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

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Producing cultural narratives in Greece: Towards a multi-storytelling approach 在希腊生产文化叙事:走向一个多故事的方法
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136650
Panagiotis Kyriakoulakos, Modestos Stavrakis
In this paper we discuss the design and technological issues we faced in order to implement digital content, following specifications defined by Greek Cultural Institutions during the decade 2000-2010. We focus on projects aiming at the production of narratives for use in user-centric, context aware interactive platforms.
在本文中,我们讨论了为了实现数字内容所面临的设计和技术问题,遵循2000-2010年间希腊文化机构定义的规范。我们专注于旨在为以用户为中心、环境感知的互动平台制作叙事的项目。
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引用次数: 0
Augmented Reality and how to access archived media art a counterfactual media art exhibition 增强现实与如何访问存档媒体艺术一个反事实的媒体艺术展
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136651
E. Reinhuber
With an increasing number of site-specific interactive artworks, museums need to question - not only for future generations, but even more importantly, for current audiences - how is it possible to access and preserve archived material. This practice-based research evaluates the possibilities and problems of Augmented Reality as a tool to reactivate archived material with an exemplary investigation at ZKM, Karlsruhe in 2013.
随着特定地点的互动艺术作品越来越多,博物馆需要提出一个问题——不仅是为了后代,更重要的是,为了现在的观众——如何才能访问和保存存档的材料。这项基于实践的研究评估了增强现实作为重新激活存档材料的工具的可能性和问题,并于2013年在卡尔斯鲁厄ZKM进行了一次典型的调查。
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引用次数: 0
Sound propagation in 3D spaces using computer graphics techniques 利用计算机图形技术在三维空间中传播声音
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136674
Panagiotis Charalampous, D. Michael
Sound propagation in 3D spaces is governed by similar physical principles as light. As a result, sound rendering in a 3D virtual environment can benefit from methods developed for graphics rendering and vice versa. In this review, we provide an overview of methods used for sound rendering that share concepts and techniques with graphics rendering. Firstly we describe geometrical propagation techniques where the computations are based on ray theory similar to ray tracing techniques in computer graphics. Secondly, we review numerical techniques. These techniques, similar to the idea of radiosity, are based on the subdivision of the space into elements. Then we describe acceleration techniques that can be used in combination with other methods to speed up calculations. Lastly, for the sake of completeness, a quick overview is given of sound computation techniques that simulate specific sound effects that do not apply on illumination. The aim of this survey is to share knowledge among the two disciplines using familiar and known concepts.
声音在三维空间中的传播受到与光相似的物理原理的支配。因此,3D虚拟环境中的声音渲染可以受益于为图形渲染开发的方法,反之亦然。在这篇综述中,我们提供了用于声音渲染的方法的概述,这些方法与图形渲染共享概念和技术。首先,我们描述了几何传播技术,其中计算基于射线理论,类似于计算机图形学中的射线追踪技术。其次,我们回顾了数值技术。这些技术,类似于辐射的概念,是基于空间的细分元素。然后,我们描述了可以与其他方法结合使用的加速技术,以加快计算速度。最后,为了完整起见,我们将快速概述声音计算技术,这些技术可以模拟不适用于照明的特定声音效果。这项调查的目的是利用熟悉的和已知的概念在两个学科之间分享知识。
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引用次数: 8
H VEN LC3 a flexible platform for consulting museum and institution archives Le Corbusier's project (1960s) for the Venice Hospital 勒·柯布西耶为威尼斯医院设计的项目(1960年)
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136694
Malvina Borgherini, L. Comacchio, E. Garbin
Presentation of a prototype platform for accessing Venetian archives online and interactively (case study: Le Corbusier's unrealised project for a new Venice hospital). Specifically, commissioned by the Direzione Generale per gli Archivi (DGA), MeLa Media Lab has created an interactive and flexible online exhibition space which conforms to internet standards and enables a dynamic visualization of documents, photographs and graphics from the Venice Hospital archives (Atti Nuovo Ospedale).
