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

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A service-oriented mobile augmented reality architecture for personalized museum environments 面向服务的移动增强现实架构,用于个性化的博物馆环境
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136695
Sasithorn Rattanarungrot, M. White
This paper presents a mobile augmented reality platform that exploits service-orientation for the visualisation of cultural media objects in personalised interactive museum environments. The service orientated architecture is composed of a mobile client, web service framework and service providers utilized to perform augmented reality tasks as well as support for media contents acquisition and consumption via a mobile or wireless network. The mobile client performs augmented reality tasks including multiple object tracking of physical 3D objects concurrently and then visualizes associated media contents (e.g. 3D models, videos, images, text, social media data, etc.) that are associated with the tracked physical (or reference) objects and then overlaid in the correct perspective in the real scene in a personalised museum visualisation scenario. A unique feature includes media content acquisition from open service providers through a web service framework. Typical services include, a photogrammetry service that allows users to obtain virtual 3D models of preferred cultural objects through image-based reconstruction techniques. These acquired 3D reconstruction contents can then be integrated with existing associated contents in a personalized augmented reality museum environment that can be stored and saved for later viewing, such as in the home after visiting a particular augmented reality based museum interactive. This paper focuses on describing the service orientation architectural components that supports personalized mobile augmented reality museum environments.
本文提出了一个移动增强现实平台,该平台利用面向服务的方式在个性化互动博物馆环境中实现文化媒体对象的可视化。面向服务的体系结构由移动客户端、web服务框架和用于执行增强现实任务的服务提供者组成,并支持通过移动或无线网络获取和消费媒体内容。移动客户端执行增强现实任务,包括同时跟踪物理3D对象的多个对象,然后可视化与跟踪的物理(或参考)对象相关的相关媒体内容(例如3D模型,视频,图像,文本,社交媒体数据等),然后在个性化博物馆可视化场景中以正确的视角叠加在真实场景中。一个独特的特性包括通过web服务框架从开放服务提供商处获取媒体内容。典型的服务包括摄影测量服务,允许用户通过基于图像的重建技术获得首选文物的虚拟3D模型。然后,这些获得的3D重建内容可以与现有的相关内容集成在个性化的增强现实博物馆环境中,可以存储和保存以供以后查看,例如在访问特定的基于增强现实的交互式博物馆后在家中。本文重点描述了支持个性化移动增强现实博物馆环境的面向服务的体系结构组件。
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引用次数: 6
Unmanned Aerial Vehicle in audio visual data acquisition; a researcher demo intro 无人机在视听数据采集中的应用研究员演示介绍
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136696
Delas Santano
With the UAV technology becoming more affordable and user-friendlier, researcher can capitalize on this advancement. Audiovisual data is a pertinent tool in data acquisition and UAV can add more value with proper context in the subject matter. This study aims to introduce the audiovisual data acquisition with UAV and demonstrate the user friendliness of operating the UAV as a beginner and not overwhelming the researcher. In future, researchers could increase the customization of the Phantom 2 UAV with other audiovisual data acquisition tool, to create more innovative data.
随着无人机技术变得更加经济实惠和用户友好,研究人员可以利用这一进步。视听数据是数据采集的一种相关工具,无人机可以在适当的主题背景下增加更多的价值。本研究旨在介绍无人机的视听数据采集,并展示作为初学者操作无人机的用户友好性,而不是压倒研究人员。未来,研究人员可以增加幻影2无人机的定制与其他视听数据采集工具,以创造更多的创新数据。
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引用次数: 1
Teaching elementary school students new method of music performance with Leap Motion 用跳跃动作教授小学生音乐表演新方法
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136655
Ikhsan Perdana
As the world continue to embrace motion recognition technology in recent years, it had also open up a new method for performing and learning music with motion recognition devices. In 2013, Leap Motion was released. It is a programmable motion recognition device, ticking the requirement needed by the Author to design a new software and application for music education. This research focus on the the process of creating a new software that will use the Leap Motion technology for music education class at elementary school. The research is meant to develop alternative ways in teaching music and performing for children, not to replace the traditional teaching method. The paper will talk about the whole experience of designing, implementing, and testing the usage of Leap Motion for music education. The research consist of two phase. The first phase is the music software design. It had 2 main program. The first program is the performance application, students can use both of their hands to perform music through the software, limited only to monophonic melody. The right hand will be positioned to control the pitch, on a one octave diatonic scale. The left hand will be positioned to control the note on and note off. Through the combination of these hand position, the student will be able to play one note at a time, a mono sine wave sound. The second program is the game application, student can practice their hand movement and carry out their music practice with this music application that's designed to mimic note scrolling music video games like the one found on commercial video games like Rock Band or Guitar Hero. A series of notes can be seen on the software user interface and they can practice to position their hand at the right moment to perform the right melody of the music piece. This music software is aimed toward first and second grade of elementary school student as it can be devised as a tool to help the student to learn melody and rhythm in music. The second phase of the research is a field study to measure the effectiveness of teaching this new method of music education through survey. The survey conclude that the there's still a long way to go to create an ideal motion recognition music based application. Through this survey we have collected data that consist of the the positives and negative opinion on the students experience with the software.
