scholarly journals Comparativa de características de software para la creación de recorridos virtuales 360 en Web

2021 ◽  
Vol 9 (19) ◽  
pp. 109-117
Author(s):  
Omar Nieva García ◽  
Patricia Luna González ◽  
Jesús Arellano Pimentel

The use of 360 virtual tours has become a technology that allows viewing from different angles, places, or spaces that, due to various circumstances, it is not possible to visit physically. Due to different restrictions existing today; of a physical, economic or health type, virtual visits to museums, archaeological sites, parks, and facilities of various kinds have become an alternative to disseminate, promote, or bring users closer to places, that through 360 panoramic images, make them feel immersed in them. Currently, creating a 360 virtual tour is available to more people, as the software and hardware tools used are increasingly accessible. However, deciding on the most appropriate software platform to publish virtual tours on the web can be a trial-and-error process, delaying obtaining these virtual products.

2020 ◽  
Vol 5 (1) ◽  
pp. 88
Author(s):  
Junaedi Adi Prasetyo ◽  
Muhammad Dimyati Ayatullah ◽  
Adetya Prananda Putra

<p><strong><em>Abstract.</em></strong> <em>This community service aims to create an online information media about the web-based school environment at SMK 1 Glagah, located on Jl. Kuntulan No. 1 Banyuwangi, Banjarsari, Glagah District, Banyuwangi by utilizing virtual reality technology. This web-based system is in the form of a Virtual tour with several locations in SMKN 1 Glagah which is a combination of several 360 ° horizontal panoramic images. Implementation of community service is carried out by conducting field surveys, determining the location of points, taking panoramic images in each location, merging images as well as making a virtual tour, virtual tour trials on localhost &amp; evaluation and continued with hosting &amp; website publication. The web that can be accessed in https://jelajah.smkn1glagah.sch.id has 21 location points starting from the main page in front of the school to the location of the workshop department at SMKN 1 Glagah. The benefits of a virtual web tour are as a medium for introducing an online school environment to the public, especially for the prospective new students.</em></p><p><strong>Abstrak.</strong> Kegiatan pengabdian ini bertujuan untuk membuat sebuah media informasi daring mengenai lingkungan sekolah berbasis web di SMKN 1 Glagah yang berlokasi di Jl. Kuntulan No. 1 Banyuwangi, Banjarsari, Kecamatan Glagah, Kabupaten Banyuwangi, Provinsi Jawa Timur dengan memanfaatkan teknologi virtual reality. Sistem berbasis web ini berupa Virtual tour dengan beberapa titik lokasi didalam SMKN 1 Glagah yang merupakan gabungan dari beberapa gambar panorama 360° horizontal. Pelaksanaan pengabdian kepada masyarakat ini dilakukan dengan melakukan survei lapangan, penentuan titik lokasi, pengambilan gambar panorama disetiap lokasi, penggabungan gambar sekaligus pembuatan web virtual tour, percobaan virtual tour di localhost &amp; evaluasi serta dilanjutkan dengan hosting &amp; publikasi website. Web dengan domain jelajah.smkn1glagah.sch.id ini memiliki 21 titik lokasi mulai dari halaman utama yang berada di depan sekolah hingga lokasi bengkel jurusan di SMKN 1 Glagah. Manfaat Web virtual tour adalah sebagai media pengenalan lingkungan sekolah secara daring bagi masyarakat umum terutama calon peserta didik baru.</p>


2021 ◽  
Vol 13 (8) ◽  
pp. 4249
Author(s):  
Felipe Muñoz-La Rivera ◽  
Juan Carlos Vielma ◽  
Rodrigo F. Herrera ◽  
Elisa Gallardo

Although the architecture, engineering and construction (AEC) industry is highly relevant to national development, it suffers from significant productivity challenges. Beneath the design and documentation of structures, a dynamic, complex process is taking place, with constant modifications and feedback involving numerous professionals from different fields and their respective approaches and work developed using various computer programs. This diversity of factors converges within an iterative trial-and-error process and does not stop until a refined model is achieved. To understand traditional structural engineering companies (SECs) in Chile involved in building private procurement projects, 25 non-value-adding SEC activities were identified and classified according to typical lean management waste categories. These were initially validated by a panel of experts and then confirmed through a survey of 37 companies. The identified activities reduce the productivity of SEC organizations, contributing to low AEC industry indicators.


2021 ◽  
Author(s):  
Peiyuan Sun ◽  
Yu Sun

Due to the outbreak of the Covid-19 pandemic, college tours are no longer available, so many students have lost the opportunity to see their dream school’s campus. To solve this problem, we developed a product called “Virtourgo,” a university virtual tour website that uses Google Street View images gathered from a web scraper allowing students to see what college campuses are like even when tours are unavailable during the pandemic. The project consists of 3/4 parts: the web scraper script, the GitHub server, the Google Domains DNS Server, and the HTML files. Some challenges we met include scraping repeated pictures and letting the HTML dropdown menu jump to the correct location. We solved these by implementing Python and Javascript functions that specifically target such challenges. Finally, after experimenting with all the functions of the web scraper and website, we confirmed that it works as expected and can scrape and deliver tours of any university campus or public buildings we want.


Author(s):  
Anindya Ghose

This chapter examines one of nine critical forces behind purchase decisions that make mobile advertising so powerful: saliency. Today's consumers may find advertising annoying, but they fear missing out and would prefer not to waste time in the trial-and-error process of searching for what they need. They want choice and freedom, but they also get easily overwhelmed. Imagine an ideal world where we don't need to scroll down and squint to find what we want. We don't need to refine and repeat our search or make a tough call. We always get the “best right answer” with the least possible effort. This is referred as saliency or the position effect. Consumers want to see the best right answer stand out on their screens. Advertisers, retailers, and other marketers want their message to be that “best right answer.”


Author(s):  
Armando Cirrincione

Multimedia technologies (MMT) are tools that make it possible to transmit information in a very large meaning, transforming them into knowledge through leveraging the learning power of senses in learners and stimulating their cognitive schemes. This kind of transformation can assume several different forms: from digitalized images to virtual reconstructions; from simple text to iper-texts that allow customized, fast, and cheap research within texts; from communications framework like the Web to tools that enhance all our senses, allowing complete educational experiences (Piacente, 2002b). MMT are composed by two great conceptually-different frameworks (Piacente, 2002a): • Technological supports, such as hardware and software: this refers to technological tools such as mother boards, displays, videos, audio tools, databases, communications software and hardware, and so on, that make it possible to transfer contents; • Contents: this refers to information and knowledge transmitted with MMT tools. Information is simply data (such as visiting timetable of museum, cost of tickets, the name of the author of a picture), while knowledge comes from information elaborated in order to get a goal. For instance, a complex iper-text about a work of art, where several pieces of information are connected in a logical discourse, is knowledge. For the same reason, a virtual reconstruction comes from knowledge about the rebuilt facts. Contents can also be video games, as far as they are conceived for educational purposes (Egenfeldt-Nielsen, 2005; Gros, 2007). It is relevant to underline that to some extent technological supports represent a condition and a limit for contents (Wallace, 1995). In other words, content could be expressed just through technological supports, and this means that content has to be made in order to fit for specific technological support, and that the limits of a specific technological support are also the limits of its content. For instance, the specific architecture of a database represents a limit within which contents have to be recorded and have to be traced. This is also evident when thinking about content as a communicative action: Communication is strictly conditioned by the tool that we are using.


2016 ◽  
Vol 5 (2) ◽  
Author(s):  
John Patkin

AbstractBuilding the Asian Corpus of English (ACE, 2014) involved complex interactions between researchers, participants, transcription conventions, software and hardware. The gathering and transcribing of naturally occurring conversations of English among Asian multilinguals was undertaken by a team of more than twenty researchers in nine locations across Asia. Modelled on the Vienna Oxford Corpus of English (VOICE), ACE faced unique challenges due to linguistic, cultural and geographical differences. These problems were solved through procedures and tools known as heuristics which were built on prior experience and also trial and error. The process of developing and categorising these skills are presented with experiences shared by ACE researchers and the author along with examples from the corpus.


1960 ◽  
Vol 26 ◽  
pp. 64-75 ◽  
Author(s):  
L. S. Palmer

Archaeologists have for some time been employing geoelectric resistivity methods to locate buried remains in order to avoid wasteful trial-and-error excavations. The results have been successful in some cases, but unexpectedly disappointing in others. The purpose of this paper is to indicate some of the peculiar difficulties which arise when applying the usual techniques suitable for deep surveys to the location of resistance anomalies buried at relatively shallow depths below the surface. The difficulties which have been experienced depend mainly on the fact that, for small electrical resistance discontinuities at shallow depths, factors arise which are negligible with deep surveys. In other words, when the dimensions and depth of an anomaly (such as a cist in a Bronze-age tumulus or the buried foundations of a Roman Wall) are comparable with the distance between the electrodes, then the usual theoretical assumptions underlying deep surveys need to be re-examined.


Author(s):  
Francesco Di Iorio ◽  
Enzo Di Nuoscio

AbstractThe purpose of this article is to show that Boudon’s explanation of action in terms of “good reasons” can be philosophically enriched by merging his methodological perspective with Mises’ praxeology and Gadamer’s hermeneutics. In order to develop our goal of merging Boudon’s approach with Mises’ and Gadamer’s, we will focus on two points. The first is the identification of the invariable structure of human action. Unlike Boudon, we suggest that the best way to establish this invariable structure, which makes the explanation of action possible, is not to refer to the controversial concept of “human nature,” but rather to use Mises’ praxeological analysis of the invariable logic which all actions have in common. The second point analyzed in this article is the temporal and cultural dimension of the interpretative process which individuals elaborate to develop their reasons. This point, which is related to hermeneutical philosophy and is not investigated in detail by Boudon, is largely discussed by Gadamer. In our opinion, merging Gadamer’s description of the interpretative process – a process that Gadamer calls “hermeneutical circle” – and Boudon’s sociology of “good reasons” is useful because, unlike Boudon, Gadamer clarifies the epistemological nature of the interpretative process as well as the reasons why this process – which is a trial and error process – allows us to understand the actions of people who belong to different cultures.


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