ORCID Profile
0000-0002-5362-6176
Current Organisations
University College London
,
University of South Australia
,
Australian National University
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In Research Link Australia (RLA), "Research Topics" refer to ANZSRC FOR and SEO codes. These topics are either sourced from ANZSRC FOR and SEO codes listed in researchers' related grants or generated by a large language model (LLM) based on their publications.
Curatorial and Related Studies | Heritage and Cultural Conservation | Archival, Repository and Related Studies | Performing Arts and Creative Writing not elsewhere classified | Photogrammetry and Remote Sensing | Historical Studies | Architectural Heritage and Conservation | Performing Arts and Creative Writing | Organisation of Information and Knowledge Resources | Aboriginal and Torres Strait Islander History | Museum Studies | Australian History (excl. Aboriginal and Torres Strait Islander History) |
Understanding Australia's Past | Conserving Collections and Movable Cultural Heritage | Computer Software and Services not elsewhere classified | Library and Archival Services | Conserving Intangible Cultural Heritage | Expanding Knowledge in Language, Communication and Culture
Publisher: ACM
Date: 20-11-2022
Publisher: ACM
Date: 04-07-2011
Publisher: SAGE Publications
Date: 2010
Publisher: Springer International Publishing
Date: 2021
Publisher: Routledge
Date: 09-03-2016
Publisher: Elsevier BV
Date: 12-2020
Publisher: Routledge
Date: 09-03-2015
Publisher: Elsevier BV
Date: 10-2011
Publisher: The MIT Press
Date: 03-06-2011
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 09-03-2015
Publisher: IGI Global
Date: 2005
DOI: 10.4018/978-1-59140-563-4.CH018
Abstract: In many text-based virtual communities, confusion exists between the notion of social presence and cultural presence. While social presence may be evident in these communities, cultural presence may require more than dialogue or persistent world data (that is, backed up by off-line databases and retrievable after by online sessions). It is also not clear how much cultural presence is available in three-dimensional online games and role-playing environments. While they may have a great deal of social presence, these environments typically provide for instrumental learning that develops understanding of the design rules of the virtual environment, not the embedded and embodied social rules and in idual beliefs of the participants as a community. In the case of virtual history and heritage environments, it appears that we do not understand cultural information and how to provide for it or communicate it digitally. Virtual heritage environments are a good ex le of this lack of meaningful interaction (Mosaker, 2000 Schroeder, 1996, p. 115). Apart from such isolated ex les as Blaxxun’s The Renaissance project or VRoma (“A virtual community for teaching and learning classics”), one may well wonder whether these environments are communities at all. People intending to travel to a heritage site may have different requirements to people just exploring a virtual world. People may want to use virtual technology in different ways: to use the information as a travel guide to imagine, explore, or understand the past or to meet and socially participate with other people. Virtual environments that would be helped by a sense of cultural presence could be virtual communities, language and social exchange sites, virtual travel and tourism sites, or virtual heritage sites.
Publisher: Informa UK Limited
Date: 05-2008
Publisher: MIT Press - Journals
Date: 07-2015
DOI: 10.1162/PRES_A_00234
Abstract: This article describes the primary ways in which intelligent agents have been employed in virtual heritage projects and explains how the special requirements of virtual heritage environments necessitate the development of cultural agents. How do we distinguish between social agents and cultural agents? Can cultural agents meet these specific heritage objectives?
Publisher: Wiley
Date: 22-11-2010
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 09-03-2015
Publisher: The Eurographics Association
Date: 2016
DOI: 10.2312/GCH.20161383
Publisher: ACM
Date: 10-12-2008
Publisher: Springer Berlin Heidelberg
Date: 2015
Publisher: EDP Sciences
Date: 2023
DOI: 10.1051/EPJCONF/202327906010
Abstract: Bound-state β − -decay is an exotic decay mode that produces temperature-dependent stability in nuclei. A striking ex le is 205 Tl, in part because of its impact on the 205 Pb/ 204 Pb cosmochronometer—a short-lived ra-dionuclide clock that can provide unique constraints on s process material in the early solar system. The bound-state β − -decay of 205 Tl was measured at GSI, where fully stripped 205 Tl 81+ ions were produced and stored in the Experimental Storage Ring. Decay occurred during storage producing increased 205 Pb daughters with increased storage time. This contribution briefly outlines the experiment and describes analytical corrections required to extract the half-life.
Publisher: Zenodo
Date: 2016
Publisher: Oxford University Press (OUP)
Date: 11-11-2017
DOI: 10.1093/LLC/FQW053
Publisher: Informa UK Limited
Date: 2012
Publisher: Ubiquity Press
Date: 06-02-2020
DOI: 10.5334/BCH.B
Publisher: Elsevier BV
Date: 04-2020
Publisher: American Astronomical Society
Date: 28-07-2023
Abstract: The global network of gravitational-wave observatories now includes five detectors, namely LIGO Hanford, LIGO Livingston, Virgo, KAGRA, and GEO 600. These detectors collected data during their third observing run, O3, composed of three phases: O3a starting in 2019 April and lasting six months, O3b starting in 2019 November and lasting five months, and O3GK starting in 2020 April and lasting two weeks. In this paper we describe these data and various other science products that can be freely accessed through the Gravitational Wave Open Science Center at gwosc.org . The main data set, consisting of the gravitational-wave strain time series that contains the astrophysical signals, is released together with supporting data useful for their analysis and documentation, tutorials, as well as analysis software packages.
