"Conoscere la realtà aumentata in un contesto innovativo economico e sociale nuovo"
Lecture di Giuliana Guazzaroni al convegno: "Future Horizon of Quantum Art and Augmented Reality" tenutosi a Firenze presso Palazzo Medici-Riccardi il 14 dicembre 2012
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
The games industry has the highest rate of creative destruction in tech, as we contend with new platforms, business models, design and art trends. This ever-shifting landscape forces large enterprises to retreat into familiar tropes with certain commercial outcomes, but the future belongs to those who innovate, pushing the creative boundaries of the products and the outer limits of technology. This presentation reviews a series of concepts ripe to be exploited by fearless indies or corporate rebels everywhere, from flicksyncs to metaverse-morphing neural networks.
Blockchain powered Augmented Reality Metaverse merges real and virtual worlds together creating unique layer of augmented reality all over the planet’s surface
FutureSense: Who Will I Become - Living With a Changing Context
Experiensualism: the future experience of experiences.
In a world of sensory enhancement and augmentation, multiple identities, new notions of the performative, telepresence, total immersion, embodiment, multiple dimensions, cognitive feedback, inter-relational sense clusters, virtual humanity, emotionally intelligent computing and affective social software, HMI, Artificial intelligence and simultaneous multi-sensory connectivity, we are beginning to understand that we are becoming a different kind of human, with the potential for a vast new array of experiences.
In fusing the essence of related philosophies, social change, human morphing and emerging technologies, Derek will discuss the types of future experiences that will be available to us, together with how we will participate, our future sensory expectations and how such changes will drive a new context for human-ness.
Derek Woodgate is a practicing futurist, author, speaker and innovator, with over 25 years of international business experience, having had positions on the boards of two major corporations and nearly 10 years working with the British Foreign and Commonwealth Office. Derek is currently President and CEO of The Futures Lab, Inc, a futures-based consultancy, which he founded in January 1998, with offices around the globe. The Futures Lab specializes in leveraging future potential, for major corporations and institutions.
Academic presentation - Future Skill Force DevelopmentSenthilkumar R
Future Skills Grant Program for Post-Pandemic Recovery Assistance
EON Reality’s grant program provides academic institutions and governmental organizations with support to fund the launch of new XR programs in the post-pandemic world. Based on decades of experience working with governments and intergovernmental agencies, EON Reality helps to identify and locate grants to cover a significant amount of the cost of a new XR Center for qualifying partners.
160+ Companies, 7 layers, 9 megatrends, 1 creator-led future. The metaverse is not “a” metaverse. It is the next generation of the Internet: a decentralized multiverse, led by a new and abundant generation of creators.
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
What are the technologies that could significantly change the future of enterprise communications? This short presentation suggests a dozen possible game-changers.
Metaverse is the converged world of physical world and virtual world that is hyper-connected, hyper-visualized, hyper-interacted, and hyper-reality enabled. Metaverse is a collection of fully connected interoperable physically augmented digital worlds with physical persistence that are converged with the virtually augmented physical world in which people and digital representations of people (digital people) can fully interact with one another and digital objects/environments (including digital twins) with full reality.
Introduction to Virtual Reality (VR) or Augmented Reality: VR is the illusion of a three-dimensional, interactive, computer-generated reality. It can be used in the field of medicine, architecture as well as education. VR can
influence human behavior, interpersonal communication, and cognition (i.e., virtual genetics).
We’ve highlighted five platforms for working towards Augmented Humanity in 2020. In each chapter we’ll cover evolving trends, key action points for businesses and brands and showcase best-in-class examples of these trends in action. The first four subsections within each theme are key action points, the fifth subsection is a nascent or emerging one-to-watch trend to explore in the coming years.
Presentation for Handheld Librarian 3 as an intro to augmented reality services including what's happening in the fields of advertising, marketing, retail, shipping, gaming, and the wealth of GIS information overlay currently available. Social issues are briefly covered as well.
Rivolto a coloro che vogliono imparare a usare il più famoso CMS, il corso nasce a seguito delle richieste formulate nella precedente edizione del workshop “WordPress come iniziare” in cui sono stati affrontati argomenti relativi alle scelte dell’hosting, dei temi e dei plugins.
In questo corso verranno trattati l’inserimento dei contenuti (testo, immagini e video), le differenze tra pagine e articoli, l’utilizzo delle finestre e dei riquadri dell’editing di WordPress 4.6 e per finire l'uso del plugin Yoast per l'ottimizzazioni dei contenuti per i motori di ricerca (SEO).
Wordpress è il CMS più usato nel web e con esso è possibile creare qualsiasi tipologia di sito web.
Grazie a WP possiamo pubblicare e gestire tutte le pagine del nostro sito in modo semplice, intuitivo e senza programmare.
Workshop
realizzato da: Andrea Giavara http://www.wppratico.com/
organizzato da: Officine Comunicazione http://www.officinecomunicazione.net/
AUGMENTED REALITY (AR) IN DAILY LIFE: EXPANDING BEYOND GAMINGLiveplex
The global fascination with AR was arguably ignited by the gaming industry, with titles like Pokémon GO captivating millions and showcasing the potential of immersive technology. However, the true power of AR lies not in its ability to entertain but in its capacity to enhance, transform, and simplify everyday tasks and experiences. Through the seamless integration of digital information with the physical environment, AR has emerged as a versatile tool, enriching user interactions across various domains.
AN EVALUATION OF THE USE OF AUDIO GUIDANCE IN AUGMENTED REALITY SYSTEMS IMPLE...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups,
using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and
Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history”
exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a
scant amount of research is being done at historical sites. An initial experiment used repeated measures
(ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A
further experiment was then undertaken to observe participants using two different AR devices with and
without sound to determine if which device used or the presence of sound impact the usability of the device,
or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and
usability surveys, were provided in order to collect a range of user data. A two-way repeated measures
(ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based
on the quantitative data provided by the surveys, indicating that all devices were equally usable and
satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative
data indicated that users may prefer using AR technology on a smartphone device and preferred to use this
device paired with sound.
