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Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred around textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of 'presence' naturally is allowing for more complex social interactions and(More)
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment(More)
A complete tool chain starting with stereo photogrammetry based digitization of artefacts, their refinement, collection and management with other multimedia data, and visualization using virtual and augmented reality is presented. Our system provides a one-stop-solution for museums to create, manage and present both content and context for virtual(More)
Cultural institutions, such as museums are particularly interested in making their collections accessible to people with physical disabilities. New technologies, such as Web3D and augmented reality (AR) can aid museums to respond to this challenge by building virtual museums accessible over the Internet or through kiosks located in accessible places within(More)
This paper discusses four research projects currently running in the Centre for VLSI and Computer Graphics. These projects exploit a variety of state-of-the-art technologies, such as photogrammetry, 3D modeling, augmented and virtual reality, and multimedia applied to the educational and cultural heritage domains, while ensuring interoperability through the(More)
This paper presents the preliminary results of a research project aimed at exploring the perceived sense of presence incorporated in diverse technologies used in Virtual Museums. It initially presents the selection criteria and the five museum websites involved in the analysis. Then, it describes the evaluation process, in which a group of subjects explored(More)
This paper presents the results of a usability evaluation of the NeuroSky's MindBuilder –EM (MB). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumer-oriented BCI has appeared for the video game industry. The MB, a headset(More)
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment(More)