近年来,随着世界对动作识别技术的不断接受,它也为使用动作识别设备表演和学习音乐开辟了一种新的方法。2013年,Leap Motion发布。它是一种可编程的动作识别装置,满足了作者设计一种新的音乐教育软件和应用程序的需要。本研究的重点是创建一个新的软件,将使用Leap Motion技术在小学音乐教育课的过程。这项研究的目的是为儿童音乐和表演教学开发新的方法,而不是取代传统的教学方法。本文将讨论Leap Motion在音乐教学中的设计、实现和测试的整个过程。本研究分为两个阶段。第一阶段是音乐软件的设计。它有两个主程序。第一个程序是表演应用程序,学生可以用双手通过软件表演音乐,仅限于单音旋律。右手将被放置来控制音高,在一个八度的自然音阶上。左手将被放置来控制音符的开启和关闭。通过这些手位的组合,学生将能够一次演奏一个音符,一个单音正弦波的声音。第二个程序是游戏应用程序,学生可以练习他们的手部运动,并进行他们的音乐练习,这款音乐应用程序旨在模仿音符滚动音乐视频游戏,就像在摇滚乐队或吉他英雄等商业视频游戏中发现的那样。在软件用户界面上可以看到一系列的音符,他们可以练习在正确的时刻放置他们的手来演奏音乐作品的正确旋律。这个音乐软件是针对小学一年级和二年级的学生设计的,可以作为一个工具来帮助学生学习音乐中的旋律和节奏。研究的第二阶段是实地考察,通过调查来衡量这种音乐教育新方法的教学效果。调查得出的结论是,要创建一个理想的基于音乐的动作识别应用程序还有很长的路要走。通过这次调查,我们收集了关于学生使用软件体验的积极和消极意见的数据。
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引用次数: 8
Situated & sensory media between centre & periphery in museum mediation 位于博物馆中心与外围之间的感官媒介
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136658
G. Liestøl
The centre-periphery problem is acknowledged in the many international and historical cases of cultural plunder and consequent retention (Elgin marbles etc.). However, the centre-periphery problem is not limited to highly published examples, but continue to be a fundamental challenge to all centralized museums and their relationships to the original contexts of both their stored and displayed artifacts. The emerging digital solutions based on locative media may solve several of these problems, at least limit some of the damage being done. In this paper we give an overview of the various exchanges and stages in the relationship between periphery and centre, between the artifact's original habitat and its place in the museum collection and how they in different ways can be augmented by mobile augmented reality (situated simulation). The paper discusses how several situated simulations for smartphones and tablets have been evaluated and experimented with in the context of the centre-periphery relationship.
在许多国际和历史上的文化掠夺和随之而来的保留(埃尔金大理石等)中,中心边缘问题得到了承认。然而,中心周边问题并不局限于高度出版的例子,而是对所有集中式博物馆及其与存储和展示文物的原始环境的关系的根本挑战。基于位置媒体的新兴数字解决方案可以解决其中的一些问题,至少可以限制正在造成的一些损害。在本文中,我们概述了在外围和中心之间,在文物的原始栖息地和它在博物馆藏品中的位置之间的关系中的各种交流和阶段,以及它们如何以不同的方式通过移动增强现实(情境模拟)来增强。本文讨论了在中心-外围关系的背景下,如何评估和试验智能手机和平板电脑的几种情境模拟。
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引用次数: 2
Reproduction of South-East Asian cultural artefacts: A case of the Mah Meri 东南亚文化文物的再生产:以Mah Meri为例
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136660
Cheok Heng Pang, H. Thwaites, Muhammad Asyraf Mhd Pauzi, C. Khong, F. Noor, Muhammad Adhwa' M. D. H. Zainalee
Priceless cultural heritage artefacts are gradually being lost due to negligence or the natural processes of deterioration and decay. As a modern means of preservation, three dimensional (3D) scanned replicas of cultural heritage artefacts are often reconstructed for research or for viewing by the public while the original is properly stored and curated. This paper describes the reproduction processes involved using a colour scanner and a colour 3D printer. The subject matter is based on the moribund cultural heritage of the Mah Meri tribe where its artefacts were fully scanned in 3D. The digitisation of its form, colour and texture followed by the physical reproduction of the Mah Meri heritage is the first of such activity in the nation.
