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Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose
University of Wollongong Research Online Faculty of Arts, Social Sciences and Humanities - Papers Faculty of Arts, Social Sciences & Humanities January 2020 Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose Stephen Palmisano University of Wollongong, [email protected] Robert S. Allison Juno Kim Follow this and additional works at: https://ro.uow.edu.au/asshpapers Recommended Citation Palmisano, Stephen; Allison, Robert S.; and Kim, Juno, "Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose" (2020). Faculty of Arts, Social Sciences and Humanities - Papers. 389. https://ro.uow.edu.au/asshpapers/389 Research Online is the open access institutional repository for the University of Wollongong. For further information contact the UOW Library: [email protected] Cybersickness in Head-Mounted Displays Is Caused by Differences in the User's Virtual and Physical Head Pose Abstract Sensory conflict, eye-movement, and postural instability theories each have difficulty accounting for the motion sickness experienced during head-mounted display based virtual reality (HMD VR). In this paper we review the limitations of existing theories in explaining cybersickness and propose a practical alternative approach. We start by providing a clear operational definition of provocative motion stimulation during active HMD VR. In this situation, whenever the user makes a head movement, his/her virtual head will tend to trail its true position and orientation due to the display lag (or motion to photon latency). Importantly, these differences in virtual and physical head pose (DVP) will vary over time. -
Android Euskaraz Windows Euskaraz Android Erderaz Windows Erderaz GNU/LINUX Sistema Eragilea Euskeraz Ubuntu Euskaraz We
Oharra: Android euskaraz Windows euskaraz Android erderaz Windows erderaz GNU/LINUX Sistema Eragilea euskeraz Ubuntu euskaraz Web euskaraz Ubuntu erderaz Web erderaz GNU/LINUX Sistema Eragilea erderaz APLIKAZIOA Bulegotika Adimen-mapak 1 c maps tools 2 free mind 3 mindmeister free 4 mindomo 5 plan 6 xmind Aurkezpenak 7 google slides 8 pow toon 9 prezi 10 sway Bulegotika-aplikazioak 11 andropen office 12 google docs 13 google drawing 14 google forms 15 google sheets 16 libreoffice 17 lyx 18 office online 19 office 2003 LIP 20 office 2007 LIP 21 office 2010 LIP 22 office 2013 LIP 23 office 2016 LIP 24 officesuite 25 wps office 26 writer plus 1/20 Harrobi Plaza, 4 Bilbo 48003 CAD 27 draftsight 28 librecad 29 qcad 30 sweet home 31 timkercad Datu-baseak 32 appserv 33 dbdesigner 34 emma 35 firebird 36 grubba 37 kexi 38 mysql server 39 mysql workbench 40 postgresql 41 tora Diagramak 42 dia 43 smartdraw Galdetegiak 44 kahoot Maketazioa 45 scribus PDF editoreak 46 master pdf editor 47 pdfedit pdf escape 48 xournal PDF irakurgailuak 49 adobe reader 50 evince 51 foxit reader 52 sumatraPDF 2/20 Harrobi Plaza, 4 Bilbo 48003 Hezkuntza Aditzak lantzeko 53 aditzariketak.wordpress 54 aditz laguntzailea 55 aditzak 56 aditzak.com 57 aditzapp 58 adizkitegia 59 deklinabidea 60 euskaljakintza 61 euskera! 62 hitano 63 ikusi eta ikasi 64 ikusi eta ikasi bi! Apunteak partekatu 65 flashcard machine 66 goconqr 67 quizlet 68 rincon del vago Diktaketak 69 dictation Entziklopediak 70 auñamendi eusko entziklopedia 71 elhuyar zth hiztegi entziklopedikoa 72 harluxet 73 lur entziklopedia tematikoa 74 lur hiztegi entziklopedikoa 75 wikipedia Esamoldeak 76 AEK euskara praktikoa 77 esamoldeapp 78 Ikapp-zaharrak berri Estatistikak 79 pspp 80 r 3/20 Harrobi Plaza, 4 Bilbo 48003 Euskara azterketak 81 ega app 82 egabai 83 euskal jakintza 84 euskara ikasiz 1. -
Web Hacking 101 How to Make Money Hacking Ethically
Web Hacking 101 How to Make Money Hacking Ethically Peter Yaworski © 2015 - 2016 Peter Yaworski Tweet This Book! Please help Peter Yaworski by spreading the word about this book on Twitter! The suggested tweet for this book is: Can’t wait to read Web Hacking 101: How to Make Money Hacking Ethically by @yaworsk #bugbounty The suggested hashtag for this book is #bugbounty. Find out what other people are saying about the book by clicking on this link to search for this hashtag on Twitter: https://twitter.com/search?q=#bugbounty For Andrea and Ellie. Thanks for supporting my constant roller coaster of motivation and confidence. This book wouldn’t be what it is if it were not for the HackerOne Team, thank you for all the support, feedback and work that you contributed to make this book more than just an analysis of 30 disclosures. Contents 1. Foreword ....................................... 1 2. Attention Hackers! .................................. 3 3. Introduction ..................................... 4 How It All Started ................................. 4 Just 30 Examples and My First Sale ........................ 5 Who This Book Is Written For ........................... 7 Chapter Overview ................................. 8 Word of Warning and a Favour .......................... 10 4. Background ...................................... 11 5. HTML Injection .................................... 14 Description ....................................... 14 Examples ........................................ 14 1. Coinbase Comments ............................. -
