scholarly journals El Molón, su Historia a través del Tiempo

2010 ◽  
Vol 1 (2) ◽  
pp. 129
Author(s):  
Alberto J. Lorrio ◽  
Mª Dolores Sánchez de Prado ◽  
Francesca Selles Mariano ◽  
José Ramón Ortega Pérez ◽  
Marco Aurelio Esquembre Bebia

<p>Inside the different resources used for the carrying out of the Project of Archaeological Theme Park realized in the “El Molón” village, there are collect a series of new works in the field of the virtual archaeology. The purpose is to complement a project that supposes an important company for the repercussions both for the economic and social development of the Camporrobles village and for the cultural patrimony of the Valencian Community. This type of projects combine the current importance an increasing importance as for they suppose a practice of valuation and enjoyment of the cultural goods with an operative concept that demands a concrete action: protection and valuation of the environmental environment, conservation and possibility of visiting of the site and involution of its dimension social and cultural through of methods as the virtual reality, 3d, recreations or visual documentation..</p>

1993 ◽  
Vol 2 (2) ◽  
pp. 153-161 ◽  
Author(s):  
Valerie E. Stone

Like most new technologies, virtual reality (VR) has been the subject of a great deal of idealization. This paper both debunks that idealization by discussing some problems that certain types of VR could cause and emphasizes how other types of VR could bring the technology closer to its ideal. Virtual reality is divided into four types: social (there are real other people to interact with), nonsocial (other interactants are simulations of people), creative (users can create elements in the virtual environment), and noncreative (users interact with a fixed environment created for them). Nonsocial VR may cause problems by making it difficult for children and adolescents to learn social skills. Noncreative VR is problematic because it places limits on users' creativity and freedom. Engineers developing VR technology are encouraged to develop social and creative VR.


Author(s):  
Yijoong Kim ◽  
◽  
Heysook Kim ◽  
Yonghee Kim ◽  
Jeongil Choi ◽  
...  

2014 ◽  
Vol 926-930 ◽  
pp. 1619-1622
Author(s):  
Yi Liang Jia

Digitization is the inevitable trend of social development, in order to meet the requirements of social development, the apparel industry also called for the speeding up of digitization to improve the technological content of the garment industry. With visualization, virtual reality and other emerging computer technologies emerge and promotion, fashion design in terms of design, style and methods are subject to convey a profound impact. This paper analyzes the virtual reality technology in the field of fashion design developments and sumarize its developing trend in coming dacades.


2012 ◽  
Vol 3 (7) ◽  
pp. 109
Author(s):  
José M. Noguera ◽  
María V. Gutiérrez ◽  
Juan C. Castillo ◽  
Rafael J. Segura

<p>Virtual archaeology is an interesting way to promote cultural heritage with touristic purposes. This paper proposes to apply virtual reality techniques on mobile devices in order to exploit the unique features provided by these devices: ubiquity and location-awareness. Firstly, we propose a client-server framework that provides realistic 3D maps on mobile devices according to the user’s location. Following, we describe a study case that applies this technology to implement a 3D touristic guide. This guide aims at promoting the territorial organization and defensive buildings during the low Middle Ages in the “Council of Baeza”, Spain. However, the proposed guide can be easily expanded to cover any geographic area and historic age.</p>


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


2015 ◽  
Vol 4 (8) ◽  
pp. 95
Author(s):  
Mª Luz Husillos García

<p>Today's society is convinced that quality education must reach all young people, without exclusions. In this regard, the Secundary Education emphasizes the fact of catering for diversity.<br />Proper training will enable greater personal and social development, so that students can integrate in an increasingly demanding society. In this context, the New Technologies of Information and Communication facilitate both teaching and learning. One of them, Virtual Archaeology, the enables the conversion of historical legacy into real and powerful resources to support school and, consequently, society.</p>


i-Perception ◽  
2021 ◽  
Vol 12 (4) ◽  
pp. 204166952110345
Author(s):  
Charles Spence

There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people’s immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative review, I want to take a closer look at the use of scent in a range of both physical and digital environments, highlighting the successes (as in the case of scented theme park rides) and frequent failures (as, seemingly, in the context of scent-enabled video games). While digitally inducing meaningful olfactory sensations is likely to remain a pipe dream for the foreseeable future, the digital control of scent release/delivery provides some limited opportunities to enhance the multisensory experience of entertainment. That said, it remains uncertain whether the general public will necessarily perceive the benefit, and hence be willing to pay for the privilege.


2015 ◽  
Vol 1 (1) ◽  
Author(s):  
Francesco Gabellone

AbstractThe birth of virtual reality marked a new path forward and also gave a fresh view of reality, allowing alternative ‘readings’ of cultural heritage. This new way of representation and simulation was soon associated with the term virtual environment, used to indicate those interactive three-dimensional models that could be navigated and that simulated a place, building, or synthetic representation scheme in real time. A virtual environment is like a “microscope for the mind” that allows you to elaborate amplified projections of the material world, to “look beyond” simple appearances and to make logical connections between elements grouped together. In recent years, virtual environments have been greeted positively by the public and scholars, testified by the quantity of thematic conferences on the subject of Virtual Archaeology. Despite this, there are still many contradictions found in the varying terms and the diverse aims of the developing disciplines that gravitate around the field of virtual reality such as Cultural Virtual Environment, Virtual Restoration, Virtual Archaeology, Enhanced Reality, and Mixed Reality. The spread of new media has upset the traditional systems of communication such as books, television, radio and even the roles of some cultural stakeholder. With this in mind, the role of virtual heritage also consists in transmitting information using the language and cognitive metaphors used in video-games, considering these as cultural paradigms for a form of communication that is freed from the classic rules of elite culture. It is quite frequent to find projects of digital promotion for monuments that are characterised by difficulty of access, or for objects that have been taken from their original context. One solution to enhance the accessibility of those sites is certainly the use of some visual computing technologies which without presuming to be the ultimate answer to the problems posed, try to offer communications tools that permit an effective support to the visit.


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