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Scoutin' for skunk-ape! 去找臭鼬猿!
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542445
Kevin Lu
A tale of two backwoods bumpkins on the hunt for Florida's mythical Skunk-Ape.
讲述了两个乡巴佬寻找佛罗里达神秘的臭鼬猿的故事。
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引用次数: 0
Demonstration of mobile virtual archery 移动虚拟射箭演示
Pub Date : 2013-11-19 DOI: 10.1145/2543651.2543658
Daniel Drochtert, Konstantin Owetschkin, L. Meyer, C. Geiger
In this demonstration we demonstrate the result of the project "Mobile Virtual Archery", a mobile phone based virtual reality simulator for traditional archery. We attached a mobile phone to a real archery bow to act as a "magic window" into a virtual outdoor 3D world. The user is able to orient the bow using all three axes and the virtual scene is updated in real-time. We provide a 360° scene with a number of targets placed at different positions. With our mobile 3D simulator we want to provide a believable archery experience and support users in practicing the motion sequence of traditional archery in a virtual environment.
在这次演示中,我们展示了“移动虚拟射箭”项目的成果,这是一个基于手机的传统射箭虚拟现实模拟器。我们将手机连接到真正的射箭弓上,作为进入虚拟户外3D世界的“魔法窗口”。用户可以使用所有三个轴来确定弓的方向,虚拟场景会实时更新。我们提供了一个360°的场景,在不同的位置放置了许多目标。通过我们的移动3D模拟器,我们希望提供一个可信的射箭体验,并支持用户在虚拟环境中练习传统射箭的运动序列。
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引用次数: 2
Participating interface 参与界面
Pub Date : 2013-11-19 DOI: 10.1145/2542256.2542263
Seonah Mok, Jaehwan Jeon, M. Hayes, J. Paik
This paper is presents an artwork that is concerned with the interactions among people rather than the interaction between an audience and the artwork. We visualize the physical motion variations from the interactions among different participants using Kinect-based depth estimation and video tracking algorithms. The proposed work can visualize the affective experiences based on the physical distance between participants. We also provide experiences in which a participant becomes a part of the artwork in the form of both shape and interface. The body of a participant plays an important role in communicating and interacting with other participant and the artwork itself.
这篇论文呈现的是一件关注人与人之间互动的艺术品,而不是观众与艺术品之间的互动。我们使用基于kinect的深度估计和视频跟踪算法可视化不同参与者之间相互作用的物理运动变化。提出的工作可以可视化基于参与者之间的物理距离的情感体验。我们还提供了一种体验,在这种体验中,参与者以形状和界面的形式成为艺术品的一部分。参与者的身体在与其他参与者和艺术品本身的交流和互动中起着重要的作用。
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引用次数: 2
Cerebral interaction and painting 大脑互动与绘画
Pub Date : 2013-11-19 DOI: 10.1145/2542256.2542260
Yiyuan Huang, A. Lioret
The research focuses on combination of novel technology and traditional art. In this paper, a novel interactive art installation (IAI) using user's thought to interact with a digital Chinese ink painting is introduced. Meanwhile, the final purpose of this research is to establish a link between novel technology and traditional arts and further to bring out traditional art philosophy by taking the advantages of novel technology. Finally, this research aims to help people understand not only the visual expression of an art, but also its philosophy and spirit through different kinds of interaction. Based on this, the theory research focuses on four parts: traditional art philosophy, artistic and cognitive psychology, traditional art, novel technology. Meanwhile, for practice, a Chinese style IAI experiment including brain waves control technology is introduced to help people better understand the purpose of this research.