Volunteered Geographic Information System Design: Project and Participation Guidelines
International Journal of Geo-Information Article Volunteered Geographic Information System Design: Project and Participation Guidelines José-Pablo Gómez-Barrón *, Miguel-Ángel Manso-Callejo, Ramón Alcarria and Teresa Iturrioz MERCATOR Research Group: Geo-Information Technologies, Technical High School of Topography, Geodesy and Cartography Engineering, Technical University of Madrid (UPM), Campus Sur, 28031 Madrid, Spain; [email protected] (M.-A.M.-C.); [email protected] (R.A.); [email protected] (T.I.) * Correspondence: [email protected]; Tel.: +34-913-366-487 Academic Editors: Linda See, Vyron Antoniou, David Jonietz and Wolfgang Kainz Received: 14 March 2016; Accepted: 20 June 2016; Published: 5 July 2016 Abstract: This article sets forth the early phases of a methodological proposal for designing and developing Volunteered Geographic Information (VGI) initiatives based on a system perspective analysis in which the components depend and interact dynamically among each other. First, it focuses on those characteristics of VGI projects that present different goals and modes of organization, while using a crowdsourcing strategy to manage participants and contributions. Next, a tool is developed in order to design the central crowdsourced processing unit that is best suited for a specific project definition, associating it with a trend towards crowd-based or community-driven approaches. The design is structured around the characterization of different ways of participating, and the task cognitive demand of working on geo-information management, spatial problem solving and ideation, or knowledge acquisition. Then, the crowdsourcing process design helps to identify what kind of participants are needed and outline subsequent engagement strategies. This is based on an analysis of differences among volunteers’ participatory behaviors and the associated set of factors motivating them to contribute, whether on a crowd or community-sourced basis. -
Lab Report Template
VIRTUAL AND AUGMENTED REALITY Juan Jose Castano Moreno Department of Engineering Elizabethtown College Elizabethtown, PA 17022 USA I. ABSTRACT Augmented and virtual reality have been booming in the last On the one hand, virtual reality consists on a computer- decades. However, their differences and characteristics are generated virtual environment. It is the use of a specialized commonly not very discussed or well-known. This paper will headset to get immersed in a totally digital world. It is very provide a deeper insight on what exactly these technologies used in the videogame industry and also, in learning are. Furthermore, their current applications and developments environments. On the other hand, augmented reality is the are also going to be discussed. Based on all of this combination of computer-generated data with the real world. information, the future scope of these technologies will be In AR, the real world serves as a base to be enhanced by the analyzed as well. virtual elements added by the computer, like in Pokémon go. II. INTRODUCTION According to Dawait Amit Vyas and Dvijesh Bhatt [2], “One In the last decades, two of the technologies that have been can envision AR as a technology in which one could see more most developed are Virtual Reality (VR) and Augmented than others see, hear more than what others hear and perhaps Reality (AR). It is in the most special interest of many even touch and feel, smell and taste things that other people companies to take these technologies to the next level, like cannot feel.” These definitions are crucial to understand the Apple Inc. -
Manual Oruxmaps V.7.0.0
Manual OruxMaps v.7.0.0 ¡COLABRORATE WITH ORUXMAPS! You can help the project: Donate using Paypal Download OruxMaps Donate WORKING WITH THE MANUALS It is an easy task if we do it between all. Español English ***NEEDS A LOT OF HELP*** 1 INDEX NEWS 7.0. VERSION ............................................................................................ 3 NEWS 6.5.0 VERSION .......................................................................................... 6 QUICK START ................................................................................................... 13 Widget ..............................................................................................................................14 MAPS ............................................................................................................... 