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1.
移动增强现实(MAR)技术是人机交互技术发展的一个全新方向,它是将虚拟和现实结合的体现,具有实时互动的特性,解决了传统展览方式的单一性以及游客跟展品之间缺乏互动性的问题.本文以开发增强现实在纪念馆导览系统中的应用为载体,建立纪念馆MAR展品互动展示系统,将展品以多种形式展现给游客,探索新型的纪念馆导览方式.  相似文献   

2.
结合移动互联时代下智能手机的新特点,文章深入分析了当下基于智能手机的几种博物馆导览模式。在此基础上,以北京工业大学民间美术博物馆为例,设计了一套基于手机二维码扫描定位的虚拟空间导览系统,并从"点""线""面"的设计角度,阐述了从需求分析到交互流程再到视觉设计的研究方法和设计思路。  相似文献   

3.
基于RFID的智能终端导览系统   总被引:2,自引:1,他引:1  
辛鑫  王东 《微计算机信息》2008,24(14):199-201
为了在大型展会和博览会中为游客提供便利的导览服务,本文提出了一个基于RFID技术的智能终端导览系统.系统通过安装在智能终端的RFID设备自动识别展品.通过智能终端的无线上网服务,经由无线网络获取对展品的相关文字、图片、音频和视频介绍.该系统具有灵活易用的特点,使游览者无需导游的跟随就可以自在获取信息.同时由于采用了无线网络技术.免去了场馆网络布线的麻烦,也为大型展会场馆的建设提供了新的可行性方案.  相似文献   

4.
增强现实是一种通过计算机将虚拟数据和现实环境相融合的技术,能够呈现给用户一种全新的交互模式,提高用户对真实世界存在元素的感知能力。随着计算机技术的发展,增强现实技术成为研究热点,并开始走进人们的生活,互联网技术和移动设备的迅速发展为其提供了一个广阔的舞台。传统的博物馆一般展览方式枯燥单一,展品虽多,但传达的信息量却很少。移动增强现实形式的博物馆展览通过蓝牙定位技术进行馆内导览,针对不同类型的展品选用二维码标识识别或者自然特征识别,在移动设备上将展品或展馆信息与虚拟信息进行叠加,从而增加展览的趣味性,使被动式的参观方式转变成互动式的参观方式,实现博物馆的多元化。  相似文献   

5.
随着计算机视觉的发展和移动平台处理能力的不断提高,将计算机视觉应用搬到移动平台上的需求将日益增长.其中基于移动平台的目标识别引起了大家极大的兴趣,这主要是因为目标识别算法取得了进步和移动手机已经有能力建立起一个适宜的系统.移动平台开发者们试着使用目标识别技术来建立良好的人机交互接口.这就需要合适的应用程序框架一客户服务器,在新兴的Android移动平台上来实现并测试框架,给出了一个案例学习及其测试结果.实验结果表明了这种框架的可行性.  相似文献   

6.
博物馆作为传承历史文化、弘扬科学的场所及传播者,在当今社会的文化教育、旅游观光活动中地位举足轻重,而以电子技术与信息技术相结合的博物馆导览系统在其中发挥了重要的作用。文章以博物馆导览系统为研究对象,采用用户问卷调查的方法,对移动端导览系统用户认知进行了分析,提出了移动端博物馆导览系统吸引用户使用的主要因素,研究结果可为系统设计与推广应用提供参考。  相似文献   

7.
基于视觉的手势界面关键技术研究   总被引:1,自引:0,他引:1  
针对视觉手势界面存在的问题,提出了一套行之有效的解决方案.首先,为了解决视觉手势交互中的MidasTouch问题,以人类注意的信息加工模型为理论依据提出了一个可扩展的视觉手势交互模型,该模型将手势交互过程分为选择性处理、分配性处理和集中处理3个不同阶段;然后,基于该模型提出了一个视觉手势识别框架,并结合认知心理学从手势检测、跟踪和识别3个方面对该框架的各个组成模块的关键技术进行了阐述,其中手势检测模块和识别管理模块能够辅助系统在复杂的背景中滤除掉不相关信息而选择性地搜索人手并根据上下文信息对手势识别任务重定向,从而避免了系统时刻都处于激活状态并对所有的手势动作都进行识别分析,有效解决了Midas Touch问题.文中介绍了使用该方法实现的IEToolkit手势界面工具平台,并基于一个视觉手势交互系统进行了实验测试与评估,结果验证了文中方法的可用性.  相似文献   

8.
主要介绍如何在嵌入式PDA上利用RFID技术、WiFi无线接入技术,设计一个移动终端的自助导览系统,通过IIS Server与RDA来进行数据库的操作,可实时下载更新所需的影音资料,为游客提供解说功能,实现对景点自助导览。同时可上传景点的读取次数,为上层系统提供统计数据服务。  相似文献   