研究的重点是新技术与传统艺术的结合。本文介绍了一种新颖的交互式艺术装置(IAI),利用用户的思想与数字中国水墨画进行交互。同时,本研究的最终目的是建立新技术与传统艺术之间的联系,并进一步利用新技术的优势来引出传统的艺术哲学。最后,本研究旨在通过不同形式的互动,帮助人们理解艺术的视觉表达,以及艺术的哲学和精神。在此基础上,理论研究主要集中在传统艺术哲学、艺术与认知心理学、传统艺术、新技术四个部分。同时,为了便于实践,介绍了一个包含脑电波控制技术的中国式IAI实验,以帮助人们更好地理解本研究的目的。
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引用次数: 5
Recent advances in image deblurring 图像去模糊的最新进展
Pub Date : 2013-11-19 DOI: 10.1145/2542266.2542272
Seungyong Lee, Sunghyun Cho
Motion blur is a common artifact that produces disappointing blurry images with inevitable information loss. Due to the nature of imaging sensors that accumulates incoming lights, a motion blurred image will be obtained if the camera sensor moves during exposure. Image (motion) de-blurring is a computational process to remove motion blurs from a blurred image to obtain a sharp latent image. Recently image de-blurring has become a popular topic in computer graphics and vision research, and excellent methods have been developed to improve the quality of de-blurred images and accelerate the computation speed. Image de-blurring has also a variety of applications in image enhancement software and camera industry, and a practical image de-blurring method with quality and speed would be a critical factor to improve the performance of image enhancement and camera systems. This course will first introduce the concepts, theoretical model, problem definition, and basic approach of image de-blurring. Blind deconvolution and non-blind deconvolution are two main topics of image de-blurring, which are classified by the existence of given kernel (or PSF; point spread function) information that describes the camera motion. For both blind deconvolution and non-blind deconvolution, challenges, classical methods, and recent research trends and successful methods will be presented. A PhotoShop demo will be given to show the performance of a recently developed fast motion de-blurring method. This course will also cover several advanced issues of image de-blurring, such as hardware based approaches, spatially-varying camera shakes, object motions, and video de-blurring. It will conclude with remaining challenges, such as outliers and noise, computation time, and quality assessment. There will be Q&A at the end of each presentation with a short discussion at the end of the course.
动态模糊是一种常见的人工制品,它会产生令人失望的模糊图像,同时不可避免地会丢失信息。由于成像传感器的性质是积累入射光,如果相机传感器在曝光过程中移动,则会获得运动模糊图像。图像(运动)去模糊是一种从模糊图像中去除运动模糊以获得清晰潜在图像的计算过程。近年来,图像去模糊已经成为计算机图形学和视觉研究领域的一个热门话题,人们已经开发出了一些很好的方法来提高去模糊图像的质量和加快计算速度。图像去模糊在图像增强软件和相机行业中也有各种各样的应用,一种实用的高质量、高速度的图像去模糊方法将是提高图像增强和相机系统性能的关键因素。本课程将首先介绍图像去模糊的概念、理论模型、问题定义及基本方法。盲反卷积和非盲反卷积是图像去模糊的两个主要问题,它们根据给定核(或PSF)的存在性进行分类;点扩展函数)描述摄像机运动的信息。介绍了盲反卷积和非盲反卷积的挑战、经典方法、最新研究趋势和成功方法。PhotoShop演示将给出一个最近开发的快速运动去模糊方法的性能。本课程还将涵盖图像去模糊的几个高级问题,如基于硬件的方法,空间变化的相机抖动,物体运动和视频去模糊。本文将总结剩余的挑战,如异常值和噪声、计算时间和质量评估。每堂课的最后都会有问答环节,课程结束后会有一个简短的讨论。
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引用次数: 14
The missing scarf 丢失的围巾
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542452
E. Duffy
A short animated film by Eoin Duffy staring George Takei.
由约恩·达菲导演的动画短片,由乔治·武井主演。
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引用次数: 0
850 meters 850米
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542487
P. Gauthier
The quest of a Fame-and-Fortune-hungry knight, in a not-so-fairy-tale!
在一个不那么童话的故事里,追逐名利的骑士!
