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

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3D fog display using parallel linear motion platforms 使用平行线性运动平台的三维雾显示
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136689
Miu-Ling Lam, Bin Chen, Kit-Yung Lam, Yaozhun Huang
Fog screens have been widely used in theme parks and exhibition halls for entertainment and advertising purposes as the semi-transparent images suspending in the mid-air can create impressive pseudo 3D effect. However, conventional fog screens are flat and the projected images are not true 3D in nature. This paper suggests a new 3D fog display that exploits spatial projection mapping technique on a non-planar, reconfigurable fog screen to display volumetric data in real 3D space. The fog screen is composed of columns of upward-flowing laminar fog that are traveling on a set of linear motion platforms. The light beams from the projector are scattered at different depth positions on the fog screen, thus allowing the viewers to perceive three-dimensionality intuitively. The 3D fog display does not require any headgears or eye-tracking equipment while allowing full color 3D image to be observed by multiple simultaneous viewers. The immaterial nature of fog screens can also facilitate interesting tangible interactions in three physical dimensions. We have constructed a prototype display unit and developed a software platform to render the projection video and control the stepper motors of the linear motion platforms in order to synchronize the fog screen with the projection. The performance of the proposed display is verified by a number of real display examples.
雾幕被广泛应用于主题公园和展览馆,用于娱乐和广告目的,半透明的图像悬浮在半空中,可以产生令人印象深刻的伪3D效果。然而,传统的雾幕是平面的,投影的图像本质上不是真正的3D。本文提出了一种新的三维雾显示器,该显示器利用空间投影映射技术在非平面、可重构的雾屏上显示真实三维空间中的体积数据。雾幕由一组直线运动平台上向上流动的层流雾柱组成。来自投影仪的光束分散在雾幕上的不同深度位置,从而使观众直观地感知三维空间。3D雾显示器不需要任何头戴设备或眼球追踪设备,同时允许多个观众同时观察到全彩色3D图像。雾幕的非物质性质也有助于在三个物理维度上进行有趣的有形互动。我们构建了一个原型显示单元,并开发了一个软件平台来渲染投影视频和控制直线运动平台的步进电机,以使雾幕与投影同步。通过大量的实际显示实例验证了所提显示器的性能。
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引用次数: 11
Novel imaging of heritage objects and sites 遗产物品和遗址的新成像
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136666
P. Bourke
Presented are three novel imaging techniques increasingly being used to record heritage indigenous sites, namely, 3D model reconstruction derived solely from photographs, high resolution panorama imaging and high resolution photographic mosaics. A highly desirable feature these techniques have in common is that they only require a good digital camera making them a viable option for recording at remote sites. In addition they involve largely automated processes and do not require specialist training. Examples will be presented of these technologies for heritage object and site recordings by researchers at The University of Western Australia. For each capture modality the principles will be outlined, the relative merits and limitations will be discussed along with their respective applications for research and as a means of creating valuable digital assets.
介绍了三种越来越多地用于记录土著遗址的新型成像技术,即仅从照片中提取的3D模型重建,高分辨率全景成像和高分辨率摄影马赛克。这些技术的一个共同特点是,它们只需要一台好的数码相机,这使它们成为在偏远地区进行记录的可行选择。此外,它们主要涉及自动化过程,不需要专业培训。西澳大利亚大学的研究人员将展示这些技术用于文物和遗址记录的例子。对于每种捕获方式,将概述原则,讨论其相对优点和局限性,以及它们各自的研究应用和作为创造有价值数字资产的手段。
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引用次数: 7
From killing trees to executing bits: a survey of computer-enabled reading enhancements for evolving literacy 从砍树到执行比特:一项关于计算机增强阅读能力的调查
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136686
Michael F. Cohen
The technology-enabled future of reading is broadly surveyed. Through innovations in digital typography and electronic publishing, computers enable new styles of reading. Audio and music, animation, video, multimedia, hypermedia, and live documents extend traditional literacy. Several classes of systems and instances thereof - including commercial projects, research prototypes, and the author's own systems - are considered, spanning scales from the granularity of a subcharacter up through the scope of the internet. Enhanced capabilities include character articulation, word-sized graphs and images, textual animation, spatial browsing, stereographic display, complementary multimedia, dynamic interaction, and duplex reading. A document can be considered a database, through which almost arbitrary slices can be made, reprojecting contents according to reader initiative.