9.
基于移动增强现实的智慧城市导览   总被引:1,自引:0,他引:1  
提出一种采用移动增强现实技术实现智慧城市导览的方法,满足用户个性化、多尺度、按需推送的智能导览需求,呈现用户虚实融合的周边环境.移动终端计算性能以及资源存储能力有限,但集成多种传感器,方便携带,易于显示.利用服务器实现基于词汇树的海量场景识别定位系统.依据地理位置信息动态划分分区缩减了场景检索范围,基于二进制鲁棒尺度不变特征(binary robust invariant scalable keypoints,BRISK)进行层级式聚类提高了识别算法的实时性.移动终端利用服务器返回的识别结果进行BRISK特征与光流算法结合的混合特征跟踪注册方法,并通过点集映射消除特征点漂移,利用前后帧信息以及关键帧信息减少跟踪抖动.UKbench标准图像库以及真实环境下的实验结果表明,虚实融合的智能导览效果良好.该原型系统已成功应用于上海电信体验馆等展馆智能导览系统.  相似文献   

10.
随着移动互联网、智能移动终端和云计算的高速发展,移动视觉搜索在移动电子商务和网络信息安全等方面具有重要的研究价值和应用前景.文中针对当前移动视觉搜索的国内外研究现状,探讨和分析了移动视觉搜索的系统框架及其关键方法,重点介绍其中的特征提取与表示、高维索引与匹配、几何一致性校验等方面的基本内容.最后对现有研究中存在的难点问题及其未来的发展趋势进行了展望.  相似文献   

11.
Cultural heritage is an area that has recently drawn research attention, especially for exploring ways to harness novel mobile technologies for supporting visitors. The main benefit of these novel technologies is their ability to provide personalized, context-aware information services to their users. However, the use of context-awareness is connected to a fundamental issue of proactiveness - should the system keep the user in control all the time and only respond to user requests, or should the system take initiative and propose its services when needed? Proactiveness of mobile visitors’ guides brings with it a possibility for better service to the user at the cost of taking control out of the user’s hand. The amount of choice given to visitors is another key issue. With the vast amount of information available for each exhibit, adaptation of the amount of information by limiting the number of content items, could be warranted to filter the information according to the visitors needs. However, it is not clear how reducing choice in terms of the number of content items that are presented to the visitor affects visitor behavior and satisfaction. We examined these issues in a controlled user study conducted with actual museum visitors; comparing usage, behavior patterns, and attitudes of visitors using three versions of a location-aware mobile museum guide.  相似文献   

12.
Previous studies have highlighted the difficulty that designers face in creating mobile museum guides to enhance small group experiences. In this paper, we report a study exploring the potential of mobile visual recognition technology (Artcodes) to improve users’ experiences in a visitor centre. A prototype mobile guide in the form of a treasure hunt was developed and evaluated by means of a field study comparing this technology with the existing personal guided tour. The results reveal a preference for the mobile guide amongst participants and show significant learning gains from pre-test to post-test compared with the pre-existing personal tour. Our observational analyses indicate how the mobile guide can be used to improve visitors’ learning experiences by supporting active discovery and by balancing physical and digital interactions. We further expand the concept of design trajectories to consider micro-scaffolding as a way of understanding and designing future public technologies.  相似文献   

13.
Mobile robotics has achieved notable progress, however, to increase the complexity of the tasks that mobile robots can perform in natural environments, we need to provide them with a greater semantic understanding of their surrounding. In particular, identifying indoor scenes, such as an Office or a Kitchen, is a highly valuable perceptual ability for an indoor mobile robot, and in this paper we propose a new technique to achieve this goal. As a distinguishing feature, we use common objects, such as Doors or furniture, as a key intermediate representation to recognize indoor scenes. We frame our method as a generative probabilistic hierarchical model, where we use object category classifiers to associate low-level visual features to objects, and contextual relations to associate objects to scenes. The inherent semantic interpretation of common objects allows us to use rich sources of online data to populate the probabilistic terms of our model. In contrast to alternative computer vision based methods, we boost performance by exploiting the embedded and dynamic nature of a mobile robot. In particular, we increase detection accuracy and efficiency by using a 3D range sensor that allows us to implement a focus of attention mechanism based on geometric and structural information. Furthermore, we use concepts from information theory to propose an adaptive scheme that limits computational load by selectively guiding the search for informative objects. The operation of this scheme is facilitated by the dynamic nature of a mobile robot that is constantly changing its field of view. We test our approach using real data captured by a mobile robot navigating in Office and home environments. Our results indicate that the proposed approach outperforms several state-of-the-art techniques for scene recognition.  相似文献   

14.
随着各地区博物馆免费开放,参观人数的增多,导向系统在其中发挥着举足轻重的作用。笔者考察了湖北省内几大博物馆,针对武汉博物馆导向系统进行了详细的分析,着重研究导向系统中字体形态与信息传播的关系,设计出具体的改良方案,试图探究出适用于该类博物馆的导向信息字体形态。  相似文献   