An Evaluation of the use of Audio Guidance in Augmented Reality Systems Imple...ijma
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and Augmented Reality (AR) technologies are becoming more ubiquitous in our society and “virtual history” exhibits are starting to be available to the public. There are numerous studies focusing on AR, however a scant amount of research is being done at historical sites. An initial experiment used repeated measures (ANOVA) to compare and rank three different types of AR devices used at a site of cultural heritage. A further experiment was then undertaken to observe participants using two different AR devices with and without sound to determine if which device used or the presence of sound impact the usability of the device, or the user’s satisfaction/preference of specific devices. Several surveys, including demographic and usability surveys, were provided in order to collect a range of user data. A two-way repeated measures (ANOVA) were used to analyze the quantitative data gathered. No significant effects were observed based on the quantitative data provided by the surveys, indicating that all devices were equally usable and satisfactory, and that sound did not have a significant impact in this instance. However, the qualitative data indicated that users may prefer using AR technology on a smartphone device and preferred to use this device paired with sound.
Wearable Technology - A perspective on experiencePerry Chan
With the emergence of wearable technology moving from our pockets onto our bodies, will require design teams to create new forms of interactions we have yet to see.
Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017calmr.io
In 2005 I had a complex dream about 2060 ... It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
This talk looks at the future of AR/VR and the new and intimate relationship between humans and intelligent agents that XR - the next generation of AR/VR, makes possible. XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both.
The Augmented Reality is the cutting-edge technology which is at its new peak after the massive success of the popular game "Pokemon Go".It is estimated to cross $100 billion investment by the year 2020.
Applications of Augmented Reality: 1. Gaming and Entertainment 2. Education and Training 3. Retail and E-Commerce 4. Healthcare 5. Navigation and Location-Based Services
Il ruolo delle emozioni nell’arte e nei musei interattivi; Esperienze di appr...Ministry of Education
L’utilizzo della Extended Reality permette la creazione di punti di contatto fra oggetti, idee e persone, nonché l’attivazione di strategie didattiche e interpretative molteplici. La ricerca sul cervello ha evidenziato il ruolo delle emozioni nella fruizione dell’arte e dei musei. Le emozioni che possiamo provare di fronte a un’opera d’arte sono molteplici e simili, ma non uguali, a quelle sperimentate nel quotidiano. I neuroni specchio permettono alle persone di interpretare la mente degli altri, non attraverso il pensiero logico, ma attraverso la simulazione diretta, sentendo e non pensando. Grazie ai neuroni specchio possiamo esperire uno stato particolare definito: esperienza estetica. La possibilità di offrire ai visitatori piani diversi di realtà, attraverso le opere d’arte arricchite da elementi di Extended Reality, secondo le sperimentazioni, accresce la possibilità di vivere esperienze emotivamente più coinvolgenti.
Il ruolo delle emozioni nell’arte e nei musei. Apprendere e comprendere con l...Ministry of Education
I Dipartimenti di Ingegneria dell’Informazione e di Ingegneria Civile, Edile e Architettura (Università Politecnica delle Marche, Ancona) organizzano per il giorno 28 maggio 2019, dalle 14.30 alle 16.30, un seminario su Realtà virtuale e aumentata per l’arte. Relatrici Paola Puggioni e Giuliana Guazzaroni.
La professoressa Puggioni illustrerà l’efficacia formativa di SMARTMARCA un app che favorisce la fruizione in Realtà aumentata e virtuale di opere d’arte marchigiane. La dottoressa Giuliana Guazzaroni parlerà del ruolo delle emozioni nell’arte e nei musei.
La possibilità di offrire ai visitatori piani diversi di realtà, attraverso le opere d’arte arricchite da elementi di realtà virtuale immersiva e di realtà aumentata accentua, secondo le sperimentazioni, la possibilità di vivere esperienze emotivamente più coinvolgenti.
Il 6 maggio ho partecipato a Bene Vagienna a una Tavola Rotonda con un intervento su “Il ruolo delle emozioni” nei musei interattivi.
Perché Bene Vagienna? Perché dal 2000 è un laboratorio di applicazione diretta delle discipline del Virtual Heritage applicato all’archeologia ed in particolare al sito di Augusta Bagiennorum ed al MAB -Museo Archeologico di Bene Vagienna.
Droni, ricostruzioni 3D, virtual reality sono già state oggeto di test e valutazione sulle “buone usabilità” e la riproduzione in VR dell’antica città è già stata esposta in giro per il mondo. Questa Spring School, difatti, si configura come estensione dell’Autumn School di fine 2015, utilizzando i modelli 3D dei reperti allora riprodotti tramite laser scanner e fotogramemtria per proporre oggi esempi di musealizzazione virtuale navigabili dal web alla realtà virtuale immersiva. Virtual, Augmented, Mixed reality, Web 3D, PDF 3D, Oculus Rif, Kinect, Leap Motion sono le tecnologie affrontate nei giorni successivi durante i 4 workshop “verticali” della Spring School in cui docenti e professionisti condurranno gli allievi provenienti da tutto lo stivale verso una comprensione dei modi corretti (e scorretti) d’utilizzo.
Tutte le info sulla Spring School qui: http://www.mimos.it/SpringSchool2019
Realtà virtuale, realtà aumentata e stampa 3D sono solo alcune delle nuove tecnologie che possono facilitare i progettisti del verde nelle fasi di progettazione, realizzazione e comunicazione delle loro creazioni. Si tratta di strumenti che diventeranno fondamentali nel lavoro di paesaggisti, architetti, designer, urbanisti e operatori del turismo. In questo seminario mostriamo l’utilizzo pratico di queste innovazioni, presentando case history che ne confermano l’efficacia stimolando la fase creativa, riducendo i costi e i tempi di realizzazione e migliorando i processi di comunicazione. Come si può innovare l’architettura del paesaggio?
A discuterne con Giovanni Dalla Bona, di Imparafacile, ci sono: Maria Cristina Rodeschini, direttrice dell’Accademia di Belle Arti Carrara Bergamo, Alberto Attanasio, electronic bioengineer, Giuliana Guazzaroni, Augmented & Virtual Reality Developer e altri relatori... L'incontro si è svolto sabato 9 settembre dalle ore 16:00 alle ore 19:00 – Sala Conferenze di Casa Suardi – Piazza Vecchia, Bergamo nell'ambito della manifestazione: "I maestri del paesaggio".
