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Sökning: WFRF:(Romero Mario 1973 )

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1.
  • Anderson, E F, et al. (författare)
  • Preserving and presenting cultural heritage using off-the-shelf software
  • 2020
  • Ingår i: Springer Series on Cultural Computing. - The National Centre for Computer Animation, Bournemouth University, Poole, United Kingdom : Springer. ; , s. 423-444
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • The preservation and presentation of cultural heritage (CH) encompasses many domains and disciplines and ranges from tangible CH, traditionally taking the form of museum exhibits and historical sites that are open to the public to intangible CH, focussing on human and societal aspects of CH, as opposed to physical artefacts. The use of computer graphics (CG) and related techniques such as interactive virtual environments since the 1990s has had a profound impact on the presentation of and public engagement with CH, allowing virtual reconstruction of archaeological/historical sites as well as the virtual (re-)construction of culturally and historically relevant artefacts. These are frequently implemented using bespoke or proprietary systems, often explicitly created with a CH application in mind, which may require specialist expertise or significant investment. There exist, however, alternative approaches that can simplify and improve the uptake of CG for CH. In this chapter we discuss how off-the-shelf CG systems such as developer and artists’ tools for the entertainment industries, which are comparatively inexpensive, usually provide open developer licenses, and sometimes are even available free of charge, or affordable consumer-level hardware, can be used for the preservation and presentation of tangible and intangible CH, the application of which we illustrate with a set of case studies. 
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2.
  • Aronsson, Sanna, et al. (författare)
  • Supporting after action review in simulator mission training : Co-creating visualization concepts for training of fast-jet fighter pilots
  • 2019
  • Ingår i: The Journal of Defence Modeling and Simulation. - : Sage Publications. - 1548-5129 .- 1557-380X. ; 16:3, s. 219-231
  • Tidskriftsartikel (refereegranskat)abstract
    • This article presents the design and evaluation of visualization concepts supporting After Action Review (AAR) in simulator mission training of fast-jet fighter pilots. The visualization concepts were designed based on three key characteristics of representations: re-representation, graphical constraining, and computational offloading. The visualization concepts represent combined parameters of missile launch and threat range, the former meant to elicit discussions about the prerequisites for launching missiles, and the latter to present details of what threats a certain aircraft is facing at a specific moment. The visualization concepts were designed to: 1) perceptually and cognitively offload mental workload from participants in support of determining relevant situations to discuss; 2) re-represent parameters in a format that facilitates reading-off of crucial information; and 3) graphically constrain plausible interpretations. Through a series of workshop iterations, two visualization concepts were developed and evaluated with 11 pilots and instructors. All pilots were unanimous in their opinion that the visualization concepts should be implemented as part of the AAR. Offloading, in terms of finding interesting events in the dynamic and unique training sessions, was the most important guiding concept, while re-representation and graphical constraining enabled a more structured and grounded collaboration during the AAR.
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3.
  • Berrada, Dounia, et al. (författare)
  • Automatic Administration of the Get Up and Go Test
  • 2007
  • Ingår i: HealthNet'07. - New York, NY, USA : ACM Digital Library. ; , s. 73-75
  • Konferensbidrag (refereegranskat)abstract
    • In-home monitoring using sensors has the potential to improve the life of elderly and chronically ill persons, assist their family and friends in supervising their status, and provide early warning signs to the person's clinicians. The Get Up and Go test is a clinical test used to assess the balance and gait of a patient. We propose a way to automatically apply an abbreviated version of this test to patients in their residence using video data without body-worn sensors or markers.
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4.
  • Biørn-Hansen, Aksel, et al. (författare)
  • Exploring the Problem Space of CO2 Emission Reductions from Academic Flying
  • 2021
  • Ingår i: Sustainability. - : MDPI AG. - 2071-1050. ; 13:21, s. 12206-12206
  • Tidskriftsartikel (refereegranskat)abstract
    • CO2 emissions from aviation have been predicted to increase over the coming decades. Within the academic world, flying is often perceived to be a necessary prerequisite to being a successful researcher. Many Swedish universities have ambitious climate goals, but are simultaneously among the top emitters in the public sector. Reaching stated climate goals could feasibly be met through a combination of measures, including decreased flying. One way to address the challenge is to support behavioural interventions with the help of interactive visualizations of CO2 emissions from flying. Those few examples that exist in the research literature are generally directed towards management and are less applicable to universities, given the large autonomy researchers enjoy and their discretionary control of research project funds. This paper uses a design-oriented research approach to present an analysis of the problem space at the intersection of interactive visualizations using air travel data to reduce CO2 emissions from business air travel at our own university, KTH Royal Institute of Technology. Through a number of design experiments, evaluations and investigations, we have unearthed needs, challenges and opportunities for the creation of visualization tools to support more sustainable travel practices at universities and in other knowledge-intensive organisations.
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5.
  • Buvari, Sebastian, et al. (författare)
  • A student-centered learning analytics dashboard towards course goal achievement in STEM education
  • 2023
  • Ingår i: Responsive and Sustainable Educational Futures. - : Springer Nature. ; , s. 698-704
  • Konferensbidrag (refereegranskat)abstract
    • Online learning has become an everyday form of learning for many students across different disciplines, including STEM subjects in the setting of higher education. Studying in these settings requires students to self-regulate their learning to a higher degree as compared to campus-based education. A vital aspect of self-regulated learning is the application of goal-setting strategies. Universities act to support students’ goal-setting through the achievement of course learning outcomes, which work both as a promise and metric of academic achievement. However, a lack of clear integration between course activities and course learning outcomes leaves a dissonance between students’ study efforts and the course progress. This demo study presents a student-centered learning analytics dashboard aimed at assisting students in their achievement of course learning goals in the setting of STEM higher education. The dashboard was designed using a design science methodological approach. Thirty-seven students have contributed to its development and evaluation during different stages of the design process, including the conceptual iterative design and prototyping. The preliminary results show that students found the tool to be easy to use and useful for the achievement of the course goals.
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6.
  • Buwaider, Ali, et al. (författare)
  • Extended reality in cranial and spinal neurosurgery – a bibliometric analysis
  • 2024
  • Ingår i: Acta Neurochirurgica. - : Springer Nature. - 0001-6268 .- 0942-0940. ; 166:1
  • Forskningsöversikt (refereegranskat)abstract
    • Purpose: This bibliometric analysis of the top 100 cited articles on extended reality (XR) in neurosurgery aimed to reveal trends in this research field. Gender differences in authorship and global distribution of the most-cited articles were also addressed. Methods: A Web of Science electronic database search was conducted. The top 100 most-cited articles related to the scope of this review were retrieved and analyzed for trends in publications, journal characteristics, authorship, global distribution, study design, and focus areas. After a brief description of the top 100 publications, a comparative analysis between spinal and cranial publications was performed. Results: From 2005, there was a significant increase in spinal neurosurgery publications with a focus on pedicle screw placement. Most articles were original research studies, with an emphasis on augmented reality (AR). In cranial neurosurgery, there was no notable increase in publications. There was an increase in studies assessing both AR and virtual reality (VR) research, with a notable emphasis on VR compared to AR. Education, surgical skills assessment, and surgical planning were more common themes in cranial studies compared to spinal studies. Female authorship was notably low in both groups, with no significant increase over time. The USA and Canada contributed most of the publications in the research field. Conclusions: Research regarding the use of XR in neurosurgery increased significantly from 2005. Cranial research focused on VR and resident education while spinal research focused on AR and neuronavigation. Female authorship was underrepresented. North America provides most of the high-impact research in this area.
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7.
