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2014 International Conference on Virtual Systems & Multimedia (VSMM)最新文献

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Real-time sensor-fusion based indoor localization for mobile Augmented Reality 基于实时传感器融合的移动增强现实室内定位
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136688
Jinki Jung, Suwon Lee, Hyeopwoo Lee, H. Yang, L. Weruaga, M. Zemerly
In this paper we propose a sensor fusion based indoor localization method for mobile Augmented Reality (MAR). The aim of this research is to provide fine-tuning of the line feature based localization to accuracy of centimeter-level by exploring multi-modality of a mobile device. In order to match with line features from the captured scene and the given floor map, a line-based indoor scene analysis is proposed with Manhattan world assumption. An efficient pairwise line matching method using corresponding compass sensor data is presented to yield accurate localization and registration for MAR. Experimental results demonstrated that the proposed method is able to provide real-time performance and robustness in indoor environment.
提出了一种基于传感器融合的移动增强现实(MAR)室内定位方法。本研究的目的是通过探索移动设备的多模态,将基于线特征的定位精度微调到厘米级。为了将捕获的场景和给定的地板图中的线特征匹配起来,提出了一种基于曼哈顿世界假设的室内场景线分析方法。利用相应的罗盘传感器数据,提出了一种有效的两两线匹配方法,实现了mar的精确定位和配准。实验结果表明,该方法在室内环境下具有良好的实时性和鲁棒性。
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引用次数: 3
Multi-image morphing: Summarizing visual information from similar ancient coin image regions 多图像变形:汇总相似古钱币图像区域的视觉信息
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136662
Stefan Hödlmoser, S. Zambanini, M. Kampel
The process of synthetically producing an image illustrating merged parts of multiple source images is usually known as image morphing. In this work a system is presented which morphs more than two source images to one output image. Its focus lies on using ancient coin images belonging to a common coin type. Nowadays, these coins can be worn or damaged. The goal of the presented morphing framework is the automatic detection and summarization of visual data of common regions by which outliers like wear marks of coins are removed. Since image registration forms the basis of the morphing system, SIFT flow functionalities are used. The selection of possible region-candidates is inferred by means of a Markov Random Field in order to find the best combination of visual content. Finally, solving the Poisson equation smooths the morphed image. An evaluation is carried out in which the system is applied to three different data sets in order to demonstrate visually aesthetic results. A second evaluation is done by investigating a classification task of ancient coin images. It is shown that substituting a morphed image as training image in the classification task improves the representation of a coin type compared to a single image.
合成一幅图像来表示多个源图像的合并部分的过程通常被称为图像变形。在这项工作中,提出了一个将两个以上的源图像转换为一个输出图像的系统。其重点在于使用属于一种普通币种的古钱币形象。如今,这些硬币会被磨损或损坏。所提出的变形框架的目标是自动检测和汇总公共区域的视觉数据,通过这些数据可以去除像硬币磨损痕迹这样的异常值。由于图像配准是变形系统的基础,因此使用了SIFT流功能。为了找到视觉内容的最佳组合,通过马尔可夫随机场来推断可能候选区域的选择。最后,求解泊松方程对变形后的图像进行平滑处理。在评估中,该系统被应用于三个不同的数据集,以展示视觉美学的结果。第二个评估是通过调查古钱币图像的分类任务来完成的。结果表明,在分类任务中,将变形后的图像替换为训练图像,与单个图像相比,可以提高硬币类型的表示。
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引用次数: 0
Reviving ancient Egyptian scenes 重现古埃及场景
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136648
Fathi Saleh, M. Badawi, M. Harb, Karim Omar
Pharaonic inscriptions contain a lot of scenes that illustrate many activities in ancient Egypt, such as daily life activities, religious rituals, festivals, battles, etc. This paper aims to show how the Egyptian Center for Documentation of Cultural and Natural Heritage (CULTNAT) used computer graphics in some projects to visualize the ancient Egyptian scenes in an attractive manner. This paper is concerned with four different projects; namely the botanical garden in Karnak temple, the Zodiac of Dendera Temple, the Opet Festival, Kadesh Battle. In each of them, the heritage data visualization was realized with different methodology that suits better the content being presented. The paper describes those different methodologies, why they were used and challenges faced to achieve those projects.