无价的文化遗产正因疏忽或自然的变质和腐烂过程而逐渐丢失。作为一种现代保存手段,文物的三维扫描复制品经常被重建以供研究或供公众观看,而原件则被妥善保存和策展。本文描述了使用彩色扫描仪和彩色3D打印机的复制过程。主题是基于Mah Meri部落垂死的文化遗产,其人工制品在3D中被完全扫描。将其形状、颜色和纹理数字化,然后对玛梅里遗产进行实物复制,这是该国首次开展此类活动。
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引用次数: 3
A methodological proposal for representation and scientific description of the great archaeological monuments 对伟大的考古遗迹进行表述和科学描述的方法论建议
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136659
M. Gaiani, B. Benedetti
Archaeological monuments involve different approaches of research, between conservation, management and communication, addressing various levels of users: scholars, restorers, visitors (real and on line). Using the case study of a famous monumental setting as Pompeii this paper focuses on a new multi-approach methodology to represent and describe it integrating the analysis of the visual traditional documents, made accessible in a global digital archive, and the development of a 3D reality-based modeling methodology.
考古遗迹涉及不同的研究方法,包括保护、管理和交流,涉及不同层次的用户:学者、修复者、游客(真实的和在线的)。本文以庞贝城这一著名的纪念性建筑为例,重点研究了一种新的多方法方法来表示和描述庞贝城,该方法结合了对视觉传统文件的分析,使其可以在全球数字档案中访问,并开发了一种基于3D现实的建模方法。
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引用次数: 3
The Amnesia Atlas. An immersive SenseCam interface as memory-prosthesis 失忆症图集。一个身临其境的SenseCam界面作为记忆假体
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136663
Volker Kuchelmeister, Jill Bennet
The Amnesia Atlas constitutes a pilot study for a photographic media interface as memory prosthesis. It utilises the wearable life-logging camera SenseCam to shed light on the importance of photographic imagery and place for memory retrieval. It investigates the relationships of spatiotemporal context on memory encoding and retrieval, utilising immersive 3D visualisation.
健忘症地图集构成了一个以摄影媒介界面作为记忆假体的初步研究。它利用可穿戴式生活记录相机SenseCam来阐明摄影图像和记忆检索场所的重要性。它研究了时空背景对记忆编码和检索的关系,利用沉浸式3D可视化。
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引用次数: 5
Pompei Knowledge Factory Cultural Heritage and ICT for a smart city 庞贝知识工厂文化遗产和信息通信技术的智慧城市
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136667
C. Gambardella, N. Pisacane, A. Avella, P. Argenziano
The aim of this research is to present the results of research project called “Pompei, Knowledge Factory”, whereas the `Knowledge Factory' represents a specific territorial infrastructure that, along with integrating know-how and technologies, may serve as the driver of innovation within the cycle of the protection and regenerative development of the cultural, environmental, landscape and industrial assets. Regeneration that could modify Pompei in a smart city. The definition of smart city, which has emerged in recent years, identifies a technological and interconnected city, that is also sustainable, comfortable, attractive, confident, with a balanced development and better management of energy resources and transport, reducing emissions, waste, pollution and congestion. In short, a “smart” design should not to dwell on mere regulations, but rather propose an integrated concept of the city landscape and development, reordering priorities and mobilizing the key issues in a logic of smart territories and communities that functions as a major stimulus for innovative research as well as projects. The ambitious goal of this project was to define operational protocols for the analysis, the survey and sustainable management of the territory of Pompei, not limited to the enclosure of the archaeological excavations, but rather included the whole municipality, with it being a carrier of critical elements, that has enormous chances still to be highlighted and valorised. In fact, the City of Pompei is unique due to the presence of two important tourist attractions (over than 6 million of tourists each year): the archaeological excavations of the City submerged by the eruption of Mt. Vesuvius in 79 A.D. and the Shrine of Our Lady of the Rosary of Pompei, now a Marian pontifical shrine and minor basilica, one of the most popular Italian destinations “to be blessed”. These tourist attractions lie in the modern City of Pompei, beyond which lies a sprawling, chaotic conurbation, that in the absence of any form of planning has spontaneously risen over the years. Preliminary knowledge of the city and archaeological site areas is the fundamental critical premise, both in the collection of data as well as their return. The research was also an opportunity to set up an experiment, with the integrated use of survey techniques and tools, a field laboratory in order to develop a methodology for multidimensional and multi-scalar integrated digital surveying, that can be exported to other contexts.