科技驱动的未来阅读被广泛调查。通过数字排版和电子出版的创新,计算机使新的阅读方式成为可能。音频和音乐、动画、视频、多媒体、超媒体和现场文档扩展了传统的读写能力。几类系统及其实例——包括商业项目、研究原型和作者自己的系统——被考虑,从一个子字符的粒度到互联网的范围。增强的功能包括字符清晰度、单词大小的图形和图像、文本动画、空间浏览、立体显示、互补多媒体、动态交互和双工阅读。文档可以看作是一个数据库,通过它可以制作几乎任意的切片,根据读者的主动性重新投射内容。
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引用次数: 2
Augmenting Kashgar
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136661
S. Aydin, Marc Aurel Schnabel
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
本文展示了一个数字遗产研究框架,增强喀什,通过使用游戏化、形状语法和虚拟现实促进历史建筑的复兴。研究当前新媒体技术的使用,我们的方法最初将形状语法(一种生成建模方法)与游戏化相结合。然后,它将游戏元素的使用扩展到虚拟现实中,在虚拟现实中,新旧文化的综合是所寻求的主要成就。首先,游戏化绘制了社区参与计划,而形状语法则为喀什的狭窄小巷提供空间分析。其次,游戏化平台从基于屏幕的体验过渡到沉浸式的虚拟现实解读。
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引用次数: 4
The development of a collaborative virtual environment for 3D reconstruction of cuneiform tablets 楔形文字片三维重建协同虚拟环境的开发
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136692
Eugene Ch’ng, Sandra I. Woolley, L. H. Munoz, Tim Collins, Andrew Lewis, Erlend Gehlken
The efficient reconstruction of ancient cuneiform tablets has been a challenging problem over many decades, which if an approach is found to speed up the rate of potential fragment joins, will lead to a discovery of rich historical records of knowledge inscribed 5,000 years ago. This paper describes The Leverhulme Trust funded development of a crowd-sourcing collaborative virtual environment via the identification of cooperative personalities. We conducted experiments in which 12 groups of 3 participants collaborated to reconstruct fragments in a laboratory 3D puzzle virtual environment. Personality types were analysed together with NASA TLX workloads and task performance. We discovered that patterns exist for each of the virtual interaction modalities, demonstrating a potential for profiling systems to group personality types for maximising the effective reconstruction of cuneiform fragments.
几十年来,有效地重建古代楔形文字一直是一个具有挑战性的问题,如果找到一种方法来加快潜在碎片连接的速度,将导致发现5000年前的丰富知识历史记录。本文描述了利华休姆信托基金通过识别合作人格资助的众包协作虚拟环境的开发。我们进行了12组实验,每组3名参与者在实验室3D拼图虚拟环境中合作重建碎片。性格类型与NASA TLX工作负荷和任务表现一起进行了分析。我们发现每种虚拟交互模式都存在模式,这表明了分析系统对人格类型进行分组的潜力,从而最大限度地有效重建楔形文字碎片。
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引用次数: 7
Enriching image feature description supporting effective content-based retrieval and annotation 丰富图像特征描述,支持有效的基于内容的检索和注释
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136647
Franca Debole, C. Gennaro, P. Savino
The paper describes a technique that supports efficient and effective Content-Based Image Retrieval (CBIR) in very large image archives as well as automatic image tagging. The proposed technique uses a unified representation for image visual features and for image textual descriptions. Images are clustered according to their image visual features while textual content is used to associate relevant tags to images belonging to the same cluster. The system supports image retrieval based on image query similarity, on textual queries, and on mixed mode queries composed of an image and a textual part and automatic image tagging.