Realtà aumentata e realtà virtuale: innovazione, coinvolgimento e utilità per...Ministry of Education
Grazie agli sviluppi tecnologici, la realtà virtuale e la realtà aumentata avranno in breve un impatto enorme su ogni azienda. Il workshop presenta i numerosi campi di applicazione della realtà aumentata e virtuale, con esempi di pratiche in ambiti diversi (acquisti online, settore immobiliare, agenzie viaggio-hotel, medicina, riparazioni, giardinaggio, pubblicità, food & beverage ecc.). Gli incontri, promossi dal Comitato per la Promozione dell’Imprenditorialità Femminile, sono realizzati da Bergamo Sviluppo in collaborazione con il sistema associativo locale. I seminari si terranno nelle Sale del POINT di Dalmine in orario 15-18, sono rivolti, oltre che a imprenditori e aspiranti imprenditori, a tutti gli interessati. La partecipazione è GRATUITA, previa iscrizione online (posti disponibili: 40-60).
L'intervento di Giuliana Guazzaroni al convegno Creatività e
matematica, Realtà aumentata e apprendimento [Sala Convegni Abbazia di Chiaravalle di Fiastra – Sabato 31 ottobre 2015, ore 15.00]
Da: Strumenti per la didattica della matematica, Ricerche, esperienze, buone pratiche, a cura di Luciana Salvucci, Franco Angeli, 2015
Guazzaroni, G. (2015, September). Realtà aumentata un’opportunità di apprendimento. In L. Salvucci (Ed.) Strumenti per la Didattica della Matematica. Ricerche, esperienze, buone pratiche. Milano, IT: Franco Angeli.
Guazzaroni, G., Aguzzi, E., Lautizi, C. & Settembri, A. (2015, September). Convinzioni ingenue sull’infinito e realtà aumentata nella scuola dell’infanzia. In L. Salvucci (Ed.) Strumenti per la Didattica della Matematica. Ricerche, esperienze, buone pratiche. Milano, IT: Franco Angeli.
Gioco, performance e manipolazioni. La realtà aumentata nelle artiMinistry of Education
Gioco, performance e manipolazioni. La realtà aumentata nelle arti, 9/11/2013.
Arte quantistica, scienza e realtà aumentata: sinergie d’innovazione. PIETRASANTA (Lucca).
Il capo dello Stato Giorgio Napolitano ha donato al gruppo “quARte” la Medaglia del Presidente della Repubblica, quale premio di rappresentanza all’evento “Arte quantistica, scienza e realtà aumentata: sinergie d’innovazione” del 9 novembre 2013 a Pietrasanta (Lucca).
La città si racconta: Realtà aumentata, oggetti comunicativi nuovi e amplific...Ministry of Education
La città si racconta: Realtà aumentata, oggetti comunicativi nuovi e amplificazioni esperienziali a sostegno della smart city, 21-22/03/2014.
La realtà aumentata: dispositivi e tecniche per aumentare l’accoglienza dei luoghi. WELCOMING CITIES / Be Wizard! Palacongressi RIMINI.
Nell’ambito di Be Wizard! Welcoming cities ha proposto un approfondimento formativo su due tematiche inerenti l’accoglienza delle città: vivere la notte e dispositivi e tecniche per la realtà aumentata.
Un esempio di storytelling: La realtà aumentata a scuola, 18/02/2014.
Didattica digitale: quale futuro? Seminario formativo organizzato dall’Istituto Comprensivo di Colmurano e dall’Istituto di Istruzione Superiore “Alberico Gentili” SARNANO (Macerata).
Realtà aumentata, arte e poesia lungo le vie aquilane, 31/01/2014.
Atemporalità e assenza di radicamento ad un luogo. UNIVERSITÀ DEGLI STUDI DI PAVIA (Pavia).
Il simposio, presentato per il IV Congresso Nazionale CKBG (Collaborative Knowledge Building Group) “Tecnologia e leggerezza” e coordinato da Massimo Giuliani (Centro Milanese di Terapia della Famiglia), ha visto alternarsi i seguenti interventi (nell’ordine):
Giulio Mozzi: “Di alcune cose che si possono fare per percepire i luoghi, e del modo in cui l’uso astuto del web può permettere di conservare, condividere, connettere, organizzare, strutturare tali percezioni”;
Giuliana Guazzaroni: “Realtà aumentata, arte e poesia lungo le vie aquilane”;
Luisa Nardecchia e Massimo Giuliani: “Sotto il tetto di una storia. La parola e il legame coi luoghi”.
La valeur ajoutéee de l’enseignement à distance, 20/09/2013.
Conférence finale de restitution. Childhood Links. Mairie du XVIIIème arrondissement. 1, place Jules Joffrin. PARIS. FRANCE.
Le applicazioni della realtà aumentata nelle arti visive e nella poesiaMinistry of Education
Vivere il volontariato culturale a cura dell’International Association for Art and Psychology presieduto dalla psicoanalista Graziella Magherini, scopritrice della Sindrome di Stendhal. GROSSETO, 6.07.2013.
Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e ...Ministry of Education
Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata, dal 31/05 al 2/06/2013.
Arte quantistica e realtà aumentata: verso orizzonti di ben-essere. CASCIANA TERME (Pisa).
Piegare la tecnologia alla creatività. Superfici specchianti, gesti, forme e linguaggi non scontati. Le narrazioni della realtà aumentata, dal 31/05 al 2/06/2013.
Arte quantistica e realtà aumentata: verso orizzonti di ben-essere. CASCIANA TERME (Pisa).
Arte Quantistica & Realtà Aumentata: verso orizzonti di ben-essereMinistry of Education
Quantum Art & Augmented reality: towards horizons of well-being - Arte Quantistica & Realtà Aumentata: verso orizzonti di ben-essere si terrà a Casciana Terme (Pisa) dal 31 maggio al 2 giugno 2013
La realtà aumentata come strumento di interpretazione artisticaMinistry of Education
La realtà aumentata come strumento di interpretazione artistica, workshop del 5/10/2012 presso:
Musei Impresa - FRONTIERE DIGITALI Strategie e opportunità per musei e archivi d'impresa, Verona.
Contenuti:
Introduzione alla realtà aumentata (RA); Principali strumenti per la RA; Campi di applicazione; Usi culturali della RA in ambito museale e archivistico; Casi di studio; Orizzonti futuri.
