Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.
The paper presents recommendations for a responsive user interface (UI) implementation. Google guidelines for UI implementation - Material Design, are briefly presented and compared against the Nielsen’s design principles. We have identified limitations in preserving interaction design principles while implementing Material Design Guidelines. With objective to achieve flexible and responsive layouts respective improvement recommendations are discussed. Sample design case is presented, illustrated by screens before and after the implementation of the recommendations on Android devices with different resolutions.
Software development requires understanding of users, user needs, user tasks and context in which they are operating. These skills are familiar to entrepreneurs, product managers, and marketing experts. However, our teaching experience suggests that students generally find these topics less attractive as they perceive them to be far too theoretical and thus, not as useful. During the years of teaching the Human Computer Interaction course we have noticed students' preferences for learning technology oriented methods, or what we refer to topics belonging to solution domain. The changes in the modernized HCI course introduced Product Market Fit canvas in order to bridge the gap between 'theoretical' and 'practical' part of the course.
Presentations of virtual cultural heritage artifacts are often communicated via the medium of interactive digital storytelling. The synergy of a storied narrative embedded within a 3D virtual reconstruction context has high consumer appeal and edutainment value. We investigate if 360° videos presented through virtual reality further contribute to user immersion for the application of preserving intangible cultural heritage. A case study then analyzes whether conventional desktop media is significantly different from virtual reality as a medium for immersion in intangible heritage contexts. The case study describes bridge diving at Stari Most, the old bridge in Mostar Bosnia. This application aims to present and preserve the bridge diving tradition at this site. The project describes the site and history along with cultural connections, and a series of quiz questions are presented after viewing all of the materials. Successful completion of the quiz allows a user to participate in a virtual bridge dive. The subjective evaluation provided evidence to suggest that our method is successful in preserving intangible heritage and communicating ideas in key areas of concern for this heritage that can be used to develop a preservation framework in the future. It was also possible to conclude that experience within the virtual reality framework did not affect effort expectancy for the web application, but the same experience significantly influenced the performance expectancy construct.
Color vision deficiency is a surprisingly frequent vision impairment, but not considered to be a mayor eye disease due to being inherited condition and not progressive condition. However it poses serious restrictions on a visually impaired person because vision deficiency tests are commonly used to disqualify individuals affected by color vision deficiency from certain occupations. Color vision deficiency cannot be cured, thus it is important to develop suitable assistive technology to overcome the restrictions it poses. Virtual reality can project custom and separate images to both eyes in a real-time and thus enabling a new class of assistive technology that can deliver visual information in a highly customized manner. Virtual reality based assistive technology is promising for age-related macular degeneration, diabetic retinopathy and particularly for color vision deficiency. Virtual reality prototype is created based on a video see-through setup using commercial virtual reality headset and stereo camera. The prototype uses custom image processing to transform visual information from the camera to color vision deficiency friendly form. Time-domain color mapping real-time image processing is proposed to improve scores on standard color vision deficiency tests - Ishihara tests. Experiment is conducted to evaluate a protanope time-domain color mapping with sinusoidal envelope.
Virtual Reality (VR) storytelling enhances the immersion of users into virtual environments (VE). Its use in virtual cultural heritage presentations helps the revival of the genius loci (the spirit of the place) of cultural monuments. This paper aims to show that the use of actors in VR storytelling adds to the quality of user experience and improves the edutainment value of virtual cultural heritage applications. We will describe the Baiae dry visit application which takes us to a time travel in the city considered by the Roman elite as “Little Rome (Pusilla Roma)” and presently is only partially preserved under the sea.
Resistive pressure sensors has become popular and used in different applications. The usage of the pressure sensors in designing wearable solutions requests flexible and light materials. However, these materials are exhibiting challenging behavior in respect to precision, sensitivity and repeatability of measurement. In this paper we present a set of experiments demonstrating typical problems, and also we discuss the causes and possible remedies. The experiments were conducted with pressure sensors implemented using the VelostatTM material and Arduino platform for acquisition of the measurements.
Sarajevo War Tunnel can not be visited any more. It was closed just after the war due to the airport runway security. A small part (20m) can be seen in the Tunnel Museum. The only way to experience passing through this object, crucial for Sarajevo survival during the war, is Virtual Reality (VR). The paper describes the Sarajevo War Tunnel VR project, a virtual cultural heritage application combining VR storytelling about the Sarajevo siege with the VR simulation of the tunnel crossing. The user experience evaluation shows the potential of VR technologies in presentation of dark heritage
CATEGORY 4 3 2 1 Presentation/Persuassion The trailer flows very smoothly and grabs the attention of the audience. It compels the viewer to read the book. The trailer flows smoothly and holds the attention of the audience. The viewer is left interested in the book. The trailer flows reasonably but there are some transitions that need improvement in order for the viewer to be persuaded to read the book. The scenes from the trailer are choppy and the transitions seem abrupt. The viewer may be left confused and not inclined to read the book.
Interactive digital storytelling has become a popular method for virtual cultural heritage presentations. Combinations of stories and 3D virtual reconstructions are attractive for the audience and have high edutainment values. In this paper we investigate if 360◦ VR videos further contribute to user immersion in the preservation of intangible cultural heritage. It describes a case study of the Mostar bridge diving project, aimed to present and preserve the bridge diving tradition from the Old Bridge in Mostar, Bosnia and Herzegovina. It is a virtual reality application which enables the user to virtually jump off the bridge after watching 360◦ video stories about its history and the bridge diving tradition and upon successfully completing the quiz evaluation of the knowledge gained from the stories. The user experience evaluation study shows that our method was successful in preserving a form of intangible heritage and posits suggestions that can be used in developing an intangible heritage preservation framework.
The aim of this research is to automate an analysis of the EGFR gene as a whole, and especially an analysis of those exons with clinically identified microdeletion mutations which are recorded with non-mutated nucleotides in a long chains of a, c, t, g nucleotides, and “-“ (microdeletion) in the NCBI database or other sites. In addition, the developed system can analyze data resulting from EGFR gene DNA sequencing or DNA extraction for a new patient and identify regions potential microdeletion mutations that clinicians need to develop new
Nema pronađenih rezultata, molimo da izmjenite uslove pretrage i pokušate ponovo!
Ova stranica koristi kolačiće da bi vam pružila najbolje iskustvo
Saznaj više