15.
In this work, we report on a solution for providing support to the blind using mobile museum guides by exploiting the haptic channel as a complement to the audio/vocal one. The overall goal is to improve the autonomy and social integration of blind visitors. We followed an iterative approach in which the proposed system went through various user evaluations and further refinements. The final solution includes vibrotactile feedback enhancement for orientation and obstacle avoidance obtained through the use of unobtrusive actuators applied to two of the user's fingers combined with an electronic compass and obstacle detector sensors connected wirelessly to the mobile guide. Our study indicates that vibrotactile feedback is particularly useful to provide frequent unobtrusive indications of useful dynamic information, such as the level of proximity of an obstacle or the distance from the right orientation.  相似文献   

16.
Fine-arts museums design exhibitions to educate, inform and entertain visitors. Existing work leverages technology to engage, guide and interact with the visitors, neglecting the need of museum staff to understand the response of the visitors. Surveys and expensive observational studies are currently the only available data source to evaluate visitor behavior, with limits of scale and bias. In this paper, we explore the use of data provided by low-cost mobile and fixed proximity sensors to understand the behavior of museum visitors. We present visualizations of visitor behavior, and apply both clustering and prediction techniques to the collected data to show that group behavior can be identified and leveraged to support the work of museum staff.  相似文献   

17.
The design of a handheld,location-aware guide for indoor environments   总被引:1,自引:0,他引:1  
Because of the growing spread of mobile and small devices (like PDAs, mobile phones, etc.), designers and developers of interactive systems have to consider user mobility and the dynamic context of use. In this paper we discuss the design criteria we have defined for developing handheld location-aware systems for indoor environments. We analyse some of the technologies currently available for this purpose and examine how to use them in order to obtain location-dependent information. We report on our experience in designing a location-aware guide for museum visitors and identify possible design criteria for this type of system, which uses automatic detection of a change in environment to trigger the presentation of multi-modal, context-dependent information through a hand-held guide.  相似文献   

18.
Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning strategies and the general audio–visual guide systems. To gain a deeper understanding of the features and limitations of these guide systems in a museum‐learning context and also to provide new designs that better guide learners in interacting with peers and exhibitions, in‐depth exploration of learners' actual visits and analyses of their behavioural patterns is crucial. This study was based on empirical observation and analysis of the learning behaviours (recorded on video) of 65 elementary‐school students who were placed into three groups: mobile guide with problem‐solving strategy, audio–visual mobile guide and paper‐based learning‐sheet guide. By coding and analysing the video and conducting sequential analysis and frequency analysis of learning‐related discussion content, behavioural interaction patterns were determined by which the features and limitations of the different types of guides were compared. Among the findings, it was discovered that the students in the problem‐solving mobile guide group showed a higher level of two‐way interactions with their peers and the exhibits, as well as more learning‐related discussions. Relevant suggestions for teachers, researchers and guide‐systems developers are also given.  相似文献   

19.
Ubiquitous computing environments continuously infer our context and proactively offer us context aware services and information, suggested by notifications on our mobile devices. However, notifications come with a cost. They may interrupt the user in the current task and be annoying in the wrong context. The challenge becomes how to notify the user about the availability of relevant services while minimizing the level of disruptiveness. Thus, an understanding of what affects the subjective perception of the disruptiveness of the notification is needed. As yet, most of the research on disruptiveness of notifications focused on stationary, task-oriented environments. In this study, we examine the effect of notifications in a special leisure scenario—a museum visit. In two user studies conducted in a museum setting, participants used a context-aware mobile museum guide to receive information on various museum exhibits while periodically receiving notifications. We examined how the user’s activity, the modality of the notification, and the message content affected the perceived level of disruption that the notifications created. We discuss our results in light of existing work in the desktop and mobile domains and provide a framework and recommendations for designing notifications for a mobile museum guide system.  相似文献   

20.
A mobile guide system that integrates art appreciation instruction with augmented reality (AR) was designed as an auxiliary tool for painting appreciation, and the learning performance of three groups of visiting participants was explored: AR-guided, audio-guided, and nonguided (i.e., without carrying auxiliary devices). The participants were 135 college students, and a quasi-experimental research design was employed. Several learning performance factors of the museum visitors aided with different guided modes were evaluated, including their learning effectiveness, flow experience, the amount of time spent focusing on the paintings, behavioral patterns, and attitude of using the guide systems. The results showed that compared to the audio- and nonguided participants, the AR guide effectively enhanced visitors' learning effectiveness, promoted their flow experience, and extended the amount of time the visitors spent focusing on the paintings. In addition, the visitors' behavioral patterns were dependent upon the guided mode that they used; the visitors who were the most engaged in the gallery experience were those who were using the AR guide. Most of the visitors using the mobile AR-guide system elicited positive responses and acceptance attitudes.  相似文献   

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