scholarly journals A Semantic Mixed Reality Framework for Shared Cultural Experiences Ecosystems

2020 ◽  
Vol 4 (2) ◽  
pp. 6
Author(s):  
Costas Vassilakis ◽  
Konstantinos Kotis ◽  
Dimitris Spiliotopoulos ◽  
Dionisis Margaris ◽  
Vlasios Kasapakis ◽  
...  

This paper presents SemMR, a semantic framework for modelling interactions between human and non-human entities and managing reusable and optimized cultural experiences, towards a shared cultural experience ecosystem that might seamlessly accommodate mixed reality experiences. The SemMR framework synthesizes and integrates interaction data into semantically rich reusable structures and facilitates the interaction between different types of entities in a symbiotic way, within a large, virtual, and fully experiential open world, promoting experience sharing at the user level, as well as data/application interoperability and low-effort implementation at the software engineering level. The proposed semantic framework introduces methods for low-effort implementation and the deployment of open and reusable cultural content, applications, and tools, around the concept of cultural experience as a semantic trajectory or simply, experience as a trajectory (eX-trajectory). The methods facilitate the collection and analysis of data regarding the behaviour of users and their interaction with other users and the environment, towards optimizing eX-trajectories via reconfiguration. The SemMR framework supports the synthesis, enhancement, and recommendation of highly complex reconfigurable eX-trajectories, while using semantically integrated disparate and heterogeneous related data. Overall, this work aims to semantically manage interactions and experiences through the eX-trajectory concept, towards delivering enriched cultural experiences.

Author(s):  
Pijush Kanti Dutta Pramanik ◽  
Saurabh Pal ◽  
Moutan Mukhopadhyay

Like other fields, the healthcare sector has also been greatly impacted by big data. A huge volume of healthcare data and other related data are being continually generated from diverse sources. Tapping and analysing these data, suitably, would open up new avenues and opportunities for healthcare services. In view of that, this paper aims to present a systematic overview of big data and big data analytics, applicable to modern-day healthcare. Acknowledging the massive upsurge in healthcare data generation, various ‘V's, specific to healthcare big data, are identified. Different types of data analytics, applicable to healthcare, are discussed. Along with presenting the technological backbone of healthcare big data and analytics, the advantages and challenges of healthcare big data are meticulously explained. A brief report on the present and future market of healthcare big data and analytics is also presented. Besides, several applications and use cases are discussed with sufficient details.


2019 ◽  
Vol 5 ◽  
Author(s):  
Konstantinos Kotis

ARTIST is a research approach introducing novel methods for real-time multi-entity interaction between human and non-human entities, to create reusable and optimized Mixed Reality (MR) experiences with low-effort, towards a Shared MR Experiences Ecosystem (SMRE2). As a result, ARTIST delivers high quality MR experiences, facilitating the interaction between a variety of entities which interact in a virtual and symbiotic way within a mega, virtual and fully-experiential world. Specifically, ARTIST aims to develop novel methods for low-effort (code-free) implementation and deployment of open and reusable MR content, applications and tools, introducing the novel concept of an Experience as a Trajectory (EaaT). In addition, ARTIST will provide tools for the tracking, monitoring and analysis of user behaviour and their interaction with the environment and with other users, towards optimizing MR experiences by recommending their reconfiguration, dynamically (at run-time) or statically (at development time). Finally, it will provide tools for synthesizing experiences into new mega and still reconfigurable EaaTs, enhancing them at the same time using semantically integrated related data/information available in disparate and heterogeneous resources.


2019 ◽  
Vol 5 ◽  
Author(s):  
Konstantinos Kotis

ARTIST is a research approach introducing novel methods for real-time multi-entity interaction between human and non-human entities, to create reusable and optimized Mixed Reality (MR) experiences with low-effort, towards a Shared MR Experiences Ecosystem (SMRE2). As a result, ARTIST delivers high quality MR experiences, facilitating the interaction between a variety of entities which interact in a virtual and symbiotic way within a mega, virtual and fully-experiential world. Specifically, ARTIST aims to develop novel methods for low-effort (code-free) implementation and deployment of open and reusable MR content, applications and tools, introducing the novel concept of an Experience as a Trajectory (EaaT). In addition, ARTIST will provide tools for the tracking, monitoring and analysis of user behaviour and their interaction with the environment and with other users, towards optimizing MR experiences by recommending their reconfiguration, dynamically (at run-time) or statically (at development time). Finally, it will provide tools for synthesizing experiences into new mega and still reconfigurable EaaTs, enhancing them at the same time using semantically integrated related data/information available in disparate and heterogeneous resources.


2018 ◽  
Vol 9 (1) ◽  
pp. 32 ◽  
Author(s):  
Paola Espinoza-Arias ◽  
María Poveda-Villalón ◽  
Raúl García-Castro ◽  
Oscar  Corcho

Existing smart city ontologies allow representing different types of city-related data from cities. They have been developed according to different ontological commitments and hence do not share a minimum core model that would facilitate interoperability among smart city information systems. In this work, a survey has been carried out in order to study available smart city ontologies and to identify the domains they are representing. Taking into account the findings of the survey and a set of ontological requirements for smart city data, a list of ontology design patterns is proposed. These patterns aim to be easily replicated and provide a minimum set of core concepts in order to guide the development of smart city ontologies.