15 Online Maps ....................................................................................................................16 WMS (Web Map Service) ......................................................................................18 Composite maps .......................................................................................................22 Maps Off-Line ................................................................................................................24 Index map .......................................................................................................................29 Nigth mode .....................................................................................................................29 -
Laser Scanning for Bim and Results Visualization Using Vr
The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, Volume XLII-5/W2, 2019 Measurement, Visualisation and Processing in BIM for Design and Construction Management, 24–25 September 2019, Prague, Czech Republic LASER SCANNING FOR BIM AND RESULTS VISUALIZATION USING VR K. Pavelka, jr.1, B. Michalík 2 1 Czech Technical University in Prague, Faculty of Civil Engineering, dept. of Geomatics, Thakurova 7, Prague 6,16629 [email protected] 2 G4D s.r.o., Prague, Czech Republic, Hauptova 594 156 00 Praha 5-Zbraslav, Czech Republic, [email protected] KEY WORDS: Virtual reality, photogrammetry, laser scanning, BIM, documentation ABSTRACT: Virtual Reality (VR) is a highly topical subject in many branches of science and industry. Thanks to the rapid development and advancement of computer technology in recent years, it can now be used to a large extent, with more detail to show and is now more affordable than before. The use of virtual reality is currently devoted to many disciplines and it can be expected that its popularity will grow progressively over the next few years. The Laboratory of Photogrammetry at the Czech Technical University in Prague is also interested in VR and focuses mainly on documentation and visualization of historical buildings and objects. Our opinion is that in the field of virtual reality there is great potential and extensive possibilities. 3D models of historical objects, primarily created by photogrammetric IBRM technology (image based modelling and rendering) or by laser scanning, gain a completely different perspective in VR. In general, most of the newly designed buildings are now being implemented into BIM. -
Global and Complementary Geospatial Data for Sdgs
Global and Complementary (Non-authoritative) Geospatial Data for SDGs: Role and Utilisation Stephan Arnold, Jun Chen & Olav Eggers A report produced jointly by the Task Team on Global Data and Task Team on Alternative Data Sources established in December 2016 by the Working Group on Geospatial Information of the Inter-agency and Expert Group on Sustainable Development Goal Indicators (IAEG-SDGs) with contributions from Mr. Stephan Arnold, Prof. Jun Chen, Mr. Olav Eggers, Prof. Zhilin Li, Ms. Sandra Liliana Moreno Mayorga, Prof. John Mills, and Prof. John Shi. This report was reviewed by members of the working group before being made available to IAEG-SDGs at its ninth meeting in March 2019. Content 1 PREAMBLE ................................................................................................................................. 3 1.1 Importance of geospatial data to SDGs ............................................................................................... 3 1.2 Scope of this report ............................................................................................................................. 3 2 GLOBAL AND COMPLEMENTARY GEOSPATIAL DATASETS ....................................... 4 2.1 National versus international (global) mapping initiatives .................................................................. 4 2.1.1 Topographic maps and Digital Elevation Models .................................................................................. 4 2.1.2 Satellite Image Data ............................................................................................................................. -
Deriving Incline for Street Networks from Voluntarily Collected GPS Traces
