Hug@ree: An ARTiVIS Experience for Sustainability

Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.

2019 ◽  
Vol 11 (6) ◽  
pp. 129 ◽  
Author(s):  
Vatsala Nundloll ◽  
Barry Porter ◽  
Gordon S. Blair ◽  
Bridget Emmett ◽  
Jack Cosby ◽  
...  

Internet of Things (IoT) systems have seen recent growth in popularity for city and home environments. We report on the design, deployment, and use of the IoT infrastructure for environmental monitoring and management. Working closely with hydrologists, soil scientists, and animal behaviour scientists, we successfully deployed and utilised a system to deliver integrated information across these two fields in the first such example of real-time multidimensional environmental science. We describe the design of this system; its requirements and operational effectiveness for hydrological, soil, and ethological scientists; and our experiences from building, maintaining, and using the deployment at a remote site in difficult conditions. Based on this experience, we discuss key future work for the IoT community when working in these kinds of environmental deployments.


2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Asbjørn Følstad ◽  
Cameron Taylor

AbstractThe uptake of chatbots for customer service depends on the user experience. For such chatbots, user experience in particular concerns whether the user is provided relevant answers to their queries and the chatbot interaction brings them closer to resolving their problem. Dialogue data from interactions between users and chatbots represents a potentially valuable source of insight into user experience. However, there is a need for knowledge of how to make use of these data. Motivated by this, we present a framework for qualitative analysis of chatbot dialogues in the customer service domain. The framework has been developed across several studies involving two chatbots for customer service, in collaboration with the chatbot hosts. We present the framework and illustrate its application with insights from three case examples. Through the case findings, we show how the framework may provide insight into key drivers of user experience, including response relevance and dialogue helpfulness (Case 1), insight to drive chatbot improvement in practice (Case 2), and insight of theoretical and practical relevance for understanding chatbot user types and interaction patterns (Case 3). On the basis of the findings, we discuss the strengths and limitations of the framework, its theoretical and practical implications, and directions for future work.


Pathogens ◽  
2020 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Omid Parvizi ◽  
Hosny El-Adawy ◽  
Falk Melzer ◽  
Uwe Roesler ◽  
Heinrich Neubauer ◽  
...  

Bovine anaplasmosis is a tick-borne disease with zoonotic potential, caused by the obligate intracellular bacterium Anaplasma marginale. The disease is distributed worldwide in tropical and subtropical regions. The economic losses from anaplasmosis in animals is of significant importance because it causes severe morbidity and mortality in cattle. Recovered animals may become persistent carriers. Epidemiological information on the actual status of bovine anaplasmosis in Egypt is scarce. Thus, this study aimed to determine anti-Anaplasma antibody and DNA in serum samples using ELISA and PCR, respectively. In total, 758 bovine sera were collected from cattle farms located in 24 Egyptian governorates in 2015 to 2016. Sera were analyzed with the commercially available ‘Anaplasma antibody competitive ELISA v2’ kit and ‘AmpliTest Anaplasma/Ehrlichia spp. real time TaqMan TM PCR. Anaplasma spp. antibodies were detected in 140 (18.5%) (CI: 15.8–21.4%) of the investigated sera by ELISA, and Anaplasma/Ehrlichia-DNA was detected in 40 (5.3%) (CI: 3.8–7.1%) of the positive sera by real time PCR. Co-detection of both Anaplasma spp. and Coxiella burnetii-specific antibodies was proven in 30 (4%) of the investigated sera. The results of this work confirm the significant prevalence of bovine anaplasmosis in Egypt. Raising awareness in decision makers of the public health, veterinarians and animal owners is required to reduce the spread of infection.


2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Johan Berntsson ◽  
Norman Lin ◽  
Zoltan Dezso

In this paper we present a general-purpose middleware, called ExtSim that allows OpenSim to communicate with external simulation software, and to synchronize the in-world representation of the simulator state. We briefly present two projects in ScienceSim where ExtSim has been used; Galaxsee which is an interactive real-time N-body simulation, and a protein folding demonstration, before discussing the merits and problems with the current approach. The main limitation is that we until now only have been limited to a third-party viewer, and a fixed server-client protocol, but we present our work on a new viewer, called 3Di Viewer “Rei”, which opens new possibilities in enhancing both performance and richness of the visualization suitable for scientific computing,. Finally we discuss some ideas we are currently studying for future work.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Juliana A. Abu Bakar ◽  
Chew Shiaujing ◽  
Ooi Wooisim ◽  
Pang Chongmeng ◽  
Hafizatul H. Abdrahman ◽  
...  

Virtual heritage is able to provide visual aesthetics, real-time navigation and interaction to impress and entertain users. This article describes the design and development of three dimensional (3D) virtual heritage to view and navigate the 3D representation of Malay traditional house which is rare to be found today. The Virtual Traditional House allows flexible exploration with real-time navigation in order for users to walkthrough the 3D reconstruction of the house while viewing relevant historical information at certain parts of the house. The process of design and development of Virtual Traditional House is outlined and points of particular importance are explained. The article discusses the preliminary results of user evaluation for Virtual Traditional House. Future work includes extensive user evaluation and to what extend user may absorb the historical information surfaced around the virtual environment.


2020 ◽  
Vol 8 (2) ◽  
pp. 206-212
Author(s):  
Benjamin Hanussek

OverviewThe introduction of the smartphone into the private and professional lives of humans has provided a channel to real-time and place-specific information that can enhance (and disturb) day-to-day living. Given such impact, many museums and archaeological exhibitions have chosen to develop digital applications to enhance the visitor experience via accompanying the visitor through the exhibitions. Yet after a decade, these applications still seem understudied and, in practice, very undeveloped. This review aims to shed some light on the possibilities and shortcomings of museum apps. I discuss and critically evaluate the technical efficiency, practical utility, and user experience of the British Museum Guide (Museums Guide Ltd.) and My Visit to the Louvre (Musée du Louvre) applications. These two mobile apps represent the contemporary standard for museum apps, thereby allowing me to generalize about this genre of digital media.


2019 ◽  
Vol 27 (4) ◽  
pp. 354-361 ◽  
Author(s):  
Gabriel Caluzzi ◽  
Amy Pennay ◽  
Megan Cook ◽  
Cassandra Wright ◽  
Thomas Norman ◽  
...  

2004 ◽  
Vol 13 (3) ◽  
pp. 355-370 ◽  
Author(s):  
Koichi Hirota ◽  
Masaki Hirayam ◽  
Atsuko Tanaka ◽  
Toyohisa Kaneko

In this paper, we propose an approach to real-time haptic interaction based on the concept of simulating the constraining propertes of space. Research on haptic interaction has been conducted from the points of view of both surface and volume rendering. Most approaches to surface rendering—such as the constraint-based god-object method, the point-based approach, and the virtual proxy approach—have dealt only with the interaction with an object surface. Whereas, in volume rendering approaches, algorithms for representing volume data through interactions in space have been investigated. Our approach provides a framework for the representation of haptic interaction with both surface and space. We discretize the space using a tetrahedral cell mesh and associate a constraining property with each cell. The interaction of the haptic interface points with a volume is simulated using the constraining properties of the cells occupied by this volume. We implemented a fast computation algorithm that works at a haptic rate. The algorithm is robust in that any sudden or quick motion of the user does not disturb the computation, and the computation time for each cycle is independent of the complexity of the model as a whole. To demonstrate the performance of the proposed method, we present experimental results on the interaction with models of varying complexity. Also, we discuss some problems that need to be solved in future work.


Sign in / Sign up

Export Citation Format

Share Document