adults and neuro-typical users.  ...  To avoid isolation, we decided to adopt a dominant interaction modality based on auditory cues, following the existing de-facto standard for museums tours that are audio-guides.  ... 
doi:10.1088/1757-899x/364/1/012097 fatcat:3u6nfccvm5d7pjxllh4kgwulri

Intelligent Collaborative Authoring of Place-Based, Cross-Cultural and Media-Rich Experiences

Konstantinos Kotis, Dimitris Spiliotopoulos, Andreas Papasalouros
2020 Challenges  
accessible via an open, user-friendly, mobile and knowledge-based platform, emphasizing a low-effort participative and guided co-authoring approach.  ...  In this paper, we present a framework that aims to support the active participation and collaboration of knowledge workers and engineers in the co-authoring of place-based, cross-cultural and media-rich  ...  Acknowledgments: We would like to acknowledge the support of museum studies and educational programs expert, Stamatia Ladikou, Department of Cultural Technology and Communications, University of the Aegean  ... 
doi:10.3390/challe11010010 fatcat:d36foijkirdcjcxglgzt5vog4u

Front Matters

2019 2019 IEEE International Conference on Engineering, Technology and Education (TALE)  
Semiconductor Devices Course 133 1570584809 Automated English Digital Essay Grader Using Machine Learning 134 1570585446 CHAT: a Cultural Heritage Adaptive Tutor 135 1570586016 Design and  ...  Game-Based Learning 149 1570588907 Towards Automatic Engagement Recognition of Autistic Children in a Machine Learning Approach 150 1570588908 Code Free Bot: An easy way to jumpstart your chatbot  ... 
doi:10.1109/tale48000.2019.9225889 fatcat:vzowsu6y7je5rdu4yn4xc3irc4

Enhancing grammatical structures in web-based texts [chapter]

Leonardo Zilio, Rodrigo Wilkens, Cédrick Fairon
2017 CALL in a climate of change: adapting to turbulent global conditions – short papers from EUROCALL 2017  
Acknowledgements We would like to thank Dr Zöe Handely for her feedback and the students for their participation.  ...  Acknowledgements We thank the Walloon Region (Projects BEWARE 1510637 and 1610378) for support, and Altissia International for collaboration.  ...  From Table 2 , we can see that, compared with an independent bot, the chatbot has a lower success ratio as an assistant bot for a DB-CALL system.  ... 
doi:10.14705/rpnet.2017.eurocall2017.738 fatcat:oofyj56lfbhqjgnsinoj2rkxui

All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda [article]

Lik-Hang Lee, Tristan Braud, Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos Bermejo, Pan Hui
2021 arXiv   pre-print
Finally, we propose a concrete research agenda for the development of the metaverse.  ...  We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible  ...  Also, we should consider the establishment of creator cultures with cultural diversity, cross-generational contents, and preservation of phase-out contents (i.e., digital heritage). Virtual Economy.  ... 
arXiv:2110.05352v3 fatcat:pv4fxf5lfbc7vk3ogsyidwfloy

EDITORIAL: LEARNING, TECHNOLOGIES, AND TIME IN THE AGE OF GLOBAL NEOLIBERAL CAPITALISM

2017 Knowledge Cultures  
Siân has been involved, often in leading roles, in numerous research projects such as 'The digital futures of cultural heritage education: a social media research agenda for the Scottish National Collections  ...  Siân Bayne is Professor of Digital Education at the University of Edinburgh, based in the Moray House School of Education, where she directs the Centre for Research in Digital Education.  ...  PJ: In the digital age, digitization is prerequisite for openness. Based on your practical experiences, what are the main effects of digitizing cultural heritage?  ... 
doi:10.22381/kc5220171 fatcat:wvdp4gkzu5ez3cc5bnba25keoa

Discourse 2.0: Language and new mediaTannenDeborahTresterAnna Marie (eds), Discourse 2.0: Language and new media, Georgetown University Press: Washington, DC, 2013; 258 pp.: ISBN 9781589019546, $44.95 (pbk)