Publisher: Routledge
Date: 18-02-2019
Publisher: EDP Sciences
Date: 2023
DOI: 10.1051/EPJCONF/202327911018
Abstract: Experimental determination of the cross sections of proton capture on radioactive nuclei is extremely difficult. Therefore, it is of substantial interest for the understanding of the production of the p-nuclei. For the first time, a direct measurement of proton-capture cross sections on stored, radioactive ions became possible in an energy range of interest for nuclear astrophysics. The experiment was performed at the Experimental Storage Ring (ESR) at GSI by making use of a sensitive method to measure (p, γ ) and (p,n) reactions in inverse kinematics. These reaction channels are of high relevance for the nucleosyn-thesis processes in supernovae, which are among the most violent explosions in the universe and are not yet well understood. The cross section of the 118 Te(p, γ ) reaction has been measured at energies of 6 MeV/u and 7 MeV/u. The heavy ions interacted with a hydrogen gas jet target. The radiative recombination process of the fully stripped 118 Te ions and electrons from the hydrogen target was used as a luminosity monitor. An overview of the experimental method and preliminary results from the ongoing analysis will be presented.
Publisher: Elsevier BV
Date: 06-2009
Publisher: Frontiers Media SA
Date: 24-09-2019
Publisher: Informa UK Limited
Date: 02-01-2021
Publisher: MDPI AG
Date: 20-05-2010
Abstract: The amount of digital cultural heritage data produced by cultural heritage institutions is growing rapidly. Digital cultural heritage repositories have therefore become an efficient and effective way to disseminate and exploit digital cultural heritage data. However, many digital cultural heritage repositories worldwide share technical challenges such as data integration and interoperability among national and regional digital cultural heritage repositories. The result is dispersed and poorly-linked cultured heritage data, backed by non-standardized search interfaces, which thwart users’ attempts to contextualize information from distributed repositories. A recently introduced geospatial semantic web is being adopted by a great many new and existing digital cultural heritage repositories to overcome these challenges. However, no one has yet conducted a conceptual survey of the geospatial semantic web concepts for a cultural heritage audience. A conceptual survey of these concepts pertinent to the cultural heritage field is, therefore, needed. Such a survey equips cultural heritage professionals and practitioners with an overview of all the necessary tools, and free and open source semantic web and geospatial semantic web platforms that can be used to implement geospatial semantic web-based cultural heritage repositories. Hence, this article surveys the state-of-the-art geospatial semantic web concepts, which are pertinent to the cultural heritage field. It then proposes a framework to turn geospatial cultural heritage data into machine-readable and processable resource description framework (RDF) data to use in the geospatial semantic web, with a case study to demonstrate its applicability. Furthermore, it outlines key free and open source semantic web and geospatial semantic platforms for cultural heritage institutions. In addition, it examines leading cultural heritage projects employing the geospatial semantic web. Finally, the article discusses attributes of the geospatial semantic web that require more attention, that can result in generating new ideas and research questions for both the geospatial semantic web and cultural heritage fields.
Publisher: Wiley
Date: 06-05-2019
DOI: 10.1111/GCB.14656
Abstract: Climate change threatens the provisioning of forest ecosystem services and bio ersity (ESB). The climate sensitivity of ESB may vary with forest development from young to old-growth conditions as structure and composition shift over time and space. This study addresses knowledge gaps hindering implementation of adaptive forest management strategies to sustain ESB. We focused on a number of ESB indicators to (a) analyze associations among carbon storage, timber growth rate, and species richness along a forest development gradient (b) test the sensitivity of these associations to climatic changes and (c) identify hotspots of climate sensitivity across the boreal-temperate forests of eastern North America. From pre-existing databases and literature, we compiled a unique dataset of 18,507 forest plots. We used a full Bayesian framework to quantify responses of nine ESB indicators. The Bayesian models were used to assess the sensitivity of these indicators and their associations to projected increases in temperature and precipitation. We found the strongest association among the investigated ESB indicators in old forests (>170 years). These forests simultaneously support high levels of carbon storage, timber growth, and species richness. Older forests also exhibit low climate sensitivity of associations among ESB indicators as compared to younger forests. While regions with a currently low combined ESB performance benefitted from climate change, regions with a high ESB performance were particularly vulnerable to climate change. In particular, climate sensitivity was highest east and southeast of the Great Lakes, signaling potential priority areas for adaptive management. Our findings suggest that strategies aimed at enhancing the representation of older forest conditions at landscape scales will help sustain ESB in a changing world.
Publisher: Routledge
Date: 15-04-2020
Publisher: IGI Global
Date: 2006
DOI: 10.4018/978-1-59140-971-7.CH005
Abstract: We cannot begrudge students their envy in looking at popular films and computer games as major contenders for their spare time. While we as teachers could attempt to fight the popularity of games, I suggest a more useful endeavor would be to attempt to understand both the temptation of games, and to explore whether we could learn from them, in order to engage students and to educate them at the same time. There are still few applicable theories and successful case studies on how we could do this using virtual environments and associated technology (referred to by some as virtual reality, or VR). To help answer the question of “but what can we do about it,” I will outline several simplified theories of cultural learning based on interaction, and the experience I gained from employing them in two different virtual environment projects.