本文描述了一种支持基于内容的图像检索(CBIR)和自动图像标注的技术。该技术对图像视觉特征和图像文本描述使用统一的表示。根据图像的视觉特征对图像进行聚类,并使用文本内容将属于同一聚类的图像的相关标签关联起来。该系统支持基于图像查询相似度、文本查询、图像与文本部分组成的混合模式查询和自动图像标注的图像检索。
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引用次数: 1
Visualization of climate change in situ 现场气候变化可视化
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136657
G. Liestøl, A. Morrison, Tomas Stenarson
As the critical challenges of climate change escalate, the need to disseminate essential information about the situation increases. Climate change discourse, however, tends to be general and global, as well as scientific and abstract. Arguments are growing for localized and affective communicational solutions. The present paper addresses this issue by means of situated simulation, a form of indirect augmented reality. We describe the core idea of a simulation application that visualizes climate change based on online data sets for vegetation and terrain, present two current prototypes and completed `apps' and their evaluation, as well as comparing this solution to the state of art in climate change visualization. We suggest there is considerable room for further use of indirect augmented reality in communicating matters of climate change, pedagogically and publicly, temporally and on site.
随着气候变化的严峻挑战不断升级,传播有关情况的基本信息的必要性也在增加。然而,气候变化的论述往往是一般性和全球性的,同时也具有科学性和抽象性。对于本地化和情感沟通解决方案的争论越来越多。本文通过间接增强现实的一种形式——情境模拟来解决这个问题。我们描述了一个模拟应用程序的核心思想,该应用程序基于植被和地形的在线数据集来可视化气候变化,展示了两个当前的原型和完成的“应用程序”及其评估,并将该解决方案与气候变化可视化的最新技术进行了比较。我们认为,在气候变化问题的沟通中,无论是教学方式还是公开方式,无论是临时还是现场,都有很大的空间可以进一步使用间接增强现实技术。
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引用次数: 10
The 3D reconstruction and visualization of Seokguram Grotto World Heritage Site 世界遗产石窟窟的三维重建和可视化
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136646
Jin-ho Park, Muhammad Tufail, Ahn Jae-hong
Seokguram Grotto is the most notable heritage site of the Shilla dynasty, representing the Buddhist rock art with various architectural, mathematical and geometrical skills. Owing to its universal value and a representative masterpiece of Buddhist culture around the world, it was listed as a World Heritage Site in December 1995 under the UNESCO World Heritage Criteria for Selection. Due to its enormous cultural significance and diverse location, the site witnesses various environmental conditions and tourism pressure which affects its prestigious status and sustainability. This raises the need of a 3D reconstruction and visualization, and presentation. 3D scanning approach is a generally accepted technique for the collection of 3D representation of heritage sites. For this reason, the laser scan technology was extensively used by measuring 3D surface coordinates to produce a complete 3D digital replica of Seokguram Grotto. Particularly, laser scanning technique was used to collect various 3D scan data, featuring high data acquisition rates, good accuracy and high 3D data density. The scan data were then optimized to produce geometric accuracy and visual quality of the collected textured 3D models. Our approach has enabled us to produce a complete 3D stereoscopic exhibition of Seokguram Grotto.