FUTURE HORIZON OF QUANTUM ART
AND AUGMENTED REALITY
Firenze, December 14th, 2012
Venue c/o sala Pistelli - Province of Florence
via Cavour 1, Firenze - www.palazzo-medici.it
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Generating a custom Ruby SDK for your web service or Rails API using Smithyg2nightmarescribd
Have you ever wanted a Ruby client API to communicate with your web service? Smithy is a protocol-agnostic language for defining services and SDKs. Smithy Ruby is an implementation of Smithy that generates a Ruby SDK using a Smithy model. In this talk, we will explore Smithy and Smithy Ruby to learn how to generate custom feature-rich SDKs that can communicate with any web service, such as a Rails JSON API.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Essentials of Automations: Optimizing FME Workflows with ParametersSafe Software
Are you looking to streamline your workflows and boost your projects’ efficiency? Do you find yourself searching for ways to add flexibility and control over your FME workflows? If so, you’re in the right place.
Join us for an insightful dive into the world of FME parameters, a critical element in optimizing workflow efficiency. This webinar marks the beginning of our three-part “Essentials of Automation” series. This first webinar is designed to equip you with the knowledge and skills to utilize parameters effectively: enhancing the flexibility, maintainability, and user control of your FME projects.
Here’s what you’ll gain:
- Essentials of FME Parameters: Understand the pivotal role of parameters, including Reader/Writer, Transformer, User, and FME Flow categories. Discover how they are the key to unlocking automation and optimization within your workflows.
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Conoscere la realtà aumentata in un contesto innovativo economico e sociale nuovo
1. Conoscere la realtà aumentata
in un contesto innovativo
economico e sociale nuovo
Future Horizon of Quantum Art and Augmented Reality
Florence December 14 2012
Giuliana Guazzaroni
2. parliam
o
di…
A AUGMENTED
is for
R REALITY
is for
Getting to know augmented reality
in a new and innovative economic and social context
3. Mobile
Mobile phones, tablets and
other handheld devices
offer the possibility of
interacting and staying
fluidly connected to the
mobile Internet
4. Mobile Internet
The consequence is that the mobile
Internet may facilitate the development
and the popularity of informal learning
environments
Learning can be activated in
different places
e.g. Home, workplace, playground, library,
museum, natural environment, street etc.
5. Interaction
The increasing number of
smartphones gives people the
opportunity to interact with real
objects, and the possibility to
activate learning processes from a
real situation
6. Mobile Learning
A visit to a
museum using
The boundaries
handheld
between
computer may
learning, gaming,
offer a unique
simulating or role
educational
playing are not
experience as
clearly defined
described in
the trials of
EMMAP
7. Mobile Technology
Recent research indicates the acceptance of
mobile technology in teaching and learning
(Wexler, Brown, Metcalf, Rogers and Wagner,
2008; Saravani and Clayton, 2009)
8. Mobile Technology
The use of mobile technology for learning has
established the legitimacy of “nomadic”
learners
(Alexander, 2004)
9. Mobile Technology
Especially, teenagers and young adults have
adopted a new mobile culture and have been
identified as “archetypal mobile superusers”
(Ling, 2004)
Mobile is a social instrument allowing people to
stay permanently connected to the network.
(Bressler, 2006)
10. A come Augmented
R come Reality
= AR
a
ntat
A ume
Re altà
(RA)
Foto: L’Aquila, 30.6.2012 Apertura percorso
“Poesia di strada in RA”
La realtà aumentata integra informazioni sintetiche sensoriali con
la percezione che l'utente ha dell'ambiente in cui si trova (un
ambiente reale con oggetti con cui l'utente interagisce). Il risultato
è una sovrapposizione di livelli informativi differenti che si
integrano all'esperienza reale degli oggetti
Getting to know augmented reality
in a new and innovative economic and social context
11. Getting to know augmented reality
in a new and innovative economic and social context
12. Che cos’è oggi
E cosa sarà domani la realtà
aumentata
In estrema sintesi la realtà aumentata è una reinvenzione della
realtà che utilizza una combinazione di tecnologie d’avanguardia:
sensori in primis, ma anche tutte le possibilità crescenti offerte
dai nuovi dispositivi mobili come nuova intelligenza applicativa e
una connettività al Web a tutto campo
Getting to know augmented reality
in a new and innovative economic and social context
13. GLI OCCHIALI DI GOOGLE:
UNO SGUARDO SUL FUTURO
Ecco come si vedrà la realtà quotidiana con
indosso i Project Glass di Google.
Il video: http://youtu.be/EZOmlKoTkUA NEW YORK, 10 SET ‘12 – I Google
Glass non sono più un sogno virtuale.
L’accessorio Li abbiamo visti sfilare sulle passerelle
sarà in vend della settimana della moda di New
ita negli
Stati Uniti York
a partire dal
2013
Si tratta di occhiali senza lenti, ma con telecamera, microfono e cuffie integrate
che amplificano la realtà. La parte superiore della lente destra presenta un
micro-display, su cui appaiono le informazioni relative alla realtà che ci
circonda Fonte: Il Messagero.it
Getting to know augmented reality
in a new and innovative economic and social context
14. Fonte: Il Messagero.it
Getting to know augmented reality
in a new and innovative economic and social context
15. Principali strumenti per la
RA
Getting to know augmented reality
in a new and innovative economic and social context
16. ..fino a poco tempo
fa per accrescere la
realtà si usavano Hardware pe
principalmente
caschetti, guanti
r la realtà
dotati di sensori, aumentata
dispositivi con lenti
speciali, proiettori..
..finché una gene
razione nuova di
smart, da tenere oggetti
nelle nostre tasc
diffonde… he, si
..cellulari o tablet di ultima generazione sono piuttosto diffusi
e permettono connessioni con elementi creati ad hoc e
inseriti nell’ambiente reale: la città, la scuola, il museo,
l’archivio..
Il fine è offrire servizi di varia natura che siano adeguati a
differenti tipologie di fruitori (cittadini, turisti, studenti..)
Getting to know augmented reality
in a new and innovative economic and social context
17. dall’hardwa
r e al
software pe
r la
realtà aume
ntata
Una volta che ci si è dotati di un cellulare o di un tablet di
ultima generazione (generalmente con sistema operativo
Android oppure iOS) basterà andare in Google Play o nell’App
Store e osservare quante applicazioni ci sono per catturare la
realtà aumentata!
Non tutte saranno valide, bisognerà testarle per capire se sono adatte o
meno alle nostre esigenze di utente esigente..