Publisher: Uppsala University
Date: 30-12-2008
Abstract: Single player games are now powerful enough to convey the impression of shared worlds with social presence and social agency. Unfortunately, there are few clear definitions of "world" as it applies to commercial computer games, or as it could be used to help improvements these games. With that in mind, this paper will explore a framework for defining virtual worlds and then apply it to Elder Scrolls IV: Oblivion in terms of phenomenological, social, and cultural aspects. Even though it is a single player game, several key features allow Oblivion to be considered as a social world. Despite these promising features, Oblivion fails as a rich cultural world. It could be further improved as a social world and perhaps even as a cultural world through various techniques.
Publisher: MDPI AG
Date: 18-05-2023
Abstract: This research project investigates the potential of 360-panorama tours to improve the situated and contextual interpretation, virtual visitation, and spatial understanding of recorded or simulated built heritage sites. Our chosen case study was the Subiaco Hotel, a significant heritage building designed by Summerhayes Architecture, which we documented using 360-degree photographs and linked with other media to create an interactive 360-panorama tour. Today, 360-degree panorama tours such as Google Street View enable the virtual exploration of heritage sites and historic buildings. They demonstrate limited interaction and immersion across a range of platforms and devices, without the requirement of expensive virtual reality headsets, but typically do not integrate other media to leverage spatially richer ways to communicate the historical developments of architectural interiors and exteriors. The primary goals of this study were to establish a comprehensive step-by-step workflow for creating an interactive tour of a significant heritage site, demonstrate how other media such as text, videos, and 3D models can be linked, gather feedback from cultural heritage professionals, and offer future research directions and development guidelines. Apart from detailing an optimized workflow for developing interactive 360-degree virtual tours for heritage buildings, we also offer guidelines for optimal panoramic tour creation and implementation.
Publisher: Routledge
Date: 12-12-2023
Publisher: Digital Games Research Association
Date: 17-11-2016
Abstract: Roles and rituals are essential for creating, situating and maintaining cultural practices. Computer Role-Playing games (CRPGs) and virtual online worlds that appear to simulate different cultures are well known and highly popular. So it might appear that the roles and rituals of traditional cultures are easily ported to computer games. However, I contend that the meaning behind worlds, rituals and roles are not fully explored in these digital games and virtual worlds and that more needs to be done in order to create worldfulness, moving rituals and role enrichment. I will provide ex les from The Elder Scrolls IV: Oblivion and The ElderScrolls V: Skyrim (Bethesda, 2006, 2011) to reveal some of the difficulties in creating digitally simulated social and cultural worlds, but I will also suggest some design ideas that could improve them in terms of cultural presence and social presence.
Publisher: Elsevier BV
Date: 04-2012
Publisher: The MIT Press
Date: 16-03-2007
Publisher: IGI Global
Date: 2005
DOI: 10.4018/978-1-59140-563-4.CH109
Abstract: Communities identify and are identified by not just the clothes they wear or by the language they speak, or even by the way they greet each other. Communities are often identified by where their activities take place, how they use spaces to construct meanings, and the traces left by their social interactions. These “trigger” regions are thus not just points in space they are also landmarks, havens, homes, ruins, or hells. Communities, then, are identified and identify with or against, not just space but place. For places do not just organize space they orient, identity, and animate the bodies, minds, and feelings of both inhabitants and visitors. Presence researchers have often cited and used, the sense of “being in a place” as a test of virtual presence. For ex le, Biocca (1997) says people feel present in real imaginary or virtual places. Slater (1999) says one aspect of presence is feeling that one is in another place, and not just viewing a set of images. Researchers often use the term “place” in their presence questionnaires (Lessiter, Freeman, Keogh, & Davidoff, 2000 Schuemie, van der Straaten, Krijn, & van der Mast, 2001 Slater, 1999). While much debate has centered on the meaning of virtual “presence,” there has been far less debate on a virtual “place.” Presence in virtual environments is often defined as the subjective belief that one is in a place even though the participant knows the experience is mediated by digital media (Slater, 1999). Yet presence can only be clearly defined when relating it to place, if place itself is clearly defined and understood. Place itself may mean many different types of location, the feeling that one is in or surrounded by a type or kind of location, or the intensity of that feeling of being in a particular place. One may well feel spatially surrounded, or be able to say an event happened in a certain position in a virtual environment without feeling that one was experiencing a strong or unique experience of place. To understand how and why people can feel a sense of presence then, we need to have a clear and appropriate sense of place. And if we do not have a strong sense of place, then perhaps we do not have a strong sense of presence. Many writers (frequently from architecture) have made the distinction between place and cyberspace, and suggested that virtual environments usually lack the former (e.g., Benedikt, 1991 Ch ion & Dave, 2002 Coyne, 1999 Johnson, 1997 Kalay & Marx, 2001, 2003 Kitchin, 1998). Given the premise that place is a necessary part of creating a meaningful virtual environment, the question is raised as to how we can best gain a sense of place via virtual environments.