Karen Correia Da Silva
2014 New Media & Society  
Finally, I am grateful to Susan Herring and Anna Marie Trester for helpful comments on an earlier draft.  ...  ACKNOWLEDGMENTS We thank the participants in our study and audience members of our workshop at GURT 2011 for their input and feedback.  ...  For an extreme example of reconfigured turn-taking in a synchronous chat system, see Anderson, Beard, and Walther (2010) . Cherny, Lynn. 1994 . Gender differences in text-based virtual reality.  ... 
doi:10.1177/1461444814524163b fatcat:lix7m4khk5ep3f7d3ftd3psx3q

Exploiting Social Networks. Technological Trends (Habilitation Thesis) [article]

Adrian Iftene
2020 arXiv   pre-print
.) - creating resources for text and image processing (classification, retrieval, credibility, diversification, etc.); 2.  ...  .), virtual reality (eLearning and games), speech processing with Amazon Alexa (eLearning, entertainment, IoT, etc.).  ...  in the cultural heritage.  ... 
arXiv:2004.14386v1 fatcat:faoyxt42e5b5no57v6r5arnu5a

Augmented Reality (AR) as a new medium of presenting media news content

Marina Jovanovic
2020 unpublished
Emerging technologies such as virtual reality (VR) and augmented reality (AR) have laid the ground for what some journalists call immersive storytelling - a form of news production that allows first-person  ...  However, the studies on the psychological importance of using AR as a new medium for presenting information are non-existent.  ...  The author takes the online chat-bots that can successfully elicit such behaviours as an example.  ... 
doi:10.25365/thesis.65079 fatcat:2elnhbdswvecbhhdjwnpw6klqy

Edição completa

Guilherme Fromm
2016 Domínios de Lingu@gem  
a desire for cultural authenticity (BUENDGENS-KOSTEN, 2013, p. 278) .  ...  Dans cet échange Natalia recourt aussi à plusieurs pratiques multimodales.  ...  Due to that, a vast range of research has been theorizing on how language and culture should be dealt in the classroom.  ... 
doaj:0242c68727b5420d857fd79fcd1cc21c fatcat:shglir6zwjez3ip7dkrkibhwne

Journal of Digital Media & Interaction, Vol.3, No.8

Nelson Zagalo, Lídia Oliveira
2020
The systematic review shows that gamification has been used in new systems and applications to promote cultural heritage, to motivate tourists to visit cultural heritage and explore historic sites by playing  ...  through a systematic review of the literature carried out at Scopus (last five years), considering the keywords: Gamification, Cultural heritage, Digital Learning Scenarios, Internet of Things.  ...  The Internet of Things in the intergenerational creative production of cultural georeferenced contents [PTDC/COM-CSS/29228/2017] co-funded by FCT -Foundation for Science and Technology, through national  ... 
doi:10.34624/jdmi.v3i8.23560 fatcat:omebaaxtxvbo3he56vhemek4rq

Augmenting Schools [chapter]

Augmented Education  
Virtual-world avatars can prompt parasocial interaction even if they are bots guided by artificial intelligence rather than by individual humans, which makes them useful for training and simulation purposes  ...  Their subsequent acquisition of the cultural tool of reading provides them with a model for reflecting on their speech (Lucariello, Hudson, Fivush, & Bauer, 2004) .  ... 
doi:10.1057/9781137335814.0005 fatcat:msrxtvkgs5dmhno6shro4evjpu

Genetic Programming III - Darwinian Invention and Problem Solving

Peter Nordin
1999 Evolutionary Computation  
Finally, we thank our families for their patience for yet another project that took Dad away for significant periods of time.  ...  Special thanks goes to our reviewers, who stuck with us through a major reorganization of the book and provided insightful and useful comments.  ...  The most commonly seen chatterbot application is implemented in a chat room or MUD environment, where the bot might show newcomers around, answer questions and provide information, strike up conversations  ... 
doi:10.1162/evco.1999.7.4.451 fatcat:27732t6mfvgt7mzpbvkrv6wcqm

Gaming myth: an exploration of video gaming, heritage, and identity creation in contemporary Cuba

Miranda R. Lickert
2019
This thesis examines traditional notions of myth, particularly those which relate to culture and heritage.  ...  This thesis asks whether video games and computing can tell us anything of note about Cuban culture, and whether the games which are being played and developed in Cuba are part of a broader cultural and  ...  A person relies upon the cultural 'heritage' of their community for sustenance, a concept which compels them to conform in order to retain their cultural capital.  ... 
doi:10.48683/1926.00088829 fatcat:5ntjzon6u5fb3iu6xdaqwr27fu
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