  • Conde, Javier, et al. (författare)
  • Applying digital twins for the management of information in turnaround event operations in commercial airports
  • 2022
  • Ingår i: Advanced Engineering Informatics. - : Elsevier BV. - 1474-0346 .- 1873-5320. ; 54, s. 101723-
  • Tidskriftsartikel (refereegranskat)abstract
    • The aerospace sector is one of the many sectors in which large amounts of data are generated. Thanks to the evolution of technology, these data can be exploited in several ways to improve the operation and management of industrial processes. However, to achieve this goal, it is necessary to define architectures and data models that allow to manage and homogenise the heterogeneous data collected. In this paper, we present an Airport Digital Twin Reference Conceptualisation's and data model based on FIWARE Generic Enablers and the Next Generation Service Interfaces-Linked Data standard. Concretely, we particularise the Airport Digital Twin to improve the efficiency of flight turnaround events. The architecture proposed is validated in the Aberdeen International Airport with the aim of reducing delays in commercial flights. The implementation includes an application that shows the real state of the airport, combining two-dimensional and three-dimensional virtual reality representations of the stands, and a mobile application that helps ground operators to schedule departure and arrival flights.
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8.
  • de Giorgio, Andrea, Dr Eng., et al. (författare)
  • Adopting extended reality? : A systematic review of manufacturing training and teaching applications
  • 2023
  • Ingår i: Journal of manufacturing systems. - : Elsevier BV. - 0278-6125 .- 1878-6642. ; 71, s. 645-663
  • Tidskriftsartikel (refereegranskat)abstract
    • The training of future experts and operators in manufacturing engineering relies on understanding procedural processes that require applied practice. Yet, current manufacturing education and training overwhelmingly continues to depend on traditional pedagogical methods that segregate theoretical studies and practical training. While educational institutes have generally improved theoretical studies, they often lack facilities and labs to properly reproduce the working environments necessary for practice. Even in industrial settings, it is difficult, if not impossible, to halt the actual production lines to train new operators. Recently, applications with extended reality (XR) technologies, such as virtual, augmented, or mixed reality, reached a mature technology readiness level. With this technological advancement, we can envision a transition to a new teaching paradigm that exploits simulated learning environments. Thus, it becomes possible to bridge the gap between theory and practice for both students and industrial trainees. This article presents a systematic literature review of the main applications of XR technologies in manufacturing education, their goals and technology readiness levels, and a comprehensive overview of the development tools and experimental strategies deployed. This review contributes: (1) a state-of-the-art description of current research in XR education for manufacturing systems, and (2) a comprehensive analysis of the technological platforms, the experimental procedures and the analytical methodologies deployed in the body of literature examined. It serves as a guide for setting up and executing experimental designs for evaluating interventions of XR in manufacturing education and training.
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9.
  • de Giorgio, Andrea, et al. (författare)
  • Human-machine Collaboration in Virtual Reality for Adaptive Production Engineering
  • 2017
  • Ingår i: Procedia Manufacturing. - : Elsevier BV. - 2351-9789. ; 11, s. 1279-1287
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper outlines the main steps towards an open and adaptive simulation method for human-robot collaboration (HRC) in production engineering supported by virtual reality (VR). The work is based on the latest software developments in the gaming industry, in addition to the already commercially available hardware that is robust and reliable. This allows to overcome VR limitations of the industrial software provided by manufacturing machine producers and it is based on an open-source community programming approach and also leads to significant advantages such as interfacing with the latest developed hardware for realistic user experience in immersive VR, as well as the possibility to share adaptive algorithms. A practical implementation in Unity is provided as a functional prototype for feasibility tests. However, at the time of this paper, no controlled human-subject studies on the implementation have been noted, in fact, this is solely provided to show preliminary proof of concept. Future work will formally address the questions that are raised in this first run.
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10.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Demo Hour
  • 2015
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 22:5, s. 6-9
  • Tidskriftsartikel (refereegranskat)abstract
    • Interactivity is a unique forum of the ACM CHI Conference that showcases hands-on demonstrations, novel interactive technologies, and artistic installations. At CHI 2015 in Seoul we hosted more than 30 exhibits, including an invited digital interactive art exhibit. Interactivity highlights the diverse group of computer scientists, sociologists, designers, psychologists, artists, and many more who make up the CHI community.
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