Getting to know augmented reality
in a new and innovative economic and social context
18. Browser per
la
realtà aume
ntata Foto: L’Aquila, 30.6.2012
Apertura percorso “Poesia di
strada in RA”
Per andare a rilevare, a scoprire, gli oggetti sintetici
(file di testo, immagini, video..) che si
sovrappongono alla realtà reale, è necessaria,
innanzitutto, un’applicazione specifica (un browser)
per smartphone, iPhone, tablet, iPad..
Getting to know augmented reality
in a new and innovative economic and social context
19. Aurasma (www.aurasma.com):
principali
Uno dei principali browser per la RA
e il riconoscimento delle immagini, browser
ha un’interfaccia friendly per la
realtà
aumentata
Acrossair (www.acrossair.com): uno dei primi browser per la RA
Layar (www.layar.com): Altro browser molto conosciuto e
in rapido sviluppo dal punto di vista dell’offerta di servizi innovativi
per i propri utenti
Mixare (www.mixare.org):
Junaio (www.junaio.com): Innovativo e ha la caratteristica di essere
affidabile anche Junaio è apprezzato da un open source
affezionato bacino d’utenza
Getting to know augmented reality
in a new and innovative economic and social context
20. Campi di
applicazione
Getting to know augmented reality
in a new and innovative economic and social context
21. Innumerevo
l i..
..come innumerevoli sono gli usi che possiamo fare del Web..
dei mondi virtuali.. dei modi di abitare la rete e di fare rete.
Unica differenza è che la realtà aumentata prova a uscire dai
desktop, dalle scrivania, dagli schermi e si piazza negli spazi
aperti, negli interni, nei supporti cartacei, negli oggetti di
design..e, più in generale, ovunque si possa iniziare a
immaginare..
Getting to know augmented reality
in a new and innovative economic and social context
22. Getting to know augmented reality
in a new and innovative economic and social context
23. Getting to know augmented reality
in a new and innovative economic and social context
24. Getting to know augmented reality
in a new and innovative economic and social context
25. Getting to know augmented reality
in a new and innovative economic and social context
27. Mobile and ubiquitous Learning
Smartphones and tablets are important for
learning, but mobile and ubiquitous learning is
more than just using mobile facilities to learn.
Mobile Learning is rather
referred to the MOBILITY
of learner
28. Mobile and Ubiquitous
Mobile learning is characterized by a change in
learning scenarios
The facility of communication with
tutors and peers offers the opportunity
to design interactive and social
activities to engage students in a real-
world learning path.
31. Experiments
The experim
ents of m
ubiquitous le obile and
arning in mus
other places eums and in
of interest a
develop a re aimed to
mobile and
learning en ubiquitous
vironment u
objects, broa sing smart
dcasting and
reality (AR) augmented
32. Emotions
Brain resear
ch has poin
emotions in l ted out the
earning.. role of
Damasio (2010) uses the term emotion to
refer to internal changes in body state (e.g.
chemical, visceral, muscular) and resulting
changes in the nervous system. Emotions
are not conscious. Emotions can be
induced, for example by the sight of an
object into a museum. They can create
feelings, which supply the stimulus for
action.
33. Mirror neuro
ns .. Emotions
Mirror neurons allow people to interpret the minds of
others not through logical thinking but through direct
simulation, by feeling and not by thinking. Mirror neurons
unveil how students learn and why groups of people
respond to certain sports, dance, music and art (Rizzolatti
and M. Fabbri-Destro, 2008).
If a learner observes an archaeological find (e.g. Shin-
guard) he/she can experience the action behind it and,
consequently, learn how the object was effectively used.
The student can be empathetic engaged by a find and
he/she can amplify his/her own cultural experience of the
past.
34. Sentimental dimension
A sentimental dimension should be cultivated in young students.
In fact, today’s learners are subjected to a large amount of
stimuli (e.g. School, television, sports, different baby-sitters etc.)
in the absence of an authentic communication with adults.
When stimuli are excessive, compared to the capacity of
elaborating them, the young person tends to suppress the
sentimental dimension and consequently intelligence riskily
evolves without the anchor of sense (Galimberti, 2009).
35. Personalization of learning using the “Multiple Intelligences”
theory and “Five Minds for the Future”
Gardner's Multiple Intelligences (2004)
36. Personalization of learning using the “Multiple Intelligences”
theory and “Five Minds for the Future”
In Five Minds for the Future (2006), Gardner outlines the cognitive abilities that
will be cultivated by future leaders as follows:
a. The Disciplinary Mind: The mastery of science, mathematics, and history,
and of at least one professional expertise;
b. The Synthesizing Mind: The ability to put together ideas from different
disciplines;
c. The Creating Mind: The capacity to find out and explain new problems,
questions and phenomena;
d. The Respectful Mind: awareness of differences among human beings and
human groups and the consequent appreciation for them;
e. The Ethical Mind: Awareness of personal responsibilities as a worker and as
a citizen.
37. Emotional mapping
When students are immersed in a real environment, the
emotional map can offer the possibility to better understand
how different people have interpreted the location trough their
creations (e.g. Stories, draws, recorded interviews etc.).
In the trials, the emotional map is created by the objects left in
the location by the visitors. Thus, users are encouraged to use
their Creative mind and produce, for example, narratives,
drawings, interviews or reports in order to reinvent the map of
the real location.
38. Gamification
Recreational and educational activities can take
place in formal contexts, such as school, or in
informal settings, such as a museum, a park or a
city.
The elements that make a game intriguing
or challenging can be applied to situations
that do not belong to the sphere of gaming.
Gamification is the term that expresses the
processes of Game Design used in areas not
previously involved in the dynamics of
gaming.