展示一个用于在线和交互式访问威尼斯档案的原型平台(案例研究:勒·柯布西耶未实现的威尼斯新医院项目)。特别地,受Direzione Generale per gli Archivi (DGA)的委托,MeLa媒体实验室创建了一个符合互联网标准的互动和灵活的在线展览空间,使威尼斯医院档案(Atti Nuovo Ospedale)的文件、照片和图形能够动态可视化。
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引用次数: 0
Building Contextual Augmented Reality Environments with semantics 使用语义构建上下文增强现实环境
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136656
K. Walczak, Dariusz Rumiński, J. Flotyński
Augmented reality offers a powerful tool for visualization of various kinds of contextual information. However, the current methods of developing AR applications limit their applicability as well as their spatial and logical scope. To avoid fragmentation of AR functionality between multiple independent applications and to simplify integration of various information services into seamless, contextual and personalized AR interfaces, the concept of Contextual Augmented Reality Environments (CARE) has been introduced. In this paper, a new method of building CARE environments is proposed. The method permits automatic generation of such environments through semantic transformation of high-level domain ontologies. Consequently, AR environments can be created and maintained by domain-experts without experience in programming and graphic design.
增强现实为各种上下文信息的可视化提供了一个强大的工具。然而,目前开发AR应用程序的方法限制了它们的适用性以及它们的空间和逻辑范围。为了避免多个独立应用程序之间的AR功能碎片化,并简化将各种信息服务集成到无缝、上下文和个性化的AR界面中,引入了上下文增强现实环境(CARE)的概念。本文提出了一种构建关爱环境的新方法。该方法允许通过高级领域本体的语义转换自动生成这样的环境。因此,AR环境可以由没有编程和图形设计经验的领域专家创建和维护。
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引用次数: 24
Representing postures and emotions of Taiwanese indigenous folk dances via Labanotation and Laban Effort 以labantation和Laban Effort表现台湾本土民间舞蹈的姿态和情感
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136678
Huaichin Hu, Rayuan Tseng, Likuo Ming, Chyicheng Lin, K. Ikeuchi
Taiwanese indigenous people have rich cultural heritages. However, their precious heritages are disappearing day-by-day due to the lack of writing systems in their native languages. One of the most important heritages includes their folk dances; in particular those danced at their festivals. We have collected basic-step dances, 2-step, and 4-step dances of their festivals, and described them by using Labanotation for preservation purposes. Labanotation can represent motion positions of dance, but cannot record dynamic structures such as speeds and accelerations during dancing. These dynamic structures reveal the dancers intentions and emotions. We combined Laban Effort with Labanotation to record both dynamic structures and motion positions. In addition, we proposed a new dance-recording procedure for preserving folk dance systematically and effectively; we apply this procedure to a case study Puyuma Shield dance. In conclusion, this study is important for recording dance position and understanding dancers emotions, as well as for providing a better systematic dance-recording procedure and verifying the effectiveness of that procedure.
台湾原住民有着丰富的文化遗产。然而,由于他们的母语缺乏文字系统,他们宝贵的遗产正在日益消失。其中最重要的遗产包括他们的民间舞蹈;尤其是那些在节日里跳舞的人。我们收集了他们节日的基本步舞、二步舞和四步舞,并使用Labanotation进行了描述,以便保存。Labanotation可以表示舞蹈的运动位置,但不能记录舞蹈过程中的速度和加速度等动态结构。这些动态结构揭示了舞者的意图和情感。我们结合Laban Effort和Labanotation来记录动态结构和运动位置。此外,我们还提出了一种新的舞蹈记录程序,以便系统有效地保存民族舞蹈;我们将此程序应用于普尤马盾舞的案例研究。综上所述,本研究对于记录舞蹈姿势和理解舞者的情绪,以及提供一个更好的系统的舞蹈记录程序和验证该程序的有效性具有重要意义。
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引用次数: 1
Designing the behaviors of mobile robots for museum exhibits 博物馆展品移动机器人的行为设计
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136683
T. Kiriyama, Tomohiro Akagawa, Taichi Inoue, Ayaka Yamamoto, D. Fujiwara
Lion Shoes is an art installation, which was created for the 21 21 DESIGN SIGHT Exhibition “COLOR-HUNTING” directed by Dai Fujiwara. This exhibition promoted a method to bring the power of color into the design process. Lion Shoes was designed by Fujiwara and the shoe manufacturer Camper based on the colors of lions, which were collected in Africa. Our team developed a system of mobile robots that moved the Lion Shoes on a table. We made the robots react to visitors and we observed how visitors viewed the exhibit. Although the results indicated that the reactive behaviors should have been obvious, we found that some visitors made emotional responses to the shoe robots.
