scholarly journals Developing A Virtual Reality Application of Pathok Negoro Mosque for Digital Conservation

2019 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Endang Setyawati ◽  
Adwiyah Asyifa ◽  
Hendro Trieddiantoro Putro ◽  
Mohammad Ischak

In the last decades, new technologies have been developed and used for digital conservation. Nowadays, virtual reality is becoming an instrument applicable to many areas of science and visual communication. Pathok Negoro Mosque is one of the Javanese Islamic mosque buildings that was built in the 1700s. The building of this mosque still exists. Pathok Negoro Mosque several times has changed the shape and architecture of the building. The mosque was established during the reign of Sultan Hamengku Buwana I, has an extraordinary concept and philosophy. This project was an archiving physical space so they can be digitally preserved. In this paper, we will present the process of the VR app making also describe the benefits and challenges associated with this approach. The method was by research and development by prototyping the building in 3D model, then providing virtual tours in different place and times. This paper will discuss the VR issue focusing on several hardware devices and software platforms for digital content management. This case study allowing a better understanding of masjid pathok negoro history and atmosphere. The analyzed of virtual experience proved to be advantageous in delivering tangible and intangible information.

Author(s):  
Fahd-Omair Zaffar ◽  
Ahmad Ghazawneh

The developments of new technologies, new scientific initiatives and a new globalized market are giving rise to new forms of collaboration, referred to as mass collaboration. This phenomenon is mainly derived from communities and self-organization, and is based on Web 2.0 technologies, services and tools. This new form of collaboration and technologies are giving rise of emergent social software platforms (ESSP’s) that are adopted by firms worldwide. The main aim of this research is to understand how firms are using such new technologies and collaborative efforts to assist knowledge sharing to achieve objectified knowledge. Central to this research is the proposed knowledge sharing cycle model, which has three main stages - internalization, externalization, and objectification. This model is adapted based on the findings of a case study of internal social media strategy of IBM Corporation. The findings indicate that ESSP’s can be used to support knowledge sharing practices and to help convert knowledge into its different forms in enhancing knowledge acquisition.


Author(s):  
Jacqueline-Nathalie Harba

Abstract Consumer behavior is shifting radically with the rise of e-commerce and new technologies. As a result, luxury retailers are forced to embrace a variety of technologies to keep their customers engaged. How do brands captivate shoppers and provide the customer experience that will satisfy their desires? Through dissemination of literature and case studies on examples from the industry, this paper presents a detailed discussion on the new approaches to customer experience in the luxury fashion industry, in the context of a modern economy that is highly shaped by disruptive technological innovations. The discussion includes two detailed case studies, focusing on two key themes that define contemporary customer expectations: the story – discussing customer’s desire to be immersed in the narratives behind catwalk collections, and the experience – discussing the use of technology to create a unique retail space through the use of online and mobile specific technologies. The first case study focuses on how new technologies provide brands with new opportunities to present their products through narratives. Using famous luxury retailers Dior, Givenchy and Prada as examples, the case study provides a detailed discussion on the use of virtual reality and augmented reality as tools that enable customers to project themselves into the story behind a catwalk show and become active characters in the narrative, through the use of technological devices. The second case study focuses on the importance of merging the online and the traditional brick-and-mortar store. “The Store of the Future”, by luxury retailer Farfetch is used as an example of how retailers make use of high-tech equipment, virtual reality and augmented reality not only to create a tech-powered interactive experience that will intrigue customers, but also to improve retail productivity by capturing customer data. The study adopts a qualitative research method to evaluate the validity of the concepts discussed in the Literature Review, using a sample of three in-depth interviews with industry experts, focusing on the use of technology to improve customer experience in physical retail spaces. Based on previously published research, it is estimated that the primary research will indicate that it is not the use of technology that drives the customer experience, but customer expectations that determine the adoption and adaptation of disruptive technologies to satisfy the shoppers’ requirements.


Author(s):  
Joshua Lubell

Many software tools use security configuration checklists expressed in the Extensible Configuration Checklist Description Format (XCCDF) to monitor computers and other information technology products for compliance with security policies. But XCCDF syntax is checklist author-unfriendly. And complex relationships and dependencies between and among checklist rules, checking instructions, and software platforms make it difficult to reuse or repurpose existing XCCDF content in new checklists. The Darwin Information Typing Architecture (DITA) can tame XCCDF syntax and facilitate content management and reuse. A case study comparing the use of specialization and other DITA features with a currently-deployed ad hoc XCCDF authoring system demonstrates the advantages of the DITA approach.


First Monday ◽  
2005 ◽  
Author(s):  
Yehuda E. Kalay ◽  
John Marx

Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place–like principles. Making places for human inhabitation is, of course, what architects, landscape architects, and town planners have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place–making. While most 3D environments closely mimic physical spaces, they are, by and large, devoid of the essential characteristics that differentiate a ‘place’ from mere ‘space.’ And only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a destination rather than as means of communication, there will be a growing need to design it according to place–making principles. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.


2020 ◽  
Vol 7 (3) ◽  
Author(s):  
Radu Comes ◽  
Călin Neamțu ◽  
Zsolt Levente Buna ◽  
Ștefan Bodi ◽  
Daniela Popescu ◽  
...  

Author(s):  
Berceste Gülçin Özdemir

The adverse effects of new communication systems on children are discussed frequently today. A group of volunteers showed that new technologies could be used for providing benefit to children in workshops carried out with children under the title of Project Nebula. In that respect, the thoughts of Jean Baudrillard, who is a postmodern media theoretician, presented by way of simulation/simulacra concept were discussed in the context of children's use of VR technology. In the workshops carried out with 6-15 year old children from various socioeconomic and social cultural groups, Project Nebula requested children draw their dreams on a paper first and then showed them their dreams by means of VR technology. In the workshops carried out by Project Nebula, the discussions also include what this technology offers for children and how VR can be used in a utilitarian way by children when the interactivity that the children experience with VR technology is discussed within the context of simulation/simulacra concept.


2015 ◽  
Vol 6 (12) ◽  
pp. 58 ◽  
Author(s):  
José L. Caro ◽  
Salvador Hansen

<p>Everyone knows the importance of new technologies and the growth they have had in mobile devices. Today in the field of study and dissemination of cultural heritage (including archaeological), the use of digital 3D models and associated technologies are a tool to increase the registration quality and consequently a better basis for interpretation and dissemination for cultural tourism, education and research. Within this area is gaining positions photogrammetry over other technologies due to its low cost. We can generate 3D models from forografí as through a set of algorithms that are able to obtain very approximate models and very realistic textures. In this paper we propose the use of game-engines to incorporate one element diffusion: the ability to navigate the 3D model realistically. As a case study we use a Menga dolmen that will serve as a study and demonstration of the techniques employed. </p>


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