Publisher: Elsevier BV
Date: 10-2014
Publisher: ACM
Date: 11-02-2003
Publisher: Association for Computing Machinery (ACM)
Date: 03-12-2020
DOI: 10.1145/3414831
Abstract: Cultural presence is a term used to explain and evaluate cultural learning in virtual heritage projects but is less frequently used for video games. Given the increasing importance of video games to cultural heritage, this article investigates explanations of cultural presence that could be communicated by games, especially concerning UNESCO and ICOMOS definitions of cultural significance. The aim is to determine if cultural presence can be communicated via video games and across a range of game genres. Observations derived from game prototyping workshops for history and heritage aided the development of a teachable list of desirable game elements. To distinguish itself from the vagueness surrounding theories of cultural presence, a theory of culturally significant presence is proposed. Culturally significant presence requires three components: culturally significant artifacts and practices an overarching framework of a singular, identifiable cultural viewpoint and awareness by the participant of both the culturally significant and the overarching cultural framework and perspective (which gives sites, artifacts, and practices their cultural significance and relational value). As awareness of cultural presence requires time for reflection, single-player games were chosen that were not completely dependent on time-based challenges. Another criterion was cultural heritage content: They must simulate aspects of heritage and history, communicate a specific cultural framework, or explore and reconstruct a past culture. Four games were chosen that simulate a culture, explain archaeological methods, portray indigenous intangible heritage, or explain historical-based ecosystems of the past based on educational guidelines. The games are Assassin's Creed: Origins Heaven's Vault Never Alone and a Ph.D. project: Saxon . Their genres could be described as first-person shooter/open world/virtual tour dialogue-based puzzle game 2D platform game and turn-based strategy game. The aim is not to evaluate the entire range of interactive virtual environments and games, but to examine the applicability and relevance of this new theory and to ascertain whether the four games provided useful feedback on the concept and usefulness of culturally significant presence. A more clearly demarcated theory may not only help focus evaluation studies but also encourage game developers to modify or allow modification of commercial games for classroom teaching of digital heritage.
Publisher: Routledge
Date: 26-10-2018
Publisher: Elsevier BV
Date: 05-2016
Publisher: IGI Global
Date: 10-2006
Abstract: A game mod describes a modification within an existing commercial computer-based game that has been created by a user. By game modding, a user can participate in the creative process by taking the setting of his or her favorite game and customizing it for entertainment purposes or to convey information. For years, commercial computer-based game developers committed considerable resources toward preventing users from hacking into or hijacking their games. Now several computer-based game developers provide editors with their products to encourage users to create content and to allow educators, for instance, to take advantage of the benefits and production quality of commercial computer games in order to create customized instruction. This article focuses on mainstream, accessible games with straightforward modding tools that easily can be integrated into a learning environment.
Publisher: Elsevier BV
Date: 05-2016
Publisher: MDPI AG
Date: 24-04-2019
DOI: 10.3390/SU11082425
Abstract: If virtual heritage is the application of virtual reality to cultural heritage, then one might assume that virtual heritage (and 3D digital heritage in general) successfully communicates the need to preserve the cultural significance of physical artefacts and intangible heritage. However, digital heritage models are seldom seen outside of conference presentations, one-off museum exhibitions, or digital reconstructions used in films and television programs. To understand why, we surveyed 1483 digital heritage papers published in 14 recent proceedings. Only 264 explicitly mentioned 3D models and related assets 19 contained links, but none of these links worked. This is clearly not sustainable, neither for scholarly activity nor as a way to engage the public in heritage preservation. To encourage more sustainable research practices, 3D models must be actively promoted as scholarly resources. In this paper, we also recommend ways researchers could better sustain these 3D models and assets both as digital cultural artefacts and as tools to help the public explore the vital but often overlooked relationship between built heritage and the natural world.
Publisher: Routledge
Date: 22-09-2018
Publisher: Routledge
Date: 22-09-2017
Publisher: Springer Science and Business Media LLC
Date: 21-06-2012
Publisher: Elsevier BV
Date: 06-2022
Publisher: Ovid Technologies (Wolters Kluwer Health)
Date: 15-02-2022
Abstract: Global longitudinal shortening (GL‐Shortening) and the mitral annular plane systolic excursion (MAPSE) are known markers in heart failure patients, but measurement may be subjective and less frequently reported because of the lack of automated analysis. Therefore, a validated, automated artificial intelligence (AI) solution can be of strong clinical interest. The model was implemented on cardiac magnetic resonance scanners with automated in‐line processing. Reproducibility was evaluated in a scan–rescan data set (n=160 patients). The prognostic association with adverse events (death or hospitalization for heart failure) was evaluated in a large patient cohort (n=1572) and compared with feature tracking global longitudinal strain measured manually by experts. Automated processing took ≈1.1 seconds for a typical case. On the scan–rescan data set, the model exceeded the precision of human expert (coefficient of variation 7.2% versus 11.1% for GL‐Shortening, P =0.0024 6.5% versus 9.1% for MAPSE, P =0.0124). The minimal detectable change at 90% power was 2.53 percentage points for GL‐Shortening and 1.84 mm for MAPSE. AI GL‐Shortening correlated well with manual global longitudinal strain ( R 2 =0.85). AI MAPSE had the strongest association with outcomes (χ 2 , 255 hazard ratio [HR], 2.5 [95% CI, 2.2–2.8]), compared with AI GL‐Shortening (χ 2 , 197 HR, 2.1 [95% CI,1.9–2.4]), manual global longitudinal strain (χ 2 , 192 HR, 2.1 [95% CI, 1.9–2.3]), and left ventricular ejection fraction (χ 2 , 147 HR, 1.8 [95% CI, 1.6–1.9]), with P .001 for all. Automated in‐line AI‐measured MAPSE and GL‐Shortening can deliver immediate and highly reproducible results during cardiac magnetic resonance scanning. These results have strong associations with adverse outcomes that exceed those of global longitudinal strain and left ventricular ejection fraction.