狮子鞋是为藤原代导演的21 - 21 DESIGN SIGHT展览“COLOR-HUNTING”而创作的艺术装置。这次展览推广了一种将色彩的力量带入设计过程的方法。狮子鞋是藤原和鞋子制造商Camper根据在非洲收集的狮子的颜色设计的。我们的团队开发了一个移动机器人系统,可以移动桌子上的狮子鞋。我们让机器人对参观者做出反应,并观察参观者如何观看展览。虽然结果表明,反应行为应该是明显的,但我们发现一些游客对鞋子机器人做出了情感反应。
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引用次数: 0
On a non-web-based multimodal interactive documentary production 关于非基于网络的多模式互动纪录片制作
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136675
Miao Song, Serguei A. Mokhov, P. Grogono, S. Mudur
The most common rendering of interactive documentary film is through the web-based medium, which is not “tangible” or as immersive as a different form could be. The earlier making of the “I Still Remember” documentary's memory floating bubbles interactive with audience's participation using ordinary OpenGL was the first non-web-based prototype. We describe a new HCI process and the design of an associated programmer framework for making a passive documentary interactive using currently available tools and preserving the aesthetic and emotional appeal. It is done in a local space as an artistic installation. In this context, we briefly review the proof-of-concept design and implementation of a multimodal interactive system, the Illimitable Space System (ISS). It was designed to supplement digital artists' work for various interactive scenarios and applications. Its design supports non-web-based interactive documentary creation with speech and gesture based interaction (via Kinect), music visualization and green screening for interactive dance visualization, among other things in real-time. The ISS framework provides a unified generalized architecture that supports a configurable setup of installations, as in public places described in earlier work. We also compare advantages and disadvantages of the ISS's based XNA/C# realization to that of the earlier OpenGL prototype for interactive documentary production.
互动纪录片最常见的呈现方式是通过网络媒介,这种媒介不像其他形式那样“有形”或身临其境。早期制作《我还记得》纪录片的记忆浮泡与观众参与互动,使用普通的OpenGL,这是第一个非基于网络的原型。我们描述了一个新的HCI过程和一个相关的程序员框架的设计,使用当前可用的工具制作被动的纪录片互动,并保持美学和情感吸引力。它是作为艺术装置在当地空间完成的。在此背景下,我们简要回顾了一个多模式交互系统,无限空间系统(ISS)的概念验证设计和实现。它的设计是为了补充数字艺术家的工作,为各种互动场景和应用。它的设计支持非基于网络的交互式纪录片创作,包括基于语音和手势的互动(通过Kinect),音乐可视化和交互式舞蹈可视化的绿色屏幕,以及其他实时功能。ISS框架提供了一个统一的通用体系结构,支持可配置的安装设置,就像在前面的工作中描述的公共场所一样。我们还比较了ISS基于XNA/ c#的实现与早期用于交互式纪录片制作的OpenGL原型的优缺点。
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引用次数: 13
Workshop with impact assessment in the chapel of the Magi in Palazzo Medici Riccardi, Florence Augmented reality with multimedia and cognitive technologies 在佛罗伦萨美第奇宫(Palazzo Medici Riccardi)的贤士礼拜堂进行影响评估研讨会
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136677
Perla Gianni Falvo, A. Grippo, T. Atzori, Giampiero Cicalini, L. Camilleri, F. Chiesi, A. Toccafondi, A. Bonacchi
The first private chapel for which the Pope granted permission in the middle of the fifteenth century, in Palazzo Medici in Florence, frescoed with the Procession of the Magi by Benozzo Gozzoli, has recently become the setting for an experience of guided perception with the support of multimedia technologies and augmented reality in the workshop “Procession in time through to the splendour of the interior epiphany”. The research detects the psychophysiological responses induced by immersion in an enriched environment.
