1,721,031 research outputs found

    A new paradigm for the enjoyment and exploitation of cultural heritage based on spatial augmented reality: The case of the Ducal Palace of Urbino

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    In the last years, museums have begun to apply new technological solutions to manage their exhibits in a more open, inclusive, and creative way, to improve the visitors' experience to respond to the need to expand the audience. The main goal is to face the increasing competition in an economy referred to as the “Experience Economy”. To this end, Augmented Reality technology seems to represent a good solution for museum guide systems, to improve visitors' learning and enjoyment. In this context, the present paper proposes a museum guide system based on Spatial Augmented Reality powered by dynamic projection. The paper describes the overall HW and SW system architecture and reports in detail the developed process adopted to design and implement a museum guide and entertainment application, in the context of the “Studiolo of Federico da Montefeltro” in the Ducal Palace of Urbino. A preliminary survey has been carried out, which involved a total of 79 subjects, aimed at investigating the quality of visitor's experience, aroused by the proposed application, in terms of the “Four Experience Realms” defined by Pine & Gilmore (1998). Results suggest that the proposed application can be used to stage experiences that satisfy the visitors and may help to enable museums into the Experience Economy

    Educational 360-degree virtual tours: engaging students in a multidisciplinary workshop with a team-based approach to teaching and learning

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    The study is framed in a case-study qualitative approach with the aim to describe and analyse the multidisciplinary team-teaching impact on university students of Education Science degree course involved in a hands-on workshop conducted in the academic year 2023-2024 by three professors (Intercultural Pedagogy, Instructional Technology, Interaction Design). Students were actively involved in a group-based three-week activity where they were guided in the design and creation of a 360-degree virtual tour, a three-dimensional digital artefact that addressed, with a chosenstorytelling direction, a pedagogical core concept. The impact of the collaborative teaching and learning experience was discussed and analysed through different data sources (notes of class observations, written and oral students’ feedback, virtual tours) by taking into account the following categories: learning climate and adaptive teaching; disciplinary approach and activating learnin

    Designing smart home interfaces: Traditional vs virtual prototyping

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    This paper presents a structured User Centered Design (UCD) method to design and develop a highly usable smart home platform to manage the energy consumption of connected appliances. It exploits advanced Tangible Augmented Reality (TAR) technologies to virtually prototype the conceived design solutions and carry out usability testing with sample users. Usability tests are carried out both on traditional high fidelity prototypes and on an innovative Tangible Augmented Reality prototype. Experimental results prove the efficiency of the UCD approach supported by virtual prototypes, instead of traditional ones, the reliability of TAR prototypes to detect usability problems and assess user satisfaction, and its high interaction quality. Advantages obtainable by implementing the proposed structured UCD approach for web interface design, in the context of smart home, are discussed

    A multipath methodology to promote ergonomics, safety and efficiency in agile factories

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    An important area of risk management practice for manufacturing companies relates to the prevention of injuries and musculoskeletal disorders (MSDs). The greater benefits can be achieved where a preventive approach is used, based on ergonomic design of workplaces and attention to human requirements and limitations as well as human-machine interaction principles. The research aims at providing a pragmatic approach to support the application of ergonomic risk management in practice. It defines a multipath methodology to investigate human factors impacting on safety by considering the specific workspace, the adopted tools, the overall production environment and the workers’ activity. An industrial case study is described to illustrate the methodology and demonstrate the benefits for companies. Results suggest that the proposed multipath methodology allow to effectively assist analysts in the definition of crucial risk factors and selection of proper ergonomics assessment and measurement tools according to the specific context of application

    Emotion-aware ambient intelligence: Changing smart environment interaction paradigms through affective computing

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    This paper describes the conceptual model and the implementation of an emotion aware system able to manage multimedia contents (i.e., music tracks) and lightning scenarios, based on the user’s emotion, detected from facial expressions. The system captures the emotions from the user’s face expressions, mapping them into a 2D valence-arousal space where the multimedia content is mapped and matches them with lighting color. A preliminary experimentation involved a total of 26 subjects has been carried out with the purpose of assess the system emotion recognition effectiveness and its ability to manage the environment appropriately. Results evidenced several limits of emotion recognition through face expressions detection and opens to several research challenge

    A Multi-Criteria Analysis Method in Algorithm-Driven Design

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    The study presents a new method based on generative design and multi-criteria analysis to select the best design option accounting for engineering performance, economic feasibility and other design goals (e.g. novelty, compliance). A comparison between topology optimization and generative design is proposed and discussed. The method is applied to the design of a rocker for racing cars

    Inclusive Virtual Museums: traiettorie pedagogiche per il co-design di esperienze museali accessibili

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    Dal frutto della ricerca scientifica di studiosi di pedagogia e didattica speciale e da percorsi di ricerca-azione con i territori nasce questo volume che affronta il tema dell’inclusione come principio fondante dell’agire professionale nei diversi contesti sociali e culturali. Adottando una prospettiva ecosistemica, il testo raccoglie contributi teorici e percorsi di indagine, ponendo al centro della riflessione temi di grande attualità che riguardano l’accessibilità, la progettazione didattica personalizzata, il progetto di vita, le nuove metodologie di didattica inclusiva con attenzione al ruolo delle tecnologie e, tra queste, dell’Intelligenza Artificiale. Il volume rappresenta un aggiornamento prezioso per docenti, educatori e professionisti impegnati nella costruzione di contesti inclusivi e nella formazione dei formatori
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