法老碑文中包含了许多场景,说明了古埃及的许多活动,如日常生活活动、宗教仪式、节日、战斗等。本文旨在展示埃及文化和自然遗产文献中心(CULTNAT)如何在一些项目中使用计算机图形以吸引人的方式将古埃及的场景可视化。本文涉及四个不同的项目;即卡纳克神庙的植物园,丹德拉神庙的十二宫,奥佩特节,卡德什战役。在每一种方法中,采用不同的方法来实现遗产数据的可视化,以更好地适应所呈现的内容。本文描述了这些不同的方法,为什么要使用它们,以及实现这些项目所面临的挑战。
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引用次数: 0
Use and re-use of data how Collection Management Systems, Transmedia and Augmented Reality impact the future of museum 数据的使用和再利用:馆藏管理系统、跨媒体和增强现实如何影响博物馆的未来
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136693
Harald Kraemer, Norbert Kanter
The first of the core challenges, museums and archives have to face today is getting oversight and control, and an idea about the usefulness of the exponentially growing amount of digital data. The second core challenge is the defining of strategies for the use and re-use of the existing data in IT Systems like Collection Management Software. And the third one is how a museum can find a unique position as content provider and producer in the growing field of transmedia (formerly multimedia). The authors will give an overview about the current situation and show on several case studies where museums and archives are headed. This paper will have two parts. iIn Part 1: 'Digital Strategies in Museums' Norbert Kanter, international renown expert in Museum Informatics, will give an insight why museums need more than ever digital strategies. Furthermore he is explaining how the latest Collection Management Systems can support the use and re-use of different kind of data for different purposes. The workshop part 1 will give a comprehensive overview of tools and possibilities used by museums today to deliver their wealth of digital data and create transformations of these in all kinds of technologies-from databases to re-use and re-creation with technologies like portal sites, 3D-printing or Google Glass. In Part 2 'Transmedia vs. Augmented Reality' Harald Kraemer, producer, director as well as critical observer of online and offline Multimedia applications for and in museums, introduces into the problems of archiving multimedia content and methods to analyse these masterpieces of interactive applied arts. Meanwhile different forms of transmedia like interactive narrations told by interactive narrators, serious games or apps as well as Augmented Reality-driven 3D events become a progressive factor for a successful knowledge transfer of cultural heritage. As keepers of authentic artefacts and the related informations and narrations, museums increasingly have the obligation to define strategies for their digital future. In this paper the authors show and discuss some options.
博物馆和档案馆今天必须面对的第一个核心挑战是如何得到监督和控制,以及如何利用指数级增长的数字数据。第二个核心挑战是定义IT系统(如收集管理软件)中现有数据的使用和重用策略。第三个问题是博物馆如何在不断发展的跨媒体(以前的多媒体)领域中找到作为内容提供者和生产者的独特地位。作者将对目前的情况进行概述,并展示博物馆和档案馆的几个案例研究。本文将分为两部分。在第一部分“博物馆的数字化战略”中,国际知名博物馆信息学专家Norbert Kanter将阐述为什么博物馆比以往任何时候都更需要数字化战略。此外,他还解释了最新的收集管理系统如何支持为不同目的使用和重用不同类型的数据。研讨会第一部分将全面概述当今博物馆使用的工具和可能性,以传递他们丰富的数字数据,并通过各种技术对这些数据进行转换——从数据库到门户网站、3d打印或谷歌Glass等技术的再利用和再创造。在第二部分“跨媒体与增强现实”中,Harald Kraemer是博物馆在线和离线多媒体应用的制片人、导演和关键观察者,他介绍了多媒体内容存档的问题以及分析这些互动应用艺术杰作的方法。与此同时,不同形式的跨媒体,如互动叙述者讲述的互动叙事,严肃游戏或应用程序,以及增强现实驱动的3D事件,成为文化遗产知识成功转移的进步因素。作为真实文物以及相关信息和叙述的保管人,博物馆越来越有义务为自己的数字化未来制定战略。在本文中,作者提出并讨论了一些选择。
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引用次数: 6
Image as a trace of action: Recording activist performance art 影像作为行动的痕迹:记录激进主义行为艺术
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136673
Maria Fedorova, T. Schiphorst
This paper looks at performance in the context of activism and digital video documentation in which performers' corporeality and the scenic space are mediated through video and online video sharing platforms such as YouTube. It aims to define the ways digital video materializes the body of the performer in front of the camera and how this corporeality is translated to the spectator. Despite all technical possibilities provided by digital technology, it is the degraded, low-fi amateur aesthetics of the digital image that reveals the political in the piece by engaging the viewer. We analyze a number of contemporary performance artworks (Art Group Voina, Philip Huang, 0100101110101101.org - Eva and Franco Mattes). This paper closes with a discussion about the paradigm between the representation of body in social space, legibility of the image, compressed aesthetics and online video circulation.
