There are many examples of cultural events that distinguish people nationally. Celebrating this can bring people closer, as inhabitants of different countries share similar cultural values. This study investigates a sustainable way to enhance these types of events. On the occasion of the 2000-year anniversary of the death of the Roman poet Ovid, we propose a mobile augmented reality (MAR) application that contains historical information related to his life. As Ovid often stated in his last poems, he feared his work would be forgotten after his exile from Rome. This paper focuses on assessing whether this is the case, while also disseminating factual, historic data to people who tested the application. Experiments were conducted in Italy and Romania, in three different cities: Sulmona, Rome, and Constanta. Based on the results collected, four constructs were investigated: comprehensibility, manipulability, enjoyment, and usefulness. The results revealed that the usability of the MAR application, and the interaction metaphor, are appropriate for the general public. The MAR application provided a positive experience, and thus, increased the extent of the occasion.
A brain-neuronal computer interaction system can provide a communication channel for severely disabled people or a supplementary control channel for able-bodied subjects. In this paper, a physiological hybrid P300-based speller that uses a modified stimulus presentation paradigm-the half checkerboard paradigm (HCBP)-is evaluated. The speller uses electrooculography and electroencephalography signals for selecting alphanumeric characters or commands arranged in an 8 × 9 matrix. In this study a group of subjects, who can voluntarily gaze at a target, used the checkerboard paradigm- and HCBP-based spellers in a counterbalanced fashion for comparing their performances under a series of online tests. A 16-character-long text was spelled by each subject, while a 13-character-long text was used for calibrating the system. By using the HCBP, the time required for spelling one character is reduced, resulting in higher information transfer rates. The results suggest that the HCBP has the potential to provide a more effective P300 paradigm with a major importance for people with neuromuscular diseases and also for healthy people as a supplementary communication channel.
Abstract. Basketball has grown into an international sport played and watched by millions of people. This paper describes the implementation of a virtual basketball accelerator. The main purpose of our study was to devise an application that could literary help players in practicing a free throw game indoors. In the development of this project we used Matlab, XVR and 3ds Max. The Matlab trajectory is simulated considering the development of a realistic behavior. The data acquisition from the trackers is adapted both for magnetic and optical markers, therefore extending its usability. The coordinates are then sent via UDP to the XVR environment, which draws the moving parts accordingly. The overall performance is improved by paying a great deal of attention to details.
Abstract. This paper proposes two paradigms for controlling a robotic arm by integrating Electrooculography (EOG) and Electroencephalography (EEG) recording techniques. The purpose of our study is to develop a feasible paradigm for helping disabled persons with their every-day needs. Using EOG, the robotic arm is placed at a desired location and, by EEG, the end-effector is controlled for grasping the object from the selected location. Simple algorithms were implemented for detecting electrophysiological signals like eye saccades, blinking and eye closure events. Preliminary results of this study are presented and compared.
Abstract. As Virtual Reality (VR) expands its application range in various domains, one area that benefits more and more from VR implementation is cultural heritage. This synergy has created a new research subject: virtual cultural heritage, with specific challenges and with the key issue being to reconstruct the 3D virtual model of a real cultural artefact or item. We propose that by transcending the classic 3D reconstruction instruments to online services available remotely these newly appeared challenges can be properly addressed and the 3D reconstruction process will gain in accessibility and availability for a wider range of scientists, researchers and users. This paper presents an original implementation of such 3D reconstruction services that create virtual models based on data obtained from a 3D scanning system operating on the laser striping principle. This solution is intended to be used for digital preservation efforts of the cultural artefacts from the Brasov history museum by creating a digital archive with their 3D virtual models.
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