ترغب بنشر مسار تعليمي؟ اضغط هنا

Sigil3D: A Crowdsourcing Platform for Interactive 3D Content

88   0   0.0 ( 0 )
 نشر من قبل Daniele Bernardini
 تاريخ النشر 2017
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

In this paper we propose applying the crowdsourcing approach to a software platform that uses a modern and state-of-the-art 3D game engine. This platform could facilitate the generation and manipulation of interactive 3D environments by a community of users producing different content such as cultural heritage, scientific virtual labs, games, novel art forms and virtual museums.



قيم البحث

اقرأ أيضاً

75 - Qi Duan , Guotai Wang , Rui Wang 2020
Clinical research on smart healthcare has an increasing demand for intelligent and clinic-oriented medical image computing algorithms and platforms that support various applications. To this end, we have developed SenseCare research platform for smar t healthcare, which is designed to boost translational research on intelligent diagnosis and treatment planning in various clinical scenarios. To facilitate clinical research with Artificial Intelligence (AI), SenseCare provides a range of AI toolkits for different tasks, including image segmentation, registration, lesion and landmark detection from various image modalities ranging from radiology to pathology. In addition, SenseCare is clinic-oriented and supports a wide range of clinical applications such as diagnosis and surgical planning for lung cancer, pelvic tumor, coronary artery disease, etc. SenseCare provides several appealing functions and features such as advanced 3D visualization, concurrent and efficient web-based access, fast data synchronization and high data security, multi-center deployment, support for collaborative research, etc. In this paper, we will present an overview of SenseCare as an efficient platform providing comprehensive toolkits and high extensibility for intelligent image analysis and clinical research in different application scenarios.
The main goal of this paper is to discuss how to integrate the possibilities of crowdsourcing platforms with systems supporting workflow to enable the engagement and interaction with business tasks of a wider group of people. Thus, this work is an at tempt to expand the functional capabilities of typical business systems by allowing selected process tasks to be performed by unlimited human resources. Opening business tasks to crowdsourcing, within established Business Process Management Systems (BPMS) will improve the flexibility of company processes and allow for lower work-load and greater specialization among the staff employed on-site. The presented conceptual work is based on the current international standards in this field, promoted by Workflows Management Coalition. To this end, the functioning of business platforms was analysed and their functionality was presented visually, followed by a proposal and a discussion of how to implement crowdsourcing into workflow systems.
We investigated the feasibility of crowdsourcing full-fledged tutorial videos from ordinary people on the Web on how to solve math problems related to logarithms. This kind of approach (a form of learnersourcing) to efficiently collecting tutorial vi deos and other learning resources could be useful for realizing personalized learning-at-scale, whereby students receive specific learning resources -- drawn from a large and diverse set -- that are tailored to their individual and time-varying needs. Results of our study, in which we collected 399 videos from 66 unique teachers on Mechanical Turk, suggest that (1) approximately 100 videos -- over $80%$ of which are mathematically fully correct -- can be crowdsourced per week for $5/video; (2) the crowdsourced videos exhibit significant diversity in terms of language style, presentation media, and pedagogical approach; (3) the average learning gains (posttest minus pretest score) associated with watching the videos was stat.~sig.~higher than for a control video ($0.105$ versus $0.045$); and (4) the average learning gains ($0.1416$) from watching the best tested crowdsourced videos was comparable to the learning gains ($0.1506$) from watching a popular Khan Academy video on logarithms.
The first responder community has traditionally relied on calls from the public, officially-provided geographic information and maps for coordinating actions on the ground. The ubiquity of social media platforms created an opportunity for near real-t ime sensing of the situation (e.g. unfolding weather events or crises) through volunteered geographic information. In this article, we provide an overview of the design process and features of the Social Media Analytics Reporting Toolkit (SMART), a visual analytics platform developed at Purdue University for providing first responders with real-time situational awareness. We attribute its successful adoption by many first responders to its user-centered design, interactive (geo)visualizations and interactive machine learning, giving users control over analysis.
In this paper we report the results of a pilot study comparing the older and younger adults interaction with an Android TV application which enables users to detect errors in video subtitles. Overall, the interaction with the TV-mediated crowdsourcin g system relying on language profficiency was seen as intuitive, fun and accessible, but also cognitively demanding; more so for younger adults who focused on the task of detecting errors, than for older adults who concentrated more on the meaning and edutainment aspect of the videos. We also discuss participants motivations and preliminary recommendations for the design of TV-enabled crowdsourcing tasks and subtitle QA systems.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا