8 results on '"Beck, Dennis"'
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2. Case study of creativity in asynchronous online discussions
- Author
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Corfman, Timothy and Beck, Dennis
- Published
- 2019
- Full Text
- View/download PDF
3. The making and evaluation of Picts and Pixels : mixed exhibiting in the real and the unreal
- Author
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Alan Miller, Elizabeth Rhodes, Adeola Fabola, Catherine Anne Cassidy, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Centre for Higher Education Research
- Subjects
Mixed media ,AM Museums (General). Collectors and collecting (General) ,QA75 ,Computer science ,Digital exhibits ,QA75 Electronic computers. Computer science ,Picts ,NDAS ,02 engineering and technology ,Virtual reality ,Metaverse ,Visual arts ,Exhibition ,0202 electrical engineering, electronic engineering, information engineering ,Mixed reality ,business.industry ,Interpretation (philosophy) ,05 social sciences ,Virtual Reality ,050301 education ,Usability ,Object (philosophy) ,AM ,020201 artificial intelligence & image processing ,business ,0503 education - Abstract
Museums publicly display collections in a physical space to relay narratives and concepts to their audiences. Progressive technologies in an exhibition can bring in varying demographics and gather higher footfall for a museum as well as present digital heritage interpretation in an innovative manner. A mixed media exhibition can facilitate subjects with limited physical resources or difficult to display pieces as well as the visual landscape the objects were found within. A combination of Virtual Reality headsets, 3D digitized objects, digitally reconstructed archaeological sites alongside traditional object displays as methods of interpretation substantiate research in techniques and usability as well as challenges of recoup cost and digital literacies. This paper investigates the methodology, technology and evaluation of the mixed media exhibition Picts & Pixels presented by Culture Perth and Kinross and the Open Virtual Worlds research team at the University of St Andrews at the Perth Museum and Art Gallery in summer 2017. Postprint
- Published
- 2018
4. Fidelity perception of 3D models on the web
- Author
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Hussein Bakri, Iain Oliver, Alan Miller, Beck, Dennis, Allison, Collin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
AM Museums (General). Collectors and collecting (General) ,QA75 ,3D Web ,business.industry ,Computer science ,media_common.quotation_subject ,QA75 Electronic computers. Computer science ,NDAS ,Fidelity ,Heritage ,Gateway (computer program) ,Domain (software engineering) ,Cultural heritage ,AM ,User experience design ,Human–computer interaction ,Order (exchange) ,Perception ,MCP ,QoE ,business ,Mobile device ,media_common - Abstract
Cultural heritage artefacts act as a gateway helping people learn about their social traditions and history. However, preserving these artefacts faces many difficulties, including potential destruction or damage from global warming, wars and conflicts, and degradation from day-to-day use. In addition, artefacts can only be present in one place at a time, and many of them can not be exhibited due to the limited physical space of museums. The digital domain offers opportunities to capture and represent the form and texture of these artefacts and to overcome the previously mentioned constraints by allowing people to access and interact with them on multiple platforms (mobile devices, tablets and personal computers) and network regimes. Through two experiments we study the subjective perception of the fidelity of 3D models in web browsers in order to discover perceptible resolution thresholds. This helps us create models of reasonable graphical complexity that could be fetched on the biggest range of end devices. It also enables us to design systems which efficiently optimise the user experience by adapting their behaviour based upon user perception, model characteristics and digital infrastructure. Postprint
- Published
- 2018
5. A virtual museum installation for virtual time travel
- Author
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Fabola, Adeola Ezekiel, Kennedy, Sarah Elizabeth, Miller, Alan Henry David, Oliver, Iain Angus, McCaffery, John Philip, Cassidy, Catherine Anne, Clemens, Jo, Vermehren, Anna, Beck, Dennis, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Khosmood, Foaad, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
AM Museums (General). Collectors and collecting (General) ,AM ,QA75 ,QA75 Electronic computers. Computer science ,MCP ,Immersion ,ComputingMilieux_PERSONALCOMPUTING ,ComputerApplications_COMPUTERSINOTHERSYSTEMS ,Virtual museum ,3D reconstruction ,3rd-DAS ,Virtual reality - Abstract
This work discusses the methodology for the design, development and deployment of a virtual 19th-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the ndings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems. Postprint
- Published
- 2017
6. Technology acceptance of augmented reality and wearable technologies
- Author
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Timo Kuula, Paul Lefrere, Fridolin Wild, Mikhail Fominykh, Roland Klemke, RS-Research Line Technology Enhanced Learning Innovations for teaching and learning (TELI) (part of WO program), Department TELI, Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl, Beck, Dennis, Khosmood, Foaad, Pirker, Johanna, Gutl, Christian, Morgado, Leonel, Allison, Colin, and Richter, Jonathon