39. The 7E learning cycle model and the 5 Step model
In imple
m
or histo enting the rea
ric l ex
and Li al interest, the perience in a
n, 7 m
(2000)a 2008; Guazz E learning cy useum or in a
re cruci a c n
al to bu roni and Leo le (Eisenkraft, other place of
ild a su cu
ccessfu , 2011) and 2003; H
uang, L ltural
l experi Salmon iu, Gra
ence 's 5 s
tep mo f
del
1. Elicit: The teacher/facilitator prepares technologies
and materials alone, there is no need of scaffolding;
2. Engage: The teacher/facilitator explains the
experience to the students. This phase corresponds to
the first step in Salmon's model (2000);
3. Explore: Students start reading POIs while exploring
the location; during this phase (second step in
Salmon's model, 2000) the facilitator has to help
students to positively interact and familiarizing with
technology and artefacts;
40. The 7E learning cycle model and the 5 Step model
4. Explain: Groups start an active interaction with real learning objects. Groups
create contents for future visitors and discuss collected data to create their
emotional map of the place; during this phase (third step in Salmon's model,
2000) the facilitator can help students to get information from real learning
objects (e.g. Artefacts, information panels etc.);
5. Elaborate: Each group develops the final version of their content to be left in the
location; during this phase (fourth step in Salmon's model, 2000) the facilitator
assists knowledge construction processes;
6. Extend: Students collect additional learning content; during this phase (fifth step
in Salmon's model, 2000) the facilitator can help students providing additional
material);
7. Evaluate: The teacher/facilitator brings together useful information to evaluate
the participants’ learning achievement; there is no need of scaffolding.
42. Experimentations
EMMAP was trialled at:
•“Museo della Carrozza” Palazzo Buonaccorsi, Via Don
Giovanni Minzoni 24, Macerata
•“Museo Civico Archeologico Giuseppe Moretti”, Castello al
Monte, San Severino Marche (MC)
•Antiche Mura” & “Borgo Ficana” Macerata
•“Zona Rossa” in L’Aquila
43. Museo della Carrozza
EMMAP was trialled at the Macerata
Carriage Museum on June 2011
The museum is characterized by two main
themes:
1.The narrative motif based on the
relationship between carriages and the
territory;
2.The technical motif based on the
mechanical development documented by
the collection.
44. Participants
A group of students, in their twenties,
participated in the research
They were all 3rd year students of Accademia
di Belle Arti
Moreover, they were all enrolled in a course
called: “Net Art”, where useful technologies
are creatively used
45. Museo della Carrozza / Evaluation
In the final evaluation test, most of the pupils declared they
had connection problems in the museum basement rooms
(80%)
The didactic benefits, revealed by the evaluation, were the following:
•Social benefits: most of the participants felt that working in groups had
improved their attitude to listening to their peers (70%); most of them said that
everybody in the group had contributed to the construction of group knowledge
(80%); but, they only moderately improved their awareness and respect for their
peers (80%)
•Creative thinking benefits: Most of the participants said that they improved
their creative thinking during the experience (80%); the richness of different
multimedia materials in the museum improved creative thinking (80%); moreover,
they all agreed that the possibility to tell a story, and to leave it in the museum for
future visitors, stimulated their creative mind (100%)
•Techno-didactic benefits: All the students said that the use of technologies
reinforced social participation and fostered group work; technology promoted a
dialogue with future visitors (80%), and it improved the interest in artefacts
(100%).
46. Museo della Carrozza /
Evaluation
The didactic benefits, revealed by the evaluation, were the following:
•Emotional benefits: Most of the participants said that the museum paths
fostered the creation of an emotional bond with the location (80%); they believed
that paths activated an “emotional dimension” with objects and people related to
the past, present and future of the Carriage Museum (80%); they said that a
“sentimental dimension” was fostered by the storytelling activity (80%)
In the comments, four participants suggested improving the Wi-Fi connection in
the museum basement; one said that QR codes should have been available near
artefacts, and not on a map.
The majority of them would have recommended EMMAP paths to other visitors
(80%)
47. Implementation of a mobile and ubiquitous learning experience at the
“Museo Civico Archeologico Giuseppe Moretti”
EMMAP was tested at the Archaeological Museum with 115 students
attending the first classes of the Istituto Tecnico Industriale Statale
(ITIS) “Eustachio Divini” of San Severino Marche
The study involved 115 teenagers (11 girls and 105 boys) aged from
13 to 16 (8 students were 13; 96 students were 14; 8 students were
15; 3 students were 16)
Castello di San Severino Marche Museo Archeologico
49. LOW
Evaluation HIGH
In the expectation questionnaire, most of them
declared familiarity with technologies (93%).
74% said they also made use of the mobile AVERAGE
Internet; within these users a 32% said they
connected to the mobile Internet very often. Percentage of Internet mobile usage
A few participants reported knowing and
currently use QR-Code (38%), the remaining
part declared curiosity about it, but they had
never seen or read it before (62%).
Most of the teens considered themselves to
be ready for a mobile and ubiquitous learning
experience (80%).
50. After the trial, the participants completed a questionnaire to evaluate the satisfaction.
The questionnaire was negotiated between the different stakeholders in order to
evaluate the quality of the experience.
It was divided into three parts:
1.Organization area
2.Content area
3.General evaluation
1. Organizational Area
60
50,9
50 45,2
37,4 38,9
40 Very low
30,1 Low
Average
30 23,9
22,8 High
20,2 Very high
20 13,9
10 4,4 2,7 4,4
0,9 2,6 1,8
0
Punctuality of information Accurate timing Quality of the activity
51. 2. Content Area
49,1
50
45 39,5 39,1
40
35 Very low
28,9 28,7 28,1
30 Low
23,7 Average
25
High
17,4
20 Very high
11,3 12,3
15
10 6,1 6,1
3,5 4,4
5 1,8
0
Topics/games Personal Motivation New cultural stimuli
52. 2.1 Technological difficulties
with mobile and ubiquitous learning
40 36,3
35
Very low
30 Low
22,1 Average
25
High
20 14,2 14,2 Very high
13,3
15
10
5
0
Technological difficulties
53. 3. General evaluation of the visit
45 41,7
40
32,5 32,5
35
26,1 Very low
30
Low
25 20,2 Average
18,3 High
20
Very high
15 10,4 9,6
10 5,3
3,5
5
0
Adequacy to expectations Learning needs
54. 3.1 General evaluation
40 35,7 36 36,5
34,2
35 31,6
28,7
30 27,2
25,9
23,2 Very low
25 21,1 21,1 Low
Average
20
High
15 11,6 11,4 12,2 Very high
11,3 11,3
8,8
10 6,1
3,6 2,6
5
0
Listening attitude Creativity Technology appeal Emotion
55. The general results of the evaluation reveal
positive outcomes relating to:
1.Strengthening the awareness that mobile phones should be
considered as new cultural resources that work within an
individualized, mobile and convergent mass communication
(Cook, Pachler and Bachmail, 2011);
2.The possibility offered by mobile phones to attract teens and
consequently to shorten the distance between young people
and heritage;
3.The possibility for the learner to use different multimedia
materials, while interacting with peers in a social co-
construction of meaning and improving a listening attitude;
4.The possibility for the student to experience active learning in
an informal environment, such as a museum;
56. The general results of the evaluation reveal
positive outcomes relating to:
5.The developing of “The Creating Mind”, a key attitude for the
future (Gardner, 2006);
6.The development of different forms of intelligences, according
to the theory of Multiple Intelligences (Gardner, 2004);
7.The development of an “emotional dimension” in young
learners (Galimberti, 2009);
8.The production of different stories and drawings that remain
available for future interactions and leaves emotional traces in
the museum;
9.The possibility to create an emotional map using students’
traces for future visitors.