石窟岩洞是新罗时代最著名的遗址,它代表了各种建筑、数学、几何技巧的佛教岩石艺术。由于它的普遍价值和世界佛教文化的代表性杰作,1995年12月,根据联合国教科文组织的世界遗产选择标准,它被列为世界遗产。由于其巨大的文化意义和多样化的地理位置,该遗址面临着各种环境条件和旅游压力,这影响了它的声望和可持续性。这就提出了对三维重建、可视化和表示的需求。三维扫描方法是一种被普遍接受的文物遗址三维图像采集技术。因此,为了制作完整的石窟三维数字复制品,广泛使用了测量三维表面坐标的激光扫描技术。其中,采用激光扫描技术采集各种三维扫描数据,具有数据采集率高、精度好、三维数据密度高等特点。然后对扫描数据进行优化,以产生收集的纹理三维模型的几何精度和视觉质量。我们的方法使我们能够制作一个完整的3D立体石窟展览。
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引用次数: 8
Revealing visual details via high dynamic range gigapixels spherical panorama photography: The Tempurung Cave natural heritage site 通过高动态范围千兆像素球形全景摄影揭示视觉细节:天普隆洞穴自然遗产
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136690
Muhammad Jafni Jusof, Hj. Ruslan Abd. Rahim
This paper is focused on creating an efficient workflow process for high dynamic range spherical panoramas for preserving heritage sites taking the Tempurung Cave as a working model. Although there are several methods for producing HDR spherical panorama, higher-resolution images impose new problems in handling and creating such large size detailed output. Furthermore, high-resolution detail photographic documentation is essential for preservation purposes, as it will serve as a reference for interested parties. With today's technology, achieving higher resolution images is not entirely impossible however, an efficient workflow process is needed to ensure quality output especially when involve combination of multiple techniques. The hundred million years old cave is one of the largest limestone caves in Peninsular Malaysia. The tunnel cave runs down through two hills, covering a distance of two kilometers deep made up of five large domes previewing a magnificent display of stalagmites and stalactites. While the naturally form heritage was kept safe before, the increasing number of tourists and visitors today saw constructions built within the caverns such as the walkway and electric lighting for viewer's better sightings. The heritage is very well known and protected; the digitization of the cave is an effort to keep a digital copy of such natural heritage not only for visitors to experience but also for interested parties to study the formations and habitat within through detailed documentation of the site. High Dynamic Range (HDR) photography is adapted into a user-navigable spherical virtual environment as a method to reveal details hidden within dark areas while the interactive panorama is a way to let the viewer be immersed into the environment seeing as if on site. Exploration in this technique will show the possibilities of HDR to display beyond what can actually be seen with human eyes. The immersive visual experience is enhanced with detailed luminance between the lightest and darkest areas. Todays capture devices, which can capture in high number of pixels while enhancing details and quality of images does impose some issues in the workflow of HDR spherical panorama. The very large file size of each image that needs more computing resources lead to a search for a more efficient workflow process. This paper outlines an efficient workable process method of creating a HDR gigapixels spherical panorama using the Tempurung Cave in Ipoh, Malaysia as a case study.
本文以天普隆洞为工作模型,重点研究了遗址保护中高动态范围球面全景的高效工作流程。虽然有几种方法可以生成HDR球形全景图,但更高分辨率的图像在处理和创建如此大尺寸的详细输出时带来了新的问题。此外,高分辨率的详细摄影文件对于保存目的至关重要,因为它将作为有关各方的参考。以当今的技术,实现更高分辨率的图像并非完全不可能,但是,需要一个有效的工作流程来确保高质量的输出,特别是当涉及多种技术的组合时。这个有上亿年历史的洞穴是马来西亚半岛最大的石灰岩洞穴之一。隧道洞穿过两座山,覆盖两公里深的距离,由五个大圆顶组成,预示着壮观的石笋和钟乳石的展示。虽然以前自然形成的遗产是安全的,但今天越来越多的游客和游客看到了在洞穴内建造的建筑物,如人行道和电力照明,以便观众更好地观赏。该遗产非常有名,受到保护;洞穴的数字化是为了保存这些自然遗产的数字副本,不仅供游客体验,还供感兴趣的人通过详细的现场记录来研究洞穴的构造和栖息地。高动态范围(HDR)摄影被改编成用户可导航的球形虚拟环境,作为一种揭示隐藏在黑暗区域中的细节的方法,而交互式全景是一种让观看者沉浸在环境中的方式,就像在现场一样。对这项技术的探索将显示HDR显示超出人眼实际看到的可能性。最亮和最暗区域之间的细节亮度增强了沉浸式视觉体验。目前的捕捉设备,可以捕捉大量的像素,同时增强图像的细节和质量,这给HDR球形全景的工作流程带来了一些问题。由于每个图像的文件非常大,需要更多的计算资源,因此需要寻找更有效的工作流程。本文以马来西亚怡保的天普隆洞穴为例,概述了一种高效可行的创建HDR十亿像素球形全景图的过程方法。
