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  • Open Access English
    Authors: 
    Grazia Tucci; E. I. Parisi; Valentina Bonora; Lidia Fiorini; Alessandro Conti; M. Corongiu; Juan Ortiz-Sanz; Mariluz Gil-Docampo; T. Rego-Sanmartín; Marcos Arza-García;
    Publisher: Copernicus Publications
    Country: Italy

    Abstract. The democratization and accessibility of low-cost devices for image acquisition and the development of highly automated procedures for orientation and dense image matching allow almost every person to be a potential producer of photogrammetric models. The diffusion of image-based technologies to produce 3D models amongst wider audiences entails however some risks, as the lack of critical awareness of the final quality of the outputs. Information and education about potentialities and limitations of reality-based digitization by photogrammetry may help spreading procedures and methods for the correct use of this technology. This paper presents the results of one of the funded projects within the 2018 ISPRS Capacity Building Initiatives “Education and training resources on digital photogrammetry”. The production of multimedia material for supporting smart educational teaching and learning approaches will be reported, as well as experiences on their application on case studies. Blended innovative teaching and learning pedagogical approaches have been tested, as Flipped Classroom (FC), Learning-by-doing (LBD), Collaborative Learning (CL), and Challenge-Based Learning (CBL), supported by multimedia tools for capacity-building and knowledge transfer. The implementation of multimedia materials for supporting teaching strategies resulted in the production of updated and engaging resources, as videos, tutorials, and datasets to be used during courses, workshops, and seminars targeted to different user groups. The combination of teaching strategies and multimedia supporting materials were tested within national and international projects, from academic courses to complete non-experts, from activities on the field to online and distance learning.

  • Publication . Part of book or chapter of book . Conference object . 2014
    Open Access
    Authors: 
    Duccio Troiano; Andrés García Morro; Alessandro Merlo; Eduardo Vendrell Vidal;
    Publisher: Springer International Publishing
    Country: Italy

    Despite extensive research having been conducted on the subject, the problem of three-dimensional information systems for historical cities is actually still unresolved. In addition, commercially available software seems to be increasingly aiming at a quick development of unspecific urban settings, rather than at a metrically and perceptively faithful representation of reality. In this scenario, the SIUR 3D software (Sistema Informativo URbano tridimensionale) is based on a management structure that links an interactive, photorealistic and metrically reliable model of a city with a qualitative database of the historical, archaeological and material scope of an architectural part. Such application uses the Unity 3D game engine for geometrical models management and is equipped for online data sharing.

  • Publication . Conference object . Part of book or chapter of book . 2013
    Open Access
    Authors: 
    Johannes Wagner; Florian Lingenfelser; Elisabeth André; Daniele Mazzei; Alessandro Tognetti; Antonio Lanata; Danilo De Rossi; Alberto Betella; Riccardo Zucca; Pedro Omedas; +1 more
    Countries: Italy, Germany
    Project: EC | CEEDS (258749)

    Today's increasingly large and complex databases require novel and machine aided ways of exploring data. To optimize the selection and presentation of data, we suggest an unconventional approach. Instead of exclusively relying on explicit user input to specify relevant information or to navigate through a data space, we exploit the power and potential of the users' unconscious processes in addition. To this end, the user is immersed in a mixed reality environment while his bodily reactions are captured using unobtrusive wearable devices. The users' reactions are analyzed in real-time and mapped onto higher-level psychological states, such as surprise or boredom, in order to trigger appropriate system responses that direct the users' attention to areas of potential interest in the visualizations. The realization of such a close experience-based human-machine loop raises a number of technical challenges, such as the real-time interpretation of psychological user states. The paper at hand describes a sensing architecture for empathetic data systems that has been developed as part of such a loop and how it tackles the diverse challenges.

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