- Subjects
Augmented Reality ,Wearable Technologies ,Computer science ,Aviation ,business.industry ,Mobile computing ,Technology Acceptance ,Wearable computer ,020207 software engineering ,Special needs ,02 engineering and technology ,Virtual reality ,Computer-mediated reality ,augmented reality ,Human–computer interaction ,020204 information systems ,technology acceptance ,0202 electrical engineering, electronic engineering, information engineering ,wearable technologies ,Augmented reality ,business ,Wearable technology - Abstract
Augmented Reality and Wearables are the recent media and computing technologies, similar, but different from established technologies, even mobile computing and virtual reality. Numerous proposals for measuring technology acceptance exist, but have not been applied, nor fine-tuned to such new technology so far. Within this contribution, we enhance these existing instruments with the special needs required for measuring technology acceptance of Augmented Reality and Wearable Technologies and we validate the new instrument with participants from three pilot areas in industry, namely aviation, medicine, and space. Findings of such baseline indicate that respondents in these pilot areas generally enjoy and look forward to using these technologies, for being intuitive and easy to learn to use. The respondents currently do not receive much support, but like working with them without feeling addicted. The technologies are still seen as forerunner tools, with some fear of problems of integration with existing systems or vendor-lock. Privacy and security aspects surprisingly seem not to matter, possibly overshadowed by expected productivity increase, increase in precision, and better feedback on task completion. More participants have experience with AR than not, but only few on a regular basis.
- Published
- 2017
7. Virtual Reality for early education : a study
- Author
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Adeola Fabola, Alan Miller, Allison, Colin, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Higher Education Research
- Subjects
LB Theory and practice of education ,QA75 ,050101 languages & linguistics ,Engineering ,Controller (computing) ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Subject matter ,Google Cardboard ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Local history ,Multimedia ,Oculus rift ,business.industry ,06 humanities and the arts ,Samsung Gear VR ,SDG 11 - Sustainable Cities and Communities ,Cultural heritage ,Systems design ,020201 artificial intelligence & image processing ,LB ,business ,computer - Abstract
This paper investigates the use of Virtual Reality (VR) as a tool for cultural heritage learning, using St Andrews Cathedral as the subject matter. As part of a module focused on local history, first year secondary school pupils in a school in the town of St Andrews took part in virtual tours of the Cathedral as it stood in the 14th Century using the Samsung Gear VR, Google Cardboard, Oculus Rift, computer screen and Xbox controller, and answered questions aimed to elicit their experiences with the various systems. The system design and implementation is presented and the findings, observations and lessons learnt from the study are discussed. Postprint
- Published
- 2016
8. Transitions of Care Consensus Policy Statement American College of Physicians-Society of General Internal Medicine-Society of Hospital Medicine-American Geriatrics Society-American College of Emergency Physicians-Society of Academic Emergency Medicine.
- Author
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Snow V, Beck D, Budnitz T, Miller DC, Potter J, Wears RL, Weiss KB, and Williams MV
- Subjects
- Consensus, Delivery of Health Care methods, Emergency Medicine methods, Geriatrics methods, Hospitalists methods, Humans, Internal Medicine methods, Delivery of Health Care standards, Emergency Medicine standards, Geriatrics standards, Hospitalists standards, Internal Medicine standards, Societies, Medical standards
- Abstract
The American College of Physicians (ACP), Society of Hospital Medicine (SHM), Society of General Internal Medicine (SGIM), American Geriatric Society (AGS), American College of Emergency Physicians (ACEP) and the Society for Academic Emergency Medicine (SAEM) developed consensus standards to address the quality gaps in the transitions between inpatient and outpatient settings. The following summarized principles were established: 1.) Accountability; 2) Communication; 3.) Timely interchange of information; 4.) Involvement of the patient and family member; 5.) Respect the hub of coordination of care; 6.) All patients and their family/caregivers should have a medical home or coordinating clinician; 7.) At every point of transitions the patient and/or their family/caregivers need to know who is responsible for their care at that point; 9.) National standards; and 10.) Standardized metrics related to these standards in order to lead to quality improvement and accountability. Based on these principles, standards describing necessary components for implementation were developed: coordinating clinicians, care plans/transition record, communication infrastructure, standard communication formats, transition responsibility, timeliness, community standards, and measurement.
- Published
- 2009
- Full Text
- View/download PDF
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