57. Augmented reality in Macerata
During the Macerata Ospitale Art Festival 2011,
an augmented reality experience was
implemented all around the ancient Mediaeval
walls of Macerata.
Sixty of the most significant works of “Street
Poetry”, a poetry prize, were prepared all along
the perimeter of the city walls
58. Evaluation
Most of the participants declared themselves to
be familiar with technology (80%). Half of the
visitors said they did not use Internet in their
mobile phones; other users declared making
some use of mobile Internet (40%); others said to
connect in mobility frequently (10%). Most of the
participants affirmed that they did not know
augmented reality facilities (80%) and only a few
admitted knowing something about it (20%).
Nobody was familiar with augmented reality
applications (0%)
59. The idea beh
ind AR was n
needed a d ot clear to th
emonstration e group of w
Nevertheless of how to alkers and co
, most of th use Layar nsequently th
augmented re e participants and other A ey
ality (60%), th considered th R applicatio
to use AR fac e remaining p emselves re ns.
ilities (40%). art declared th ady to use
At the end o ey needed m
f the tour, th ore expertise
path could im e absolute m
prove the en ajority declare
hand, one be gagement of d that an au
lieved that AR visitors and gmented rea
Most of the v could not imp tourists (90% lity
isitors said th rove people's ); on the oth
(80%); the re ey did not ha interest in the er
maining part ve technolog visit (10%).
(20%). One reported hav ical problems
declared tha ing some diffi during the wa
inadequate fo t the iPhon culty with mo lk
r tours. Howe e and sma bile technolo
and would ha ver, most of rtphone sma gy
ve promoted the participan ll-screens ar
remaining pa the walks aro ts said they e e
rt of the gro und the walls njoyed the vis
benefits durin up professed to other peop it
g a visit (10% uncertainty a le (90%). The
After the wa ). bout AR fac
lk, one youn ilities and its
artefacts with g man report
AR. This is a ed having so
objects. question due me difficulty
to the GPS o localizing vir
utdoor positio tual
ning of virtua
l
60. Poesia di strada in RA arriva a L’Aquila
Promuovere una mostra d’arte contemporanea in realtà
aumentata a partire da giugno 2012
Creare un’esperienza cittadina di fruizione multisensoriale di
opere d’arte virtuali visualizzabili attraverso applicazioni per
la realtà aumentata. Le opere andranno ad arricchire, in
forma permanente, le strade centrali del capoluogo con
elementi d’arte virtuale e poesia.
La zona prescelta, da giugno 2012, è marcata da oggetti
artistici che lì resteranno in realtà aumentata quale memoria
emozionale collettiva.
Getting to know augmented reality
in a new and innovative economic and social context
61. Non dovete
assolutamente perdervi
Foto: L’Aquila, 22.9.2012 Workshop sulla d’animo, ma continuare
realtà aumentata con gli ambasciatori a essere sempre vigili e
eTwinning pronti
Winston Churchill
ART DI SMART, STRATEGIE DI MOBILE MARKETING NELL'ERA
62. L’esperienza è stata
monitorata e ha
rilevato un alto livello
di gradimento (93,3%).
I benefici evidenziati
sono relativi allo
sviluppo di un legame
emozionale con il
luogo; l’attitudine
all’ascolto;
l’alta rilevanza
culturale e formativa
dell’esperienza ecc.
I risultati saranno resi
noti in un lavoro di
ricerca che verrà
pubblicato nel 2013
per IGI Global. Foto: L’Aquila, 22.9.2012 Workshop sulla
realtà aumentata con gli ambasciatori
eTwinning
Getting to know augmented reality
in a new and innovative economic and social context
63. Foto: L’Aquila, 22.9.2012 Workshop sulla realtà aumentata con gli ambasciatori eTwinning
Getting to know augmented reality
in a new and innovative economic and social context
64. Pubblicazioni
G. Guazzaroni, Emotional Mapping of the Archaeologist Game.
Computers in Human Behavior – Elsevier Journal, July 2012a
G. Guazzaroni, Experiential Mapping of Museum Augmented Places -
Using Mobile Devices for Learning. LAP - Saarbrücken, Germany, May
2012b.
Guazzaroni, G., Emotional Mapping of Museum Augmented Places. In
Mobile learning. Esperienze e riflessioni “made in Italy”, a cura di
Michelle Pieri. Collana: Quaderni di Qwerty - Progedit, Bari, 2012c.
G. Guazzaroni and T. Leo, Emotional Mapping of a Place of Interest
Using Mobile Devices
nuove pubblicazioni…..
www.giulianaguazzaroni.net
Getting to know augmented reality
in a new and innovative economic and social context
65. Il contributo dell’arte all’eco-
economia attraverso la RA
Getting to know augmented reality
in a new and innovative economic and social context
66. A
i in R
izion
Espos
Nell’immagine realtà aumentata lungo le mura di Macerata, visualizzazione di un’opera di
Hernàn Chavar per Poesia di Strada
Esperienze positive di
interpretazione artistica realizzate
Esperienze di marketing territoriale
attraverso la realtà aumentata e gli
smart objects
Getting to know augmented reality
in a new and innovative economic and social context
67. Opinioni
“C’è stato un tempo in cui arte e tecnologia
sembravano ai poli opposti della cultura. Da qualche
anno le cose sono molto cambiate. Non stiamo
parlando delle arti digitali, ma di come sia cambiata
l’esperienza di fruizione”
Laura Zanotti, Caporedattore di The Biz Loft,
in Arte e tecnologia: sì, ma come cambiano i tempi!
http://thebizloft.com/content/arte-e-tecnologia-si-ma-come-cambiano-i-tempi
Getting to know augmented reality
in a new and innovative economic and social context
68. L’ARTE
FRUIZIONE DEL
ESPE RIENZE DI
La nostra esperienza di fruizione della realtà sta cambiando.