本文着眼于行动主义和数字视频文献背景下的表演,其中表演者的肉体和景观空间通过视频和在线视频分享平台(如YouTube)进行调解。它旨在定义数字视频在镜头前将表演者的身体物质化的方式,以及如何将这种肉体转化为观众。尽管数字技术提供了所有的技术可能性,但数字图像的低级、低保真业余美学通过吸引观众来揭示作品中的政治。我们分析了一些当代行为艺术作品(艺术团体Voina, Philip Huang, 0100101110101101.org - Eva和Franco Mattes)。本文最后讨论了身体在社会空间中的表现、图像的易读性、压缩美学与网络视频流通之间的范式。
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引用次数: 0
Projection-based city atlas: An interactive, touchless, virtual tour of the urban fabric of Ascoli Piceno 基于投影的城市地图集:阿斯科利皮切诺城市结构的交互式,非触摸,虚拟之旅
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136672
D. Rossi, E. Petrucci, A. Olivieri
This proposal is aimed at illustrating a low cost exhibit of a projection-based city atlas. The exhibit could be replicated and reconfigured in accordance with the size of the mock-up and the spatial arrangement of the place where it will be located. The paper will be divided into different sections in order to explain and illustrate: the state of the art and previous experiences about spatial augmented geographycal representation; the technical issues regarding the projection set-up and the technological framework related to the touchless interaction system; the content design process. Within this framework, the experimentation has been carried out on the urban area of Ascoli Piceno (Italy). Based on the description of events occurring over time, the interactive virtual tour aims to highlight how the urban fabric has changed throughout the historical and political periods that have affected the city.
该方案旨在展示基于投影的城市地图集的低成本展览。展览可以根据实体模型的大小和放置地点的空间安排进行复制和重新配置。本文将分为不同的部分来解释和说明:空间增强地理表征的技术现状和以往的经验;所述投影装置的技术问题及与所述非接触式交互系统相关的技术框架;内容设计过程。在这个框架内,在阿斯科利皮切诺(意大利)市区进行了实验。基于对随时间发生的事件的描述,互动虚拟之旅旨在突出城市结构在影响城市的历史和政治时期是如何变化的。
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引用次数: 4
3D reconstruction from images for museum artefacts: A comparative study 博物馆文物图像的三维重建:比较研究
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136681
M. Nabil, Fathi Saleh
Structure from Motion (SfM) is considered to be a low-cost and easy-to-use 3D digitization method compared to other methods such as laser scanning. SfM has become a widely used reconstruction method in cultural heritage applications including museums artifacts and archaeological sites. In this paper we are going to present a comparative study for using two SfM software: PhotoScan from Agisoft and RECAP from Autodesk as part of our an on-going research that aims at finding the best method to create high quality 3D models for artifacts with minimal human interference. To expose real problems expected in the museum environment, the study was made using three small artefacts from the Egyptian museum in Cairo.