Publisher: MDPI AG
Date: 11-10-2021
DOI: 10.3390/IJGI10100684
Abstract: In recent years, considerable efforts have been made by cultural heritage institutions across the globe to digitise cultural heritage sites, artifacts, historical maps, etc. for digital preservation and online representation. On the other hand, le research projects and studies have been published that demonstrate the great capabilities of web-geographic information systems (web-GIS) for the dissemination and online representation of cultural heritage data. However, cultural heritage data and the associated metadata produced by many cultural heritage institutions are heterogeneous. To make this heterogeneous data more interoperable and structured, an ever-growing number of cultural heritage institutions are adopting linked data principles. Although the cultural heritage domain has already started implementing linked open data concepts to the cultural heritage data, there are not many research articles that present an easy-to-implement, free, and open-source-based web-GIS architecture that integrates 3D digital cultural heritage models with cloud computing and linked open data. Furthermore, the integration of web-GIS technologies with 3D web-based visualisation and linked open data may offer new dimensions of interaction and exploration of digital cultural heritage. To demonstrate the high potential of integration of these technologies, this study presents a novel cloud architecture that attempts to enhance digital cultural heritage exploration by integrating 3D digital cultural heritage models with linked open data from DBpedia and GeoNames platforms using web-GIS technologies. More specifically, a digital interactive map, 3D digital cultural heritage models, and linked open data from DBpedia and GeoNames platforms were integrated into a cloud-based web-GIS architecture. Thus, the users of the architecture can easily interact with the digital map, visualise 3D digital cultural heritage models, and explore linked open data from GeoNames and DBpedia platforms, which offer additional information and context related to the selected cultural heritage site as well as external web resources. The architecture was validated by applying it to specific case studies of Australian cultural heritage and seeking expert feedback on the system, its benefits, and scope for improvement in the near future.
Publisher: IEEE
Date: 2005
DOI: 10.1109/C5.2005.25
Publisher: MDPI AG
Date: 12-08-2020
Abstract: Recently, many Resource Description Framework (RDF) data generation tools have been developed to convert geospatial and non-geospatial data into RDF data. Furthermore, there are several interlinking frameworks that find semantically equivalent geospatial resources in related RDF data sources. However, many existing Linked Open Data sources are currently sparsely interlinked. Also, many RDF generation and interlinking frameworks require a solid knowledge of Semantic Web and Geospatial Semantic Web concepts to successfully deploy them. This article comparatively evaluates features and functionality of the current state-of-the-art geospatial RDF generation tools and interlinking frameworks. This evaluation is specifically performed for cultural heritage researchers and professionals who have limited expertise in computer programming. Hence, a set of criteria has been defined to facilitate the selection of tools and frameworks. In addition, the article provides a methodology to generate geospatial cultural heritage RDF data and to interlink it with the related RDF data. This methodology uses a CIDOC Conceptual Reference Model (CRM) ontology and interlinks the RDF data with DBpedia. Although this methodology has been developed for cultural heritage researchers and professionals, it may also be used by other domain professionals.
Publisher: Routledge
Date: 07-11-2023
Publisher: SAGE Publications
Date: 09-2010
Publisher: MDPI AG
Date: 03-07-2019
Abstract: The 3D reconstruction of real-world heritage objects using either a laser scanner or 3D modelling software is typically expensive and requires a high level of expertise. Image-based 3D modelling software, on the other hand, offers a cheaper alternative, which can handle this task with relative ease. There also exists free and open source (FOSS) software, with the potential to deliver quality data for heritage documentation purposes. However, contemporary academic discourse seldom presents survey-based feature lists or a critical inspection of potential production pipelines, nor typically provides direction and guidance for non-experts who are interested in learning, developing and sharing 3D content on a restricted budget. To address the above issues, a set of FOSS were studied based on their offered features, workflow, 3D processing time and accuracy. Two datasets have been used to compare and evaluate the FOSS applications based on the point clouds they produced. The average deviation to ground truth data produced by a commercial software application (Metashape, formerly called PhotoScan) was used and measured with CloudCompare software. 3D reconstructions generated from FOSS produce promising results, with significant accuracy, and are easy to use. We believe this investigation will help non-expert users to understand the photogrammetry and select the most suitable software for producing image-based 3D models at low cost for visualisation and presentation purposes.