15世纪中叶,教皇在佛罗伦萨的美第奇宫(Palazzo Medici)批准了第一座私人教堂的建造,该教堂的壁画上绘有Benozzo Gozzoli的《贤士游行》(Procession of The Magi)。最近,在“穿越时间的游行,到达内部主显的辉煌”工作坊中,该教堂成为了多媒体技术和增强现实技术支持下引导感知体验的场所。这项研究检测了沉浸在一个丰富的环境中所引起的心理生理反应。
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引用次数: 2
Virtual heritage interpretation through animated panoramic illustration of Kota Kuala Kedah 透过动画全景解说哥打瓜拉吉打的虚拟遗产
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136645
Erwin Abd. Jabbar, Muhammad Jafni Jusof
This paper is a study on the workflow of interpreting Malaysia's renowned historical heritage site through the use of animated panorama presented in a virtual environment. While most historical exhibits presented in a static visual manner, this research could enhance the way an interpretation of an historical site is perceived by adding `life' suggesting the essence of lost culture within a 360 virtual environment. Currently, the only recorded history of Kota Kuala Kedah is in the form of textual, old photos and outdated illustrations. Although it is considered one of the oldest Malay built fort, there has not been much recorded historical info of the fort. During its glory days, the fort was filled with various activities and had seen many bloodshed within its walls. However, what can be seen today is only a small museum in the middle of an empty field surrounded by reconstructed walls. Though many of local Kedah old folks still can tell a good story of the fort, younger generations today are unable to visually interpret what had happened inside the walls of Kota Kuala Kedah. Furthermore, the exhibits at the museum and the surroundings do not provide enough visual interpretation in describing the backstory of the fort. Thus, an interpretative illustration of this fort in its glorious days will be presented in an animated virtual tour that enables users to engage in an immersive experience, reflecting the culture that existed more than 200 years ago. This paper will discuss the visual interpretative process and technical legibility in creating such an artwork. The motivation of the paper is not just to preserve culture heritage, but to innovate some of the oldest visual interpretation methods presented through the latest trends of visual experience and technical capabilities. Through the animated panoramic illustration presented in an interactive way, viewers are able to immerse into the heritage events, breaking the boundary of any photography based virtual representation.
本文研究的是通过使用虚拟环境中呈现的动画全景来解释马来西亚著名历史遗产地的工作流程。虽然大多数历史展品以静态的视觉方式呈现,但这项研究可以通过在360度虚拟环境中添加“生命”来暗示失落文化的本质,从而增强对历史遗址的解释方式。目前,瓜拉吉打哥打唯一的历史记录是文字、旧照片和过时的插图。虽然它被认为是最古老的马来人建造的堡垒之一,但没有太多的历史资料记录。在它辉煌的日子里,这座堡垒充满了各种各样的活动,在它的城墙内目睹了许多流血事件。然而,今天所能看到的只是一个被重建的墙壁包围的空地中央的小博物馆。虽然许多吉打当地的老人仍然可以讲述这个堡垒的故事,但今天的年轻一代已经无法直观地解释哥打瓜拉吉打城墙内发生的事情。此外,博物馆的展品和周围环境没有提供足够的视觉解释来描述堡垒的背景故事。因此,这座堡垒辉煌时期的解释性插图将以动画虚拟之旅的形式呈现,使用户能够沉浸在一种反映200多年前存在的文化的身临其境的体验中。本文将讨论在创作这样的艺术品时的视觉解释过程和技术易读性。本文的动机不仅仅是保护文化遗产,而是通过视觉体验和技术能力的最新趋势,创新一些最古老的视觉解释方法。通过以互动方式呈现的动画全景插图,观众可以沉浸在遗产事件中,打破了任何基于摄影的虚拟表现的边界。
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引用次数: 3
期刊
2014 International Conference on Virtual Systems & Multimedia (VSMM)
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