ترغب بنشر مسار تعليمي؟ اضغط هنا

In this work, we present MAGES 3.0, a novel Virtual Reality (VR)-based authoring SDK platform for accelerated surgical training and assessment. The MAGES Software Development Kit (SDK) allows code-free prototyping of any VR psychomotor simulation of medical operations by medical professionals, who urgently need a tool to solve the issue of outdated medical training. Our platform encapsulates the following novel algorithmic techniques: a) collaborative networking layer with Geometric Algebra (GA) interpolation engine b) supervised machine learning analytics module for real-time recommendations and user profiling c) GA deformable cutting and tearing algorithm d) on-the-go configurable soft body simulation for deformable surfaces.
This chapter will extend its preliminary scope by examining how literary transportation further amplifies presence and affects user response vis-a-vis virtual heritage by focusing on embodiment and aesthetic experience. To do so, it will draw on rece nt findings emerging from the fields of applied psychology, neuroaesthetics and cognitive literary studies; and consider a case study advancing the use of literary travel narratives in the design of DCH applications for Antiquities - in this case the well-known ancient Greek monument of Acropolis. Subsequently, the chapter will discuss how Literary-based MR Presence shifts public reception from an education-entertainment-touristic consumption paradigm to a response predicated on valuation. It will show that this type of public engagement is more closely aligned both with MR applications default mode of usership, and with newly emerging conceptions of a user-centered museum (e.g., the Museum 3.0), thus providing a Virtual Museum model expressly suited to cultural heritage.
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual Museums of the f uture to enhance the quality of experience. It emphasises, the fact that a visitor will not be able to tell, at a first glance, if the artefact that he/she is looking at is real or not and it is expected to draw the visitors interest. True AR is not limited to artefacts but extends even to buildings or life-sized character simulations of statues. It provides the best visual quality possible so that the users will not be able to tell the real objects from the augmented ones. Such applications can be beneficial for future museums, as with True AR, 3D models of various exhibits, monuments, statues, characters and buildings can be reconstructed and presented to the visitors in a realistic and innovative way. We also propose our Virtual Reality Sample application, a True AR playground featuring basic components and tools for generating interactive Virtual Museum applications, alongside a 3D reconstructed character (the priest of Asinou church) facilitating the storyteller of the augmented experience.
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا