Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia

2011 ◽  
Vol 2 (4) ◽  
pp. 74-86
Author(s):  
Kiam Lam Tan ◽  
Chen Kim Lim ◽  
Abdullah Zawawi bin Haji Talib

Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.

Author(s):  
Kiam Lam Tan ◽  
Chen Kim Lim ◽  
Abdullah Zawawi bin Haji Talib

Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.


Author(s):  
C. Pybus ◽  
K. Graham ◽  
J. Doherty ◽  
N. Arellano ◽  
S. Fai

<p><strong>Abstract.</strong> With a growing interest in the use of virtual reality (VR) for dissemination of cultural heritage sites, the question of how to leverage existing documentation as content for virtual experiences becomes a potentially valuable opportunity. Notably, as sites are increasingly documented with building information modelling (BIM) for the purposes of conservation, there is potential to give these models a second life as content for public education and promotion. However, although software exist for viewing BIM in VR headsets, they are inadequate for complex models typical of heritage buildings, and lack functionality for integrating custom didactic content and storytelling. To make BIM performative in VR and allow for custom content, a workflow was developed to translate BIM into game engine scenes — which optimizes geometry following performance guidelines of VR while maintaining the high visual fidelity of the BIM. As a case study, six heritage spaces of the Centre Block of the Canadian Parliament which had been previously documented and modelled by CIMS were prepared for Unity3D, enabling their later use in a storytelling experience.</p>


2006 ◽  
Author(s):  
Georgina Cardenas-Lopez ◽  
Sandra Munoz ◽  
Maribel Gonzalez ◽  
Carmen Ramos
Keyword(s):  

2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.


Author(s):  
Marie-Pascale Chagny ◽  
John A. Naoum

Abstract Over the years, failures induced by an electrostatic discharge (ESD) have become a major concern for semiconductor manufacturers and electronic equipment makers. The ESD events that cause destructive failures have been studied extensively [1, 2]. However, not all ESD events cause permanent damage. Some events lead to recoverable failures that disrupt system functionality only temporarily (e.g. reboot, lockup, and loss of data). These recoverable failures are not as well understood as the ones causing permanent damage and tend to be ignored in the ESD literature [3, 4]. This paper analyzes and characterizes how these recoverable failures affect computer systems. An experimental methodology is developed to characterize the sensitivity of motherboards to ESD by simulating the systemlevel ESD events induced by computer users. The manuscript presents a case study where this methodology was used to evaluate the robustness of desktop computers to ESD. The method helped isolate several weak nets contributing to the failures and identified a design improvement. The result was that the robustness of the systems improved by a factor of 2.


2021 ◽  
pp. 1-11
Author(s):  
Sati Doganyigit ◽  
Omer Faruk Islim

Fire ◽  
2021 ◽  
Vol 4 (1) ◽  
pp. 11
Author(s):  
Charlotte Fafet ◽  
Erinë Mulolli Zajmi

Fires are among the most frequently recurring hazards affecting museums and cultural heritage sites. The fires of the National Museum of Brazil in 2018 and of Notre Dame de Paris in 2019 showed that the consequences of such events can be heavy and lead to irreversible heritage losses. In Kosovo, few studies were made about the risks that can affect cultural heritage sites. A project led by the NGO Kosovo Foundation for Cultural Heritage without Borders (CHwB Kosova) in 2018 explored the most prevalent risks for the cultural heritage sites of the country and highlighted fire as a predominant risk in Kosovo. In order to better understand it, vulnerability assessments were conducted in several museums in Kosovo. Data were collected through field visits in the different museums, in which interviews with staff members as well as observations were conducted. The aim of this paper is to present the main results of the fire vulnerability assessments conducted in Kosovo’s museums in 2018. An important aspect of this project is the approach to collect information in data-scarce environments. It is believed that the questionnaires used to lead interviews with museums’ staff members could help other practitioners to collect data in such contexts and evaluate more easily the risk of fire for the museums and their collections. In the context of Kosovo, one of the main findings is the identification and prioritisation of measures to ensure better protection of Kosovar museums. Structural mitigation measures such as alarm and fire suppression systems are not the only elements necessary to improve the resilience of Kosovar museums to fire. Indeed, the promotion of risk awareness, the training of staff members and the realisation of crisis simulation exercises are just as important in order to prevent and detect a fire, and above all, to respond quickly and accurately if a fire occurs.


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