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引用次数: 0
5 story building 五层建筑
Pub Date : 2013-11-19 DOI: 10.1145/2542256.2542265
Ricardo Muñoz
A mischievous Monster, a naive Sidekick, ten shallow Girls, a retired Villain, an apathetic Robot, and a Megalomaniac from outer space live under one roof in the "5 Story Building". Five simultaneous stories tell the lives of the singular occupants of this confining building. These neighbors carry on with their own ambitions and inherited craziness without realizing that their stories are intertwined in this episodic interactive fiction. Jean Paul Sartre and "Sleep No More" inspire this experience for digital tablets that explores the nuances and opportunities enabled by the introduction of interactivity in storytelling. "5 Story Building" is intentionally crafted to show off things that traditional media cannot. This project explores the possibility of multiple simultaneous stories that are part of a bigger plot. These stories develop regardless if they are seen or not: the users' decisions are not only about what they sees but also, and maybe most importantly, what they decide not to see. Multiple readings are necessary and voyeurism is encouraged.
一个淘气的怪物,一个天真的伙伴,十个肤浅的女孩,一个退休的恶棍,一个冷漠的机器人和一个来自外太空的自大狂住在一个屋檐下的“五层楼”。五个同时发生的故事讲述了这栋封闭建筑中独特居住者的生活。这些邻居继续着自己的野心,继承了自己的疯狂,却没有意识到他们的故事是交织在这个情节互动小说中的。让·保罗·萨特(Jean Paul Sartre)和《Sleep No More》激发了数字平板电脑的这种体验,探索了在讲故事时引入互动性所带来的细微差别和机会。“五层楼”刻意去展示传统媒体无法展示的东西。这个项目探索了多个同时发生的故事的可能性,这些故事是一个更大情节的一部分。这些故事的发展与它们是否被看到无关:用户的决定不仅取决于他们看到了什么,而且可能最重要的是,他们决定不看到什么。多重阅读是必要的,并鼓励偷窥。
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引用次数: 0
Shadow & light 光影
Pub Date : 2013-11-19 DOI: 10.1145/2542398.2542450
M. Clark
Motion from motion, the unbinding of physical form.
来自运动的运动,物理形态的解脱。
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引用次数: 0
Automatic 3D garment modeling by continuous style description 通过连续的样式描述,实现服装的自动三维建模
Pub Date : 2013-11-19 DOI: 10.1145/2542302.2542321
Li Liu, Ruomei Wang, Z. Su, Xiaonan Luo
Manually modeling of 3D garment is highly time-consuming and professional expertise demanding, and can only produce limited garments (Fig. 1(a)). The ability to create a diverse set of 3D garments is required with the trend of online fashion and apparel mass customization. This issue has been recently tackled with a fully automatic garment transfer algorithm [Brouet et al. 2012] based on pattern grading. Content creation techniques such as [Xu et al. 2012] introduce set evolution as a means for creative 3D shape modeling. However, current component assembly-based 3D shape modeling were just designed for discrete properties. An important observation is that style of many components garments can be characterized by the ratio of area and boundary length. Thus, we propose a simple but effective garment synthesis method that utilizes such a style description, instead of discretizing the style space. Results show that the method is able to produce various reasonable garments efficiently.
手工建模3D服装耗时长,对专业知识要求高,只能生产有限的服装(图1(a))。随着在线时尚和服装大规模定制的趋势,创建多样化的3D服装的能力是必需的。最近,一种基于图案分级的全自动服装转移算法[Brouet et al. 2012]解决了这个问题。内容创建技术,如[Xu et al. 2012]将集合演化作为创造性3D形状建模的一种手段。然而,目前基于组件装配的三维形状建模都是针对离散特性进行的。一个重要的观察是,许多成分服装的风格可以由面积和边界长度的比例来表征。因此,我们提出了一种简单而有效的服装合成方法,利用这种风格描述,而不是离散的风格空间。结果表明,该方法能有效地生产出各种合理的服装。
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引用次数: 1
期刊
International Conference on Societal Automation
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