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引用次数: 7
Rethorics through images. New strategies to communicate, valorise and share the Cultural Heritage 通过图像进行研究。传播、珍视和分享文化遗产的新战略
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136684
A. Cirafici, V. Amoretti, Valeria Di Fratta, I. D. Natale, Daniela Lallone
European Community Agenda assigns to Culture a primary role in achievement of the so defined “Knowledge Society”, as inferred by the numerous events inside the “Culture Program”, established in 2007 with the “Lisbon Agreement” (according to art. n. 167). The “Europe 2020” Program continues the policy outlined in Lisbon, pointing on Innovation, Research, Digitalization and ICT detailed implementation on Cultural Heritage. The spread of new technologies, including those from Information and Communication (ICT), has deeply changed the way of learning transmission, increasing the possibility to create knowledge. The aim of this paper is to illustrate examples of enhancement of cultural heritage through new communication strategies based on the use of digital technologies for the construction of images that convey cultural content, and oriented to fruition as a visual experience, which is lived, told and shared, to catch the attention, expand knowledge and create a sense of identity and belonging. The starting point of the proposed considerations is the research activity carried out by PhD in “Architecture, Industrial Design and Cultural Heritage” of the Second University of Naples. We are dealing with courses of reflection and planning strategies in which the skills of Architecture, Archaeology, History of Art and Design for Communication are fused into transverse paths that interpret in a progressing manner the complex issue of cultural policies, which are oriented to the enlargement of the `mental space' through the intimate relationship with the cultural heritage. This is an indispensable condition for the building of a society really oriented to the production of knowledge. Examples in this way are the case studies presented, some of which carried out within the research and teaching activities of the Department of Architecture and Industrial Design SUN where obvious is attempting to use the potential of ICT (Information Communication Technologies) in order to enable “capital emotions” and therefore the processes of identity and cultural appropriation of heritage through the telling and sharing of experience.
欧共体议程赋予文化在实现所谓的“知识社会”方面的主要作用,正如2007年根据“里斯本协定”建立的“文化计划”内的众多事件所推断的那样。n。167)。“欧洲2020”计划延续了里斯本会议制定的政策,重点关注文化遗产领域的创新、研究、数字化和信息通信技术的具体实施。包括信息通信技术(ICT)在内的新技术的传播深刻地改变了学习传播的方式,增加了创造知识的可能性。本文的目的是举例说明通过新的传播策略来增强文化遗产的例子,这些传播策略基于使用数字技术来构建传达文化内容的图像,并以视觉体验为导向,将其作为生活,讲述和分享的视觉体验,以吸引注意力,扩展知识并创造认同感和归属感。所提出的考虑的出发点是由那不勒斯第二大学“建筑、工业设计和文化遗产”博士进行的研究活动。我们正在处理反思和规划策略的课程,其中建筑,考古学,艺术史和通信设计的技能融合成横向路径,以一种渐进的方式解释文化政策的复杂问题,这些问题旨在通过与文化遗产的亲密关系扩大“精神空间”。这是建设一个真正以知识生产为导向的社会必不可少的条件。以这种方式呈现的例子是案例研究,其中一些是在建筑和工业设计系的研究和教学活动中进行的,其中明显是试图利用ICT(信息通信技术)的潜力,以实现“资本情感”,从而通过讲述和分享经验来实现身份和文化遗产的过程。
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引用次数: 2
期刊
2014 International Conference on Virtual Systems & Multimedia (VSMM)
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