Publisher: Elsevier BV
Date: 11-2021
DOI: 10.1016/J.JCMG.2021.03.032
Abstract: The aim of this study was to define the variability of maximal wall thickness (MWT) measurements across modalities and predict its impact on care in patients with hypertrophic cardiomyopathy (HCM). Left ventricular MWT measured by echocardiography or cardiovascular magnetic resonance (CMR) contributes to the diagnosis of HCM, stratifies risk, and guides key decisions, including whether to place an implantable cardioverter-defibrillator (ICD). A 20-center global network provided paired echocardiographic and CMR data sets from patients with HCM, from which 17 paired data sets of the highest quality were selected. These were presented as 7 randomly ordered pairs (at 6 cardiac conferences) to experienced readers who report HCM imaging in their daily practice, and their MWT caliper measurements were captured. The impact of measurement variability on ICD insertion decisions was estimated in 769 separately recruited multicenter patients with HCM using the European Society of Cardiology algorithm for 5-year risk for sudden cardiac death. MWT analysis was completed by 70 readers (from 6 continents 91% with >5 years' experience). Seventy-nine percent and 68% scored echocardiographic and CMR image quality as excellent. For both modalities (echocardiographic and then CMR results), intramodality inter-reader MWT percentage variability was large (range -59% to 117% [SD ±20%] and -61% to 52% [SD ±11%], respectively). Agreement between modalities was low (SE of measurement 4.8 mm 95% CI 4.3 mm-5.2 mm r = 0.56 [modest correlation]). In the multicenter HCM cohort, this estimated echocardiographic MWT percentage variability (±20%) applied to the European Society of Cardiology algorithm reclassified risk in 19.5% of patients, which would have led to inappropriate ICD decision making in 1 in 7 patients with HCM (8.7% would have had ICD placement recommended despite potential low risk, and 6.8% would not have had ICD placement recommended despite intermediate or high risk). Using the best available images and experienced readers, MWT as a biomarker in HCM has a high degree of inter-reader variability and should be applied with caution as part of decision making for ICD insertion. Better standardization efforts in HCM recommendations by current governing societies are needed to improve clinical decision making in patients with HCM.
Publisher: Routledge
Date: 12-12-2022
Publisher: Springer Berlin Heidelberg
Date: 2008
Publisher: Philosophy Documentation Center
Date: 2007
Abstract: While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory.
Publisher: Springer Berlin Heidelberg
Date: 2007
Publisher: IEEE
Date: 10-2010
Publisher: EDP Sciences
Date: 2023
DOI: 10.1051/EPJCONF/202327911006
Abstract: Neutron-induced reaction cross sections of unstable nuclei are essential for understanding the synthesis of heavy elements in stars. However, their measurement is very difficult due to the radioactivity of the targets involved. We propose to circumvent this problem by using for the first time the surrogate reaction method in inverse kinematics at heavy-ion storage rings. In this contribution, we describe the developments we have done to perform surrogate-reaction studies at the storage rings of GSI/FAIR. In particular, we present the first results of the proof of principle experiment, which we conducted recently at the Experimental Storage Ring (ESR).
Publisher: Universitat Politecnica de Valencia
Date: 08-07-2020
Abstract: class="VARAbstract" Despite the increasing number of three-dimensional (3D) model portals and online repositories catering for digital heritage scholars, students and interested members of the general public, there are very few recent academic publications that offer a critical analysis when reviewing the relative potential of these portals and online repositories. Solid reviews of the features and functions they offer are insufficient there is also a lack of explanations as to how these assets and their related functionality can further the digital heritage (and virtual heritage) field, and help in the preservation, maintenance, and promotion of real-world 3D heritage sites and assets. What features do they offer? How could their feature list better cater for the needs of the GLAM (galleries, libraries, archives and museums) sector? This article’s priority is to examine the useful features of 8 institutional and 11 commercial repositories designed specifically to host 3D digital models. The available features of their associated 3D viewers, where applicable, are also analysed, connecting recommendations for future-proofing with the need to address current gaps and weaknesses in the scholarly field of 3D digital heritage. Many projects do not address the requirements stipulated by charters, such as access, reusability, and preservation. The lack of preservation strategies and ex les highlights the oxymoronic nature of virtual heritage (oxymoronic in the sense that the virtual heritage projects themselves are seldom preserved). To study these concerns, six criteria for gauging the usefulness of the 3D repositories to host 3D digital models and related digital assets are suggested. The authors also provide 13 features that would be useful additions for their 3D viewers. Highlights: ul li A survey of relevant features from eight institutional and eleven commercial online 3D repositories in the scholarly fieldof 3D digital heritage. /li li Presents a critical review of their hosting services and 3D model viewer features. /li li Proposes six features to enhance services of 3D repositories to support the GLAM sector, heritage scholars andheritage communities. /li /ul
Publisher: Indiana University Press
Date: 30-11-2021
DOI: 10.2307/J.CTV21R3Q81
Publisher: Wiley
Date: 17-01-2012
Publisher: Springer International Publishing
Date: 2022
Publisher: Zenodo
Date: 2013
DOI: 10.5281/ZENODO.7535
Publisher: Springer London
Date: 2011
Publisher: SAGE Publications
Date: 09-2020
Abstract: A storyteller panorama tour, The Story of the Markam Car Collection, was developed as an ex le for museums and cultural institutions concerning the use of panoramas combined with multimedia to tell stories of specific large objects (antique cars). It was designed for multiple platforms to involve and engage audiences via large curved screens while allowing for access via portable devices. Understanding users’ requirements is essential when designing and developing virtual museum tours. Measuring digital productions’ usability is an ongoing challenge that affects the improvement of user experience and the actual output. A variety of techniques and approaches are available to test digital productions’ usability and the related user experience. It is possible to measure and evaluate the production’s usefulness, including users’ engagement and understanding. However, the best method for assessing museum-related digital productions varies depending on aims, capacity, audience, and local context. In this paper, we demonstrate the strategy we employed to evaluate the particular storyteller panorama tour’s usability, user experience, engagement, and resulting audience understanding. The results of the evaluations showed that storyteller panorama tours could be an effective, attractive, and engaging storyteller method for cultural institutions. However, the findings also indicated that the users’ age, gender, and computer-related experience influence the use and enjoyment levels. We share our experiences and offer an ex le of how to evaluate a storyteller panorama tour. We believe that the presented evaluation strategy would be applicable to other museum-related projects, as well.