与激光扫描等其他方法相比,运动结构(SfM)被认为是一种低成本且易于使用的3D数字化方法。SfM已成为一种广泛应用于博物馆文物和考古遗址等文化遗产应用的重建方法。在本文中,我们将介绍使用两种SfM软件的比较研究:Agisoft的PhotoScan和Autodesk的RECAP,作为我们正在进行的研究的一部分,旨在找到以最小人为干扰为工件创建高质量3D模型的最佳方法。为了揭示博物馆环境中可能存在的实际问题,这项研究使用了开罗埃及博物馆的三件小文物。
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引用次数: 16
3D reconstruction of a disappeared museum 一个消失的博物馆的3D重建
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136697
Camille Autran, F. Guéna
The paper aims to present methods used and difficulties encountered in an experiment of 3D reconstruction of a disappeared museum: The Alexandre Lenoir's museum of French Monuments. This experiment is a part of a larger research whose objective is to pool knowledge of art historians, museum curators and computer scientists in order to develop digital tools for enhanced communication, teaching and research in the museum heritage sector.
本文旨在介绍在一个消失的博物馆的3D重建实验中使用的方法和遇到的困难:亚历山大·勒努瓦的法国纪念碑博物馆。这项实验是一项更大的研究的一部分,该研究的目标是汇集艺术史学家、博物馆馆长和计算机科学家的知识,以开发数字工具,以加强博物馆遗产部门的交流、教学和研究。
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引用次数: 3
Go your own way: User preference in a time-based virtual heritage world 走自己的路:基于时间的虚拟遗产世界中的用户偏好
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136665
Kit Devine
Virtual reality, though still expensive, is becoming more common in museums. And while interactive games are touted as powerful learning tools, virtual worlds are places that can support a range of activities including, but not limited to, interactive games. The Virtual Sydney Rocks (VSR) is a prototype multi-modal time-based virtual heritage world. It was tested at the Rocks Discovery Museum in the historic Sydney Rocks district in Sydney, Australia. Users of the VSR had the option of playing a Game, taking a Tour and Exploring freely. The initial findings reveal that museum visitors liked to engage with the VSR via several of the available modes and that the game was the least popular. Individual users had clear preferences and each of the three interaction modes was the preferred mode for a significant minority of users. In conclusion, when it comes to learning users liked a combination of modes as they appreciated that each mode had particular strengths.
虚拟现实虽然仍然昂贵,但在博物馆里正变得越来越普遍。虽然互动游戏被吹捧为强大的学习工具,但虚拟世界是可以支持一系列活动的地方,包括但不限于互动游戏。虚拟悉尼岩石(VSR)是一个基于时间的多模态虚拟遗产世界的原型。它在澳大利亚悉尼历史悠久的悉尼岩石区的岩石发现博物馆进行了测试。VSR的用户可以选择玩游戏、游览和自由探索。最初的调查结果显示,博物馆游客喜欢通过几种可用的模式参与VSR,而游戏是最不受欢迎的。个人用户有明确的偏好,这三种交互模式中的每一种都是相当少数用户的首选模式。总之,当谈到学习时,用户喜欢各种模式的组合,因为他们知道每种模式都有自己的优势。
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引用次数: 4
A study on the e-learning for Korean traditional dance 韩国传统舞蹈的网络学习研究
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136679
Jongwook Lee, Boncheol Goo
In this paper, we propose a digital learning environment for the education of components of Korea traditional dance. This study analyzes the existing apprenticeship contents and training methods. And we propose a digital teaching methods that can increase the learning effect. The educational content of Seungmu(monk's dance) is consist of stepping, keeping time, motion, emotion and rhythmic pattern. Training method are direct instruction, direct demonstration and explaining metaphor. We propose learning methods to increase the learning effect and technology to reflect the intention of each elements. We made the prototype for education of stepping in Seungmu elements.
在本文中,我们提出了韩国传统舞蹈组成部分教育的数字化学习环境。本研究分析了现有的学徒制内容和培训方法。提出了一种提高学习效果的数字化教学方法。武僧舞的教育内容包括步法、拍子、动作、情感和节奏模式。训练方法有直接指导、直接示范和隐喻讲解。我们提出了提高学习效果的学习方法和体现各要素意图的技术。我们制作了融入升武元素的踏步教育原型。
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引用次数: 2
期刊
2014 International Conference on Virtual Systems & Multimedia (VSMM)
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