Prototype of 3D applications for augmented reality and immersive visitor experience in museums. – For Computer Science Students

This project has the goal to develop a 3D application for the MUBIL project with focus on augmented books.
The candidate will have to work both practically (with development) and empirically (by evaluating the prototype).
The development platform will be state of the art technology for virtual and augmented reality; the XVR framework, based on a powerful scripting language oriented to VR/AR, allows to develop and manage interactive applications featuring 3D graphics, computer vision, 3D audio, motions sensors, haptic interfaces. Such applications can be deployed on the web or on immersive platform such as Head Mounted Displays, Powerwall, or CAVEs.
The project MUBIL starts in October 2011 and will run for two years. It is cooperation between the Gunnerus Library at NTNU, the IDI department at NTNU; and the PERCRO laboratory Sant’Anna.
Supervisor Letizia Jaccheri, Marcello Carrozzino
External stakeholder: Alexandra Angeletaki
Mubil 3D applications for augmented reality – For Computer Science Students – Theoretical
3D applications for augmented reality and immersive visitor experience in museums: state of the art and state of the practice. This project has the goal to map out the status of knowledge and practice about the theme 3D applications in museums and archives with focus on augmented books.
The candidate will have to work both theoretically (with literature) and empirically (by assessing the Norwegian and International museum landscape).
The project MUBIL starts in October 2011 and will run for two years. It is cooperation between the Gunnerus Library at NTNU, the IDI department at NTNU; and the PERCRO laboratory Sant’Anna.
Sound and LOcation – Play application – For Computer Science Students
The project has the practical goal to specify, design, implement, and test a prototype of the Art of Present (AoP) system.
The system is a play application that can be used as an ice-breaker (get to know activities) at events (conferences and cultural) where people come together. It is a social media for the present at it is intended to be used for limited time and restricted place. The system builds upon:
- Technical possibilities of location and sound of mobile devices.
- Theoretical frameworks of play
- Related artistic work in the field of sound composition and art in public space
Practical challenges include: the choice of the suitable programming language and environment (see appinventor), and reusable components.
Research challenges: the research questions are at the intersection between technology possibilities of location and sound of mobile devices, software architecture, reuse of components, open source software.
Sound and LOcation – Play application – For Music Technology Students
The project has the practical goal to specify, design, implement, and test a prototype of the Art of Present (AoP) system.
The system is a play application that can be used as an ice-breaker (get to know activities) at events (conferences and cultural) where people come together. It is a social media for the present at it is intended to be used for limited time and restricted place. The system builds upon:
- Technical possibilities of location and sound of mobile devices.
- Theoretical frameworks of play
- Related artistic work in the field of sound composition and art in public space
Artistic challenges: how to choose music framents example
http://www.freesound.org
that suitable and pleasant to be played by clusters of mobile phones?
Practical challenges include: the choice of the suitable programming language and environment (see appinventor), and reusable components.
Research challenges: the research questions are at the intersection between technology possibilities of location and sound of mobile devices and artistic quality of the sound in the space.