Integrating 2-D Video Actors into 3-D Augmented-Reality Systems

2002 ◽  
Vol 11 (2) ◽  
pp. 189-202 ◽  
Author(s):  
Blair MacIntyre ◽  
Marco Lohse ◽  
Jay David Bolter ◽  
Emmanuel Moreno

In this paper, we discuss the integration of 2-D video actors into 3-D augmentedreality (AR) systems. In the context of our research on narrative forms for AR, we have found ourselves needing highly expressive content that is most easily created by human actors. We discuss the feasibility and utility of using video actors in an AR situation and then present our Video Actor Framework (including the VideoActor editor and the Video3D Java package) for easily integrating 2-D videos of actors into Java 3D, an object-oriented 3-D graphics programming environment. The framework is based on the idea of supporting tight spatial and temporal synchronization between the content of the video and the rest of the 3-D world. We present a number of illustrative examples that demonstrate the utility of the toolkit and editor. We close with a discussion and example of our recent work implementing these ideas in Macromedia Director, a popular multimedia production tool.

2021 ◽  
pp. 089331892199807
Author(s):  
Jonathan Clifton ◽  
Fernando Fachin ◽  
François Cooren

To date there has been little work that uses fine-grained interactional analyses of the in situ doing of leadership to make visible the role of non-human as well as human actants in this process. Using transcripts of naturally-occurring interaction as data, this study seeks to show how leadership is co-achieved by artefacts as an in-situ accomplishment. To do this we situate this study within recent work on distributed leadership and argue that it is not only distributed across human actors, but also across networks that include both human and non-human actors. Taking a discursive approach to leadership, we draw on Actor Network Theory and adopt a ventriloquial approach to sociomateriality as inspired by the Montreal School of organizational communication. Findings indicate that artefacts “do” leadership when a hybrid presence is made relevant to the interaction and when this presence provides authoritative grounds for influencing others to achieve the group’s goals.


2020 ◽  
Vol 6 (2) ◽  
pp. 240-249
Author(s):  
Ari Amir Alkodri Ari

             Untuk penerapan konsep yang efektif dan efisien dalam pembelajaran menggunakan teknologi augmented reality yang interaktif. Pembelajaran multimedia merupakan bentuk pembelajaran secara interaktif. Pembelajaran dapat dilakukan dikelas maupun dalam bentuk tugas dirumah. Dampak dari pembelajaran interaktif ini sangat mempengaruhi kualitas pemahaman bagi pengguna. Berdasarkan pengujian dari teknologi augmented reality, penelitian, analisis dan analisis desain antarmuka interaktif, proses dan prinsip dilakukan melalui interaksi manusia dan komputer serta pengalaman pengguna. Metode desain antarmuka menggunakan metode Object Oriented Programming dan algoritma Speeded Up Robust Features. Hasil penelitian menunjukkan bahwa augmented reality interaktif dapat memberikan metode baru dalam proses pembelajaran dan memperbarui konten pembelajaran di kelas. Singkatnya, metode ini meningkatkan partisipasi dan antusiasme siswa, dan meningkatkan efektivitas pembelajaran.


1994 ◽  
Vol 49 (1-2) ◽  
pp. 80-88 ◽  
Author(s):  
M. Baldus ◽  
T. O. Levante ◽  
B. H. Meier

Abstract An object-oriented programming environment for numerical simulation of magnetic resonance spectra is introduced and applied to NQR and NMR of quadrupolar nuclei. Using a Floquet approach it is possible to perform simulations of spin systems that are described by explicitly time-dependent Hamiltonians in full analogy to simulations of time-independent systems. Applications to magic angle spinning and double rotation are discussed.


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