Methods of Geoinformation Science Institute of Geodesy and Geoinformation Science Faculty VI Planning Building Environment MASTER’S THESIS Deriving incline for street networks from voluntarily collected GPS traces Submitted by: Steffen John Matriculation number: 343372 Email: [email protected] Supervisors: Prof. Dr.-Ing. Marc-O. Löwner (TU Berlin) Dr.-Ing. Stefan Hahmann (Universität Heidelberg) Submission date: 24.07.2015 in cooperation with: GIScience Group Institute of Geography Faculty of Chemistry and Earth Sciences Declaration of Authorship I, Steffen John, declare that this thesis titled, 'Deriving incline for street networks from voluntarily collected GPS traces’ and the work presented in it are my own. I confirm that: This work was done wholly or mainly while in candidature for a research degree at this Uni- versity. Where any part of this thesis has previously been submitted for a degree or any other qualifi- cation at this University or any other institution, this has been clearly stated. Where I have consulted the published work of others, this is always clearly attributed. Where I have quoted from the work of others, the source is always given. With the exception of such quotations, this thesis is entirely my own work. I have acknowledged all main sources of help. Where the thesis is based on work done by myself jointly with others, I have made clear exact- ly what was done by others and what I have contributed myself. Signed: Date: ii Abstract The knowledge of incline is useful for many use-cases in navigation for electricity-powered vehicles, cyclists or mobility-restricted people (e.g. -
Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces
TECHNOLOGY AND CODE published: 04 June 2021 doi: 10.3389/frvir.2021.684498 Off-The-Shelf Stylus: Using XR Devices for Handwriting and Sketching on Physically Aligned Virtual Surfaces Florian Kern*, Peter Kullmann, Elisabeth Ganal, Kristof Korwisi, René Stingl, Florian Niebling and Marc Erich Latoschik Human-Computer Interaction (HCI) Group, Informatik, University of Würzburg, Würzburg, Germany This article introduces the Off-The-Shelf Stylus (OTSS), a framework for 2D interaction (in 3D) as well as for handwriting and sketching with digital pen, ink, and paper on physically aligned virtual surfaces in Virtual, Augmented, and Mixed Reality (VR, AR, MR: XR for short). OTSS supports self-made XR styluses based on consumer-grade six-degrees-of-freedom XR controllers and commercially available styluses. The framework provides separate modules for three basic but vital features: 1) The stylus module provides stylus construction and calibration features. 2) The surface module provides surface calibration and visual feedback features for virtual-physical 2D surface alignment using our so-called 3ViSuAl procedure, and Edited by: surface interaction features. 3) The evaluation suite provides a comprehensive test bed Daniel Zielasko, combining technical measurements for precision, accuracy, and latency with extensive University of Trier, Germany usability evaluations including handwriting and sketching tasks based on established Reviewed by: visuomotor, graphomotor, and handwriting research. The framework’s development is Wolfgang Stuerzlinger, Simon Fraser University, Canada accompanied by an extensive open source reference implementation targeting the Unity Thammathip Piumsomboon, game engine using an Oculus Rift S headset and Oculus Touch controllers. The University of Canterbury, New Zealand development compares three low-cost and low-tech options to equip controllers with a *Correspondence: tip and includes a web browser-based surface providing support for interacting, Florian Kern fl[email protected] handwriting, and sketching. -
Direct Flights to Las Vegas from Memphis
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UCLA Electronic Theses and Dissertations
UCLA UCLA Electronic Theses and Dissertations Title Transcoded Identities: Identification in Games and Play Permalink https://escholarship.org/uc/item/0394m0xb Author Juliano, Linzi Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA Los Angeles Transcoded Identities: Identification in Games and Play A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Theater and Performance Studies By Linzi Michel Juliano 2015 © Copyright by Linzi Michel Juliano 2015 ABSTRACT OF THE DISSERTATION Transcoded Identities: Identification in Games and Play By Linzi Michel Juliano Doctor of Philosophy in Theater and Performance Studies University of California, Los Angeles, 2015 Professor Sue-Ellen Case, Chair This work foregrounds how technologies create and emerge from sociocultural, economic and political discourses. My use of transcode, a term introduced by the semiotician A.J. Greimas and carried into the digital realm by Lev Manovich, refers to how cultural elements such as assumptions, biases, priorities emerge within programming code and software. It demonstrates how cultural norms persist across different mediums and posits that, in many ways, the capacity to be flexible defines cultural ideologies. At the software level, programming languages work like performative speech: grammar which produces effects. When cast as speech, coming from a body (or bodies) instead of hardware, information structures can be perceived as acting within regimes of corporeality; when cast as software, information structures demonstrate and advertise the capabilities of hardware. Although often aligned with veracity and stability in its proximity to (computer) science, software is not culturally neutral.