Publisher: Uppsala University
Date: 30-12-2008
Abstract: Full Issue 1 of the IJRP.Table of Contents "Editorial," Anders Drachen The International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate."The Many Faces of Role-Playing Games," Michael Hitchens and Anders Drachen By examining a range of role-playing games some common features of them emerge. This results in a definition that is more successful then previous ones at identifying both what is, and what is not, a role-playing game. "The Invisible Rules of Role-Playing: The Social Framework of Role-Playing Process," Markus Montola This paper looks at the process of role-playing that takes place in various games. Role-play is a social activity, where three elements are always present: An imaginary game world, a power structure and personified player characters. "Roles and Worlds in the Hybrid RPG Game of Oblivion," Erik Ch ion Single player games are now powerful enough to convey the impression of shared worlds with social presence and social agency. This paper explores a framework for defining virtual worlds. "Seeking Fulfillment: Comparing Role-Play In Table-top Gaming and World of Warcraft," Jason Pittman and Christopher Paul Through ethnographic research and a survey of World of Warcraft (WoW) players, this study assess the relative fulfillment and frequency of online and offline role-playing for WoW players. "A Hermeneutical Approach to Role-Playing Analysis," J. Tuomas Harviainen This is an article about viewing role-playing games and role-playing game theory from a hermeneutical standpoint. In other words, it presents one view on how a role-playing situation can be seen as a set of texts.
Publisher: Ubiquity Press
Date: 22-07-2021
DOI: 10.5334/BCK.L
Abstract: This chapter examines why we wish to preserve heritage objects and practices via virtual heritage, and why the issue of authenticity is so important here but so seldom addressed. If we could give criteria to select and to create useful and even authentic-oriented virtual heritage projects, what would they be? Or are there methods and solutions out there waiting to be discovered?
Publisher: Routledge
Date: 22-09-2017
Publisher: Horizon Research Publishing Co., Ltd.
Date: 11-2016
Publisher: Springer London
Date: 2011
Publisher: Ubiquity Press
Date: 22-07-2021
DOI: 10.5334/BCK
Abstract: Virtual heritage has been explained as virtual reality applied to cultural heritage, but this definition only scratches the surface of the fascinating applications, tools and challenges of this fast-changing interdisciplinary field. This book provides an accessible but concise edited coverage of the main topics, tools and issues in virtual heritage. Leading international scholars have provided chapters to explain current issues in accuracy and precision challenges in adopting advanced animation techniques shows how archaeological learning can be developed in Minecraft they propose mixed reality is conceptual rather than just technical they explore how useful Linked Open Data can be for art history explain how accessible photogrammetry can be but also ethical and practical issues for applying at scale provide insight into how to provide interaction in museums involving the wider public and describe issues in evaluating virtual heritage projects not often addressed even in scholarly papers. The book will be of particular interest to students and scholars in museum studies, digital archaeology, heritage studies, architectural history and modelling, virtual environments.
Publisher: MDPI AG
Date: 05-12-2021
DOI: 10.3390/MTI5120079
Abstract: Studies in the virtual heritage (VH) domain identify collaboration (social interaction), engagement, and a contextual relationship as key elements of interaction design that influence users’ experience and cultural learning in VH applications. The purpose of this study is to validate whether collaboration (social interaction), engaging experience, and a contextual relationship enhance cultural learning in a collaborative and multi-modal mixed reality (MR) heritage environment. To this end, we have designed and implemented a cloud-based collaborative and multi-modal MR application aiming at enhancing user experience and cultural learning in museums. A conceptual model was proposed based on collaboration, engagement, and relationship in the context of MR experience. The MR application was then evaluated at the Western Australian Shipwrecks Museum by experts, archaeologists, and curators from the gallery and the Western Australian Museum. Questionnaire, semi-structured interview, and observation were used to collect data. The results suggest that integrating collaborative and multi-modal interaction methods with MR technology facilitates enhanced cultural learning in VH.
Publisher: Ubiquity Press
Date: 06-02-2020
DOI: 10.5334/BCH
Publisher: Elsevier BV
Date: 07-2009
Publisher: Springer International Publishing
Date: 2015
Publisher: Bloomsbury Academic
Date: 2015
Publisher: De Gruyter
Date: 10-10-2022
Publisher: Elsevier BV
Date: 03-2009
Publisher: IEEE
Date: 09-2012
Publisher: University Library Heidelberg
Date: 2019
Publisher: Springer Science and Business Media LLC
Date: 09-03-2015
DOI: 10.1038/NG.3239
Publisher: Johns Hopkins School Bloomberg School of Public Health, Center for Communication Programs
Date: 24-06-2019
Publisher: Inderscience Publishers
Date: 2006
Publisher: Springer International Publishing
Date: 2021
Publisher: SAGE Publications
Date: 12-2011
DOI: 10.1260/1478-0771.9.4.377
Abstract: This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment's graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of interacting within a virtual environment. Other advantages of indirect biofeedback might include increased personalization, thematic object creation, atmospheric augmentation, filtering of information, and tracking of participants' understanding and engagement. Such features may help designers create more intuitive virtual environments with more thematically appropriate interaction while reducing cognitive loading on the participants. Another benefit would be more engaged clients with a better understanding of the richness and complexity of a digital environment.