2020 ◽  
Vol 10 (21) ◽  
pp. 7803
Author(s):  
Miguel Angel Dilena ◽  
Marie Soressi

Archaeological excavation is a demolishing process. Rather few elements outlast extractive operations. Therefore, it is hard to visualise the precise location of unearthed finds at a previously excavated research area. Here, we present a mixed reality environment that displays in situ 3D models of features that were formerly extracted and recorded with 3D coordinates during unearthing operations. We created a tablet application that allows the user to view the position, orientation and dimensions of every recorded find while freely moving around the archaeological site with the device. To anchor the model, we used physical landmarks left at the excavation. A series of customised forms were created to show (onscreen) the different types of features by superimposing them over the terrain as perceived by the tablet camera. The application permits zooming-in, zooming-out, querying for specific artefacts and reading metadata associated with the archaeological elements. When at the office, our environment enables accurate visualisations of the 3D geometry concerning previously unearthed features and their spatial relationships. The application operates using the Swift programming language, Python scripts and ARKit technology. We present here an example of its use at Les Cottés, France, a palaeolithic site where thousands of artefacts are excavated out of six superimposed layers with a complex conformation.


2020 ◽  
pp. 109634802095122
Author(s):  
Henrique Fátima Boyol Ngan ◽  
Ali Bavik ◽  
Chen-Feng Kuo ◽  
Chung-En Yu

The first impression that diners receive from a food and beverage establishment is via its menu, which conveys more information than just price and food offerings. Despite evidence that suggests possible gaze patterns across restaurant menus, it remains largely unknown how different consumers process this information across different types of menus. Hence, the present study aims to examine consumer visual patterns across traditional Chinese menus compared with regular menus in relation to their price-consciousness, using eye-tracking methodology. Contrary to previous studies that suggest general patterns of scanpaths in reading menus, the findings of the current study note that “price-conscious” consumers exhibit different gaze patterns. Additionally, the menu layout appears to play a role in consumer processing of menu-related data as well. Thus, it is important that restauranteurs define their target consumers and design their menus accordingly.


2020 ◽  
Vol 12 (18) ◽  
pp. 7386
Author(s):  
Bo Yang ◽  
Yao Wu ◽  
Weihua Zhang ◽  
Jie Bao

In this study, collision-related data were collected on the I-880 freeway of California in the United States from 2006 to 2011. Our objective was to study the collision probability of different collision types and severities in different traffic states. The traffic states were divided by the traditional level of service (LOS) method. Various Bayesian conditional logit models have been established to analyze the relationship between the collision probability of different collision patterns and LOSs. The results showed that LOS A had the best safety performance associated with all of the collision types and severities, LOS C had the worst safety performance associated with hit object collisions, LOS D had the worst safety performance associated with sideswipe collisions and rear end collisions, and LOS F had the worst safety performance associated with injury collisions. The five-stage Bayesian random parameter sequential logit model was established to quantify the effects of different variables on the collision probability of various collision types and severities. In addition to LOS, the visibility, road surface, weather, ramp, and number of lanes had significant effects on different collision types and severities.


Author(s):  
Matthew Spokes ◽  
Jack Denham

Drawing on research from a mixed-methods project on gaming we argue for a qualitative methodological approach called “interactive elicitation,” a form of data collection that combines elements of photo elicitation, interviewing and vignettes. After situating our broader research project exploring young people’s experiences of violent open-world video games, we outline the process of conducting interactive elicitation, arguing for a mixed-methods approach where participants are observed and interviewed both during and immediately after interacting with particular cultural artefacts, in this case the game GTA V. We reflect on the initial design of the research methodology, the problematic aspects of conducting the research – focusing on social desirability bias – before proffering adaptations to our approach in relation to complementary work in the field of Game Studies. Ultimately, we argue for immediacy in relation to research on cultural experiences and the importance of social desirability as an asset in framing interaction, both of which have implications for sociological and interdisciplinary research more widely.


Author(s):  
Vesela Georgieva ◽  

The paper presents opportunities to preserve the Thracian cultural heritage associated with the Thracian Valley , using the potencial of new technologies. The results of the study of the process are presented, related to the socialization of the museum sites, who are important for the development of the culture and tourism in the Kazanlak region and the need to introduce practices to attract different types of museum audiences. Positive practices have been identified towards the application of modern information and communication technologies, relating to presentation and promotion of the Thracian cultural heritage and improving the service that promotes the visitation of museum sites from the Valley of the Thracian Kings by paying special attention to providing intellectual access to all of them and the application of modern ICT.Prospects for preservation and promotion of the Thracian cultural heritage related to the Valley of Thracian rulers are presented, among them providing intellectual access to museum sites from the Kazanlak region and applying practices that provide opportunities for innovations, interactive forms, virtual walks, use of technological walks, virtual and mixed reality solutions and other innovations related to contemporary ICT in museums. Keywords: Thracian heritage, socialization, information technology


Author(s):  
Angela K.-Y. Leung ◽  
Brandon Koh

In this chapter, we propose the complementary model of culture and creativity (CMCC) to account for three pairs of contrasting forces that characterize the manners in which individuals manage their cultural experiences and that produce impacts on creative pursuits. We theorize three bidimensional psychological processes that explain the effects of culture on creativity: (a) stereotyping versus destabilizing cultural norms, (b) fixating on one cultural mindset versus alternating between cultural frames, and (c) distancing from versus integrating cultures. We contend that a broader and diversifying cultural experience offers an impetus to break down cultural confines, to oscillate between a variety of cultural perspectives, and to synthesize a multitude of ideas from different cultures, which can bring about discernible enduring benefits to creativity. We discuss the CMCC by putting it in the perspective of the state-of-the-art empirical findings on culture and creativity.


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