本研究的目的是展示名为“庞贝,知识工厂”的研究项目的成果,而“知识工厂”代表了一个特定的领土基础设施,与集成的知识和技术一起,可以作为文化,环境,景观和工业资产的保护和再生发展周期内的创新驱动力。将庞贝改造成一座智慧城市。近年来出现了智慧城市的定义,它是一个科技和互联的城市,也是可持续的、舒适的、有吸引力的、自信的、平衡发展的、更好地管理能源和交通的、减少排放、浪费、污染和拥堵的城市。简而言之,“智能”设计不应该仅仅停留在规则上,而是提出一个城市景观和发展的综合概念,重新排序优先事项,并在智能区域和社区的逻辑中调动关键问题,作为创新研究和项目的主要刺激。该项目雄心勃勃的目标是为庞贝领土的分析、调查和可持续管理定义操作协议,不限于考古发掘的包围,而是包括整个城市,它是关键要素的载体,仍然有巨大的机会被突出和评价。事实上,庞贝市是独一无二的,因为有两个重要的旅游景点(每年超过600万游客):公元79年维苏威火山爆发时淹没的城市考古发掘和庞贝玫瑰圣母神社,现在是圣母宗座神社和小教堂,是意大利最受欢迎的目的地之一“被祝福”。这些旅游景点位于现代化的庞贝市,而在庞贝市之外,是一个杂乱无序的大都市,在没有任何形式的规划的情况下,这些年来自发地崛起了。对城市和考古遗址区域的初步了解是数据收集和数据返回的基本关键前提。这项研究还提供了一个机会,通过综合使用调查技术和工具,建立一个实地实验室,以开发一种多维和多标量综合数字测量方法,这种方法可以输出到其他情况。
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引用次数: 2
Aerial videography in built heritage documentation: The case of Post-Independence Architecture of Malaysia 航拍摄影在建筑遗产文献中的应用:马来西亚独立后建筑的案例
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136680
Delas Santano, H. Esmaeili
The Unmanned Aerial Vehicle (UAV) has become increasingly affordable in the market and has been reduced to smaller sizes, providing an entry level UAV for any beginner. For this paper we have utilized the GoPro action camera as the chosen camera, since DJI has an established gimbal for it and also the fact that the GoPro setup is considered the entry level, which is available to anyone and also produces good quality. Recent research collaboration has identified built heritage in Malaysia with a scope of being built after the nation's independence between 1957 and 1970. Three buildings from this category were shot with the UAV, the National Mosque, Tun Abdul Razak Apartments or famously known as the Pekeliling Flats, and the Rifle Range Flats in Penang. This research will present the utilization of UAV in documenting a built heritage, its challenges in operating the machine, and documenting the sites. This study also briefly describes how aerial videography can be beneficial for visualization artists. In addition to aerial capturing, one aspect of built heritage documentation deals with e-reconstruction including digital drawings, 3D modeling, virtual reality, etc. This can be achieved by using existing visual materials as a reference to generate a virtualized version of the building. In some points visualization artist needs full access to the building, as existing reference images are insufficient. But as mentioned above, sometimes access is limited to terms and conditions mostly related to safety. In this situation one of the best alternatives is to use UAV drones. Aerial videography can be beneficial for visualization artists, first as the reference, and secondly to be combined with virtualized materials for augmented reality purposes as the land where flats were located on, will be covered by newly built skyscrapers in the near future.