Publisher: Elsevier
Date: 2018
Publisher: Elsevier BV
Date: 05-2010
Publisher: Zenodo
Date: 2017
Publisher: Cold Spring Harbor Laboratory
Date: 02-08-2020
DOI: 10.1101/2020.07.31.230029
Abstract: Prolonged (≥60 s) passive muscle stretching acutely reduces maximal force production at least partly through a suppression of efferent neural drive. The origin of this neural suppression has not been determined, however some evidence suggests that reductions in the litude of persistent inward currents (PICs) in the motoneurons may be important. The aim of the present study was to determine whether acute passive (static) muscle stretching affects PIC strength in gastrocnemius medialis (GM) and soleus (SOL) motor units. We calculated the difference in instantaneous discharge rates at recruitment and derecruitment (ΔF) for pairs of motor units in GM and SOL during triangular isometric plantar flexor contractions (20% maximum) both before and immediately after a 5-min control period and immediately after five 1-min passive plantar flexor stretches. After stretching there was a significant reduction in SOL ΔF (−25.6% 95%CI = -45.1 to -9.1 %, p=0.002) but not GM ΔF. These data suggest passive muscle stretching can reduce the intrinsic excitability, via PICs, of SOL motor units. These findings (1) suggest that PIC strength might be reduced after passive stretching, (2) are consistent with previously-established post-stretch decreases in SOL but not GM EMG litudes during contraction, and (3) indicate that reductions in PIC strength could underpin the stretch-induced force loss. Motoneurons require an lification mechanism to operate within the firing frequencies observed during normal motor behaviour. Here we present evidence that this lification mechanism is reduced after passive muscle stretching.
Publisher: Zenodo
Date: 2017
Publisher: Springer International Publishing
Date: 2014
Publisher: Elsevier BV
Date: 10-2010
Publisher: Elsevier BV
Date: 03-2009
Publisher: IGI Global
Date: 2006
DOI: 10.4018/978-1-59904-759-1.CH023
Abstract: We cannot begrudge students their envy in looking at popular films and computer games as major contenders for their spare time. While we as teachers could attempt to fight the popularity of games, I suggest a more useful endeavor would be to attempt to understand both the temptation of games, and to explore whether we could learn from them, in order to engage students and to educate them at the same time. There are still few applicable theories and successful case studies on how we could do this using virtual environments and associated technology (referred to by some as virtual reality, or VR). To help answer the question of “but what can we do about it,” I will outline several simplified theories of cultural learning based on interaction, and the experience I gained from employing them in two different virtual environment projects.
Publisher: IGI Global
Date: 2008
DOI: 10.4018/978-1-59904-808-6.CH013
Abstract: Serious games research typically uses modified computer games as virtual learning environments. Virtual heritage projects typically aim to provide three-dimensional interactive digital environments that aid the understanding of new cultures and languages, rather than merely transfer learning terms and strategies from static prescriptive media such as books. As an intersection between the two fields, game-based historical learning aims to provide ways in which the technology, interactivity, or cultural conventions of computer gaming can help afford the cultural understanding of the self, of the past, or of others with mindsets quite different to our own. This chapter will outline the major technological, pedagogical, and evaluation issues pertinent to game-based historical learning, provide working definitions of virtual learning that may lend themselves to evaluations, and endeavor to explain how specific issues of gamebased historical learning may be addressed. It will also forecast trends and suggest approaches to help focus this erse field.
Publisher: Informa UK Limited
Date: 05-2008
Publisher: Routledge
Date: 26-10-2019
Publisher: Springer London
Date: 2011
Publisher: Springer London
Date: 2011
Publisher: MDPI AG
Date: 02-03-2023
DOI: 10.3390/IJGI12030104
Abstract: The Australian Time Layered Cultural Map platform was created to help digital humanities scholars investigate how online geospatial tools could provide exemplars to their humanities colleagues on how historical collections and cultural data could be extended and re-examined with geospatial tools. The project discussed here investigated how Recogito/TMT could effectively extract spatial and temporal data from pure text-based historical information and generate time-layered interactive maps of that spatio-temporal data using accessible and user-friendly software. The target audience was humanities scholars relatively new to geospatial technologies and relevant programming systems. The interactive maps were created with two free, open-source web applications and one commercial GIS (Geographic Information System) mapping application. The relative pros and cons of each application are discussed. This paper also investigates simple workflows for extracting spatiotemporal data into RDF (Resource Description Framework) format to be used as Linked Open Data.
Publisher: Ubiquity Press
Date: 22-07-2021
DOI: 10.5334/BCK.B
Publisher: Springer London
Date: 2011
Publisher: Springer London
Date: 2011
Publisher: Springer London
Date: 2011
Publisher: Springer London
Date: 2011
Publisher: Routledge
Date: 09-03-2015
Publisher: Routledge
Date: 15-04-2020
Publisher: Springer London
Date: 2011
Location: United Kingdom of Great Britain and Northern Ireland
Start Date: 06-2020
End Date: 12-2021
Amount: $1,100,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 08-2021
End Date: 12-2023
Amount: $440,000.00
Funder: Australian Research Council
View Funded ActivityStart Date: 01-2020
End Date: 01-2024
Amount: $461,783.00
Funder: Australian Research Council
View Funded ActivityStart Date: 10-2019
End Date: 03-2021
Amount: $420,000.00
Funder: Australian Research Council
View Funded Activity