1,720,958 research outputs found
Sistemi immersivi per contesti sociali: come progettare e sviluppare nuovi tipi di esperienze ed interazioni
In questo lavoro verrà affrontato e discusso il concetto di esperienza immersiva e delle tematiche ad esso collegate con l’obiettivo finale di individuare e descrivere i principali fattori da tenere in considerazione durante la progettazione e lo sviluppo di artefatti digitali immersivi in contesti sociali.
Nella prima parte del lavoro verranno quindi introdotti i concetti di immersività, le tecnologie che consentono la creazione della sensazione di immersione e i sensi che vengono stimolati.
La seconda parte del lavoro introduce invece quella che è una classificazione dei contesti in cui è possibile fruire questo tipo di esperienze, permettendo quindi di evidenziare possibili differenze tra le necessità, i vincoli e gli agenti presenti all’interno di ciascuno.
La combinazione e l’applicazione dei primi due argomenti ha portato a dover affrontare e definire il concetto di esperienza immersiva, le teorie e i concetti importanti da seguire per una sua buona realizzazione.
Durante l’argomentazione delle tematiche relative al concetto di esperienza immersiva si è arrivati a delineare quelli che sono gli elementi caratterizzanti di questo tipo di esperienze (social contexts, environment, content, fruition, people relation, people disabilities, involved display, tracking e outcomes) e che si vanno a riflettere su quattro variabili principali da tenere in considerazione durante la progettazione, lo sviluppo e l’analisi.
Queste riflessioni hanno portato alla concezione di un modello che si basa sulla descrizione delle informazioni legate al contesto in cui l’esperienza viene fruita (Context), la tipologia di utenti coinvolti (Users), la tecnologia necessarie per lo sviluppo (Technology), e le competenze necessarie per la sua realizzazione (Expertise).
Tale modello, abbreviato in CUTE (Context, Users, Technology, Expertise), è stato poi quindi utilizzato per la progettazione e lo sviluppo delle esperienze immersive realizzate durante l’intero percorso di dottorato oltre che per l’analisi di progetti esistenti a cui si è contribuito, permettendo di evidenziare con facilità le alternative che i singoli elementi sono in grado assumere e consentendo l’identificazione di bisogni, requisiti e problematiche in maniera agile per ciascuna delle singole variabili.
Le singole esperienze hanno riguardato lo sviluppo di funzionalità aggiuntive per un simulatore di operazioni videolaparoscopiche; la progettazione e sviluppo di un prototipo di simulatore di parto; lo sviluppo di un’esperienza di realtà aumentata in contesto education per l’apprendimento; la creazione di un virtual coach per il recupero motorio; un survey sulle possibili alternative d’uso di Natural User Interfaces su dispositivi mobile; uno studio su un’applicazione per la fruizione di luoghi non accessibili a causa di limiti strutturali degli ambienti o fisici/cognitivi degli utenti; la realizzazione di un prototipo immersivo per la progettazione di spazi dedicati a eventi pubblici; lo sviluppo di un’applicazione dedicata al immersive journalism; ed infine lo studio di un sistema intelligente per lo smaltimento dei rifiuti.
Nelle conclusioni verranno i ripresi i concetti introdotti nelle varie sezioni e che insieme ai risultati emersi dalle singole esperienze permetteranno di fare delle riflessioni sulla readiness, cioè il livello di prontezza operativa, dei singoli contesti rispetto all’introduzione delle tecnologie immersive oltre che delle considerazioni sull’applicabilità e le possibili evoluzioni del modello CUTE sviluppato.This work will analyze the concept of “immersive experience” and notions related to it, with the final aim to identify and describe the key elements to consider when designing and developing immersive digital artifacts in social contexts.
The first part of the dissertation introduces the concepts of immersiveness and immersion, with a specific focus on technologies able to stimulate various human senses, thus enabling a perception called “sense of immersion”.
Then, I will classify the possible social contexts in which an immersive experience can happen, highlighting the differences in terms of needs, constraints and agents involved.
The combination of the knowledge belonging to immersion and social contexts leads to a deeper concept of immersive experience with theories and best practices useful for its development.
This insight allowed the categorization of nine key elements that shape an immersive experience: social contexts, environment, content, fruition, people relation, people disabilities, involved display, tracking and outcomes. Such elements converge in four different variables to consider during the stages of analysis, design and development.
Such variables refer to the information related to the context in which the experience occurs, the kind of users involved, the technologies and expertise required to complete the development.
Starting from these considerations, I developed a model named CUTE (Context, Users, Technologies, Expertise) that can be used to analyze existing products and develop new projects.
The model has been used for all the immersive experiences I realized during these years of PhD. In particular, the development of additional features for a videolaparoscopic simulator; the design and development of a birth simulator; the development of an augmented reality experience in educational context; a survey on the possible alternatives to enable Natural User Interfaces on mobile devices; the creation of a virtual coach for motor recovery; the development of an application to visit inaccessible places; the creation of an immersive solution for the design of public spaces and events; the development of an application dedicated to immersive journalism; the study of an intelligent system for waste disposal.
Altogether the concepts introduced in the various sections and the results of single experiences gives hints about the readiness of the individual contexts regarding the introduction of immersive technologies as well as considerations on the applicability and possible evolutions of the CUTE model developed
Enabling Touchless Interfaces for Mobile Platform: State of the Art and Future Trends
In this work, we discuss the existing methods to implement and use a touchless gesture-based interaction on mobile platforms such as smartphones and tablets, specifically for situations where you cannot have a direct interaction with devices. The purpose of this work is to investigate the actual solutions and establish the most convenient way to enable these interactions on mobile devices with minimally-invasive procedures. The paper is organized in three parts: a survey of the current technological possibilities; a description of trials made to know advantages and limitations of the existing solutions; a final discussion concerning the evolution of the natural user interface on mobile platforms in the next few years
PUPPET MENTORING: A NEW SIMULATION SCENARIO FOR LEARNING SURGICAL ABILITIES
Surgical simulators are now able to teach in a way that the learning curve of young surgeons can progress in a lab faster than when using other teaching models (cadaveric or animal) or real patients. The impact of surgical simulators is confirmed by the fact that, in the US, standardized training courses are needed to acquire the Board of Surgery certification. The virtual simulator set up at the University of Genoa (eLaparo4D) is based on two key features: a convincing haptic feedback and a limited cost. Nevertheless, the main issue of eLaparo4D is the “simplicity” of the virtual scenario. To improve it, a new model of simulation is proposed in this project: the “puppet mentoring”, that might enhance its characteristics. The “puppet mentoring” is based on the
recording of the movements of the surgeon in the real clinical scenario, that are transferred to the virtual machine. The apprentice, in his learning session, could be led through the operation by the simulator itself, in a scenario and in a way is the same of the real one
eBSim: Development of a Low-Cost Obstetric Simulator
This work presents the design a low cost obstetric simulator allowing precise identification of the fetal position in a simulated birth canal. The system consists on a female pelvis, a custom-made fetal mannequin, a virtual 3d representation, a visual display and an user interface to show in real time what happens inside the birth canal. Students are often unable not only to identify correctly the fetal head position, but also to discriminate between the two fontanels, for this reason the simulator eBSim can help them to train this ability and could be an important instrument for the instructors to objectively assess the clinical skill of each student
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
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