无人驾驶飞行器(UAV)在市场上变得越来越实惠,并且已经缩小到更小的尺寸,为任何初学者提供入门级无人机。对于这篇论文,我们利用GoPro运动相机作为选择的相机,因为大ji有一个既定的框架,也GoPro设置被认为是入门级的,这是提供给任何人,也产生良好的质量。最近的研究合作已经确定了马来西亚的建筑遗产,其范围是在1957年至1970年国家独立后建造的。这一类中的三座建筑是用无人机拍摄的,分别是国家清真寺、敦阿都拉萨公寓或著名的pekelling公寓,以及槟城的步枪靶场公寓。本研究将介绍无人机在记录建筑遗产中的应用,其在操作机器和记录遗址方面的挑战。本研究也简要描述了航拍对可视化艺术家的益处。除了航拍外,建筑遗产文献的另一个方面涉及电子重建,包括数字绘图、3D建模、虚拟现实等。这可以通过使用现有的视觉材料作为参考来生成建筑的虚拟版本来实现。在某些地方,可视化艺术家需要完全进入建筑,因为现有的参考图像是不够的。但正如上面所提到的,有时访问受到主要与安全有关的条款和条件的限制。在这种情况下,最好的选择之一是使用无人机。航拍录像对可视化艺术家来说是有益的,首先是作为参考,其次是与虚拟材料相结合,用于增强现实的目的,因为公寓所在的土地将在不久的将来被新建的摩天大楼覆盖。
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引用次数: 10
Photography documentation of cultural heritage; Pua Kumbu textile of Sarawak, Borneo 文化遗产摄影文献;婆罗洲沙捞越的Pua Kumbu纺织品
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136685
Khairul Hazrin Hashim, Welyne Jeffrey Jehom
The discourse on the image and the archive is critical in these times of higher capacity storage, bigger bandwidth, and larger than ever digital projections and display applications. As we move from giga to terabytes, machines are now equipped to handle and manage thousands of images, opening up possibilities of increasing the numbers in photographic documentation of culture and heritage. Data or photographic capture of a chosen subject has never been as liberated with this phenomena, thus the availability of DSLRs with more than 30MP picture taking capacity. This paper describes the technical and theoretical elements, as well as the output of images, of a documentary photography of the Pua Kumbu textile making of Sarawak, on the island of Borneo. The location of this documentary is the Garie Longhouse, situated on the bank of Kain River, a tributary to the Rajang River, in the district of Kapit, Sarawak. Three fieldwork of a week each were conducted over a period of one year, to document the processes, weavers, environment, tools, and the produced textiles. Isolated in the interior of Borneo, access to the longhouse is only via the river, which means 8 hours of boat ride on 2 types of boats from the International Airport of Sibu, Sarawak. As a common issue in documentary photography, which is; what is more important, the subject or the photograph, this paper will elaborate on the theories and practice when capturing the scenes and objects. The whole collection of images, with a pixel dimension of 4912 × 7360, averaging 15Mb (pre-processed), at 300dpi are intended for an interactive projected display in a full scale mobile exhibition, with selected images for large digital prints and a book publication.
在这个存储容量更高、带宽更大、数字投影和显示应用规模更大的时代,关于图像和档案的讨论至关重要。我们从千兆字节,机器现在装备处理和管理成千上万的图像,开放的可能性增加了数字摄影文化和遗产的文档。选定主题的数据或照片捕捉从未因这种现象而得到解放,因此具有超过3000万像素拍摄容量的数码单反相机可用。本文描述了婆罗洲岛沙捞越Pua Kumbu纺织品制作的纪实摄影的技术和理论元素,以及图像的输出。这部纪录片的拍摄地点是位于沙捞越Kapit地区拉江支流Kain河岸边的Garie Longhouse。在一年的时间里,进行了三次为期一周的实地考察,以记录工艺、编织者、环境、工具和生产的纺织品。长屋位于婆罗洲内陆,只能通过河流进入,这意味着从沙捞越的思武国际机场乘坐两种船,共8小时。作为纪实摄影的一个常见问题,它是;更重要的是,主题或照片,本文将阐述的理论和实践,当捕捉场景和对象。全集图像,像素尺寸为4912 × 7360,平均15Mb(预处理),300dpi,用于全尺寸移动展览的交互式投影显示,部分图像用于大型数字印刷品和图书出版。
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引用次数: 1
期刊
2014 International Conference on Virtual Systems & Multimedia (VSMM)
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