Abbiamo molteplici opzioni di scelta in tempo reale grazie a
tecnologie “smart” sempre più pervasive e collegate ai
movimenti del nostro corpo
Getting to know augmented reality
in a new and innovative economic and social context
69. Effetto WOW!!!
Getting to know augmented reality
in a new and innovative economic and social context
70. Saper entusiasmare sì..
Saper creare esperienze significative e non
disorientanti
Gli ogg I luogh
etti rac i si an
contan
o... imano
sì…
ni si
Le esposizio menti
di ele
arricchiscono
virtuali re
onsiglia
ti sanno c
Iprodot i fruitori
Getting to know augmented reality
in a new and innovative economic and social context
71. Che cosa ha significato per il
territorio?
Getting to know augmented reality
in a new and innovative economic and social context
72. Effetto WOW o meno il territorio si fa
conoscere…..
…..come? attraverso arte e tecnologia
Viene aperta una strada verso opportunità
precedentemente non considerate come strategiche
73. La combinazione tra arte e realtà aumentata ha il
potenziale di generare un nuovo tipo di
comunicazione culturale che è un driver di
sviluppo finalizzato a realizzare un nuovo
scenario di marketing artistico promozionale in
relazione a un ampio spettro di produzioni e di
mercato
Getting to know augmented reality
in a new and innovative economic and social context
74. si possono sviluppare nuovi
modi e metodi di
commercializzazione e
comunicazione aziendale
attraverso l’uso di
dispositivi mobili con
molteplicità di applicazioni
artistiche
Un'installazione a metà fra arte e neuroscienza, l'opera di Carlo
De Mattia e Claud Hesse:
Big Conscience per ADAM Accademia
Getting to know augmented reality
in a new and innovative economic and social context
75. Future
directio
n s
Orizzonti futuri
Getting to know augmented reality
in a new and innovative economic and social context
76. In the very near future mobile and ubiquitous facilities will play a
more and more important role in heritage, art galleries and
education.
Mobile strategies will include education and interpretation.
Consequently, more and more museums will adopt new
interpreting strategies including mobile and ubiquitous learning, in
addition with multisensory augmented experiences.
77. Un utilizzo sistematico e metodologicamente corretto delle svariate forme di realtà
aumentata è quanto di più auspicabile si possa sviluppare nella costruzione di smart
city
All’interno della città, in un futuro ormai prossimo, reti di cittadini consapevoli
saranno in grado di fruire diversi piani di realtà per soddisfare esigenze multiformi e
appropriate a comunità multiculturali e a situazioni di plurilinguismo?
La città smart saprà offrire narrazioni differenti costruite sapientemente per venire
incontro alle molteplici esigenze artistiche, culturali e linguistiche (quantistiche)?
Sarà come reinventare di volta in volta un’offerta artistica complessa che vive e si
trasforma attraverso le interazioni, anche emozionali, delle persone che la vivono?
Getting to know augmented reality
in a new and innovative economic and social context
78. Acknowledgements
For EMMAP trials, I wish to thank the I wish to thank Professor
Soprintendenza per i Beni Archeologici delle Tommaso Leo for being my
Marche. I wish to express thanks to Comune supervisor, for his guidance, for
di San Severino Marche. I also wish to his brilliant advice
express sincere thanks to Istituto Tecnico
Industriale Statale “Eustachio Divini”.
I also thank my PhD
I wish to thank Istituzione Macerata Cultura colleagues
Biblioteca e Musei
I also wish to express sincere thanks to
Licenze Poetiche and ADAM Accademia I wish to thank Comune di
delle Arti Macerata L’Aquila, L’Aquila eMotion, Noi,
L’Aquila and eTwinning Italia for
the experiences in L’Aquila
Source of images: http://www.dreamstime.com/free-photos
79. Questions
and
Answers
The contents of this presentation are under a Licence Creative Commons 3.0 (except for
Dreamstime images and images related to specific software)
If not specified, the source of images is: http://www.dreamstime.com/free-photos
Getting to know augmented reality
in a new and innovative economic and social context
80. Grazie dell’attenzione!
contatti
Giuliana Guazzaroni
Dottore di Ricerca in eLearning
Specialista in Realtà Aumentata e Mobile
Learning
cell: (+39) 333 2042483
web-blog: www.giulianaguazzaroni.net
twitter:@elearningoddess
mail: info@giulianaguazzaroni.net
Getting to know augmented reality
in a new and innovative economic and social context
Editor's Notes
Sociologo francese Maffesoli ci parla delle nuove tribù, mentre sempre in ambito francese un ricercatore di origine italiana Griziotti parla dell ’ importanza del Bioipermedia..
----- Note riunione (17/10/12 18:25) ----- accrescere la realtà con informazioni aggiuntive, di tipo sintetico
Significherà superare l ’ utilizzo di strumenti come tablet e netbook?
Il caos informativo
----- Note riunione (17/10/12 18:25) ----- Per scoprire la realtà aumentata annidata negli oggetti o nell'ambiente naturale
Caratteristica di molti di questi browser è quella di presentare due lati. Un lato per l ’ utente finale che fruisce i contenuti e un lato per gli sviluppatori e programmatori.
Esposizioni multisensoriali
Interni ed esterni
Locandine e manifesti possono presentare elementi di realtà accresciuta
Monumenti e luoghi di interesse
ricercatori guidati da Maria Alessandra Umiltà e Vittorio Gallese - scopritore, insieme a Giacomo Rizzolatti, Leonardo Fogassi e Luciano Fadiga dei neuroni specchio - con David Freedberg, storico dell'arte alla Columbia University di New York, hanno osservato una risposta motoria specifica nel cervello di chi osserva un'opera statica, astratta, anche se in questa non è presente alcuna rappresentazione di corpo in movimento. Del resto, è già stato dimostrato che la visione non è solo confinata all'attivazione delle parti visive del cervello, ma coinvolge anche le regioni cerebrali coinvolte nel movimento, nelle sensazioni tattili e nelle risposte emozionali..(8dicembre-la repubblica)
----- Note riunione (18/10/12 17:17) ----- presentazione di come sono nate queste esperienze
Esempio della promozione dell’ultima raccolta musicale dei Rolling Stones GRRR – Gorilla in RA