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

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Connecting data to space: Creating an interactive, educational 3D model of the Revolutionary City 将数据连接到空间:创建革命城市的交互式教育3D模型
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136654
Lisa E. Fischer
Interactive 3D models are becoming an important tool for presenting views of prehistoric and historical sites and educating audiences about the past. These models can help both specialists and non-specialists to visualize historical landscapes. However many modeling projects are moving beyond just focusing on the visual to linking informative content to the 3D representation for research purposes or to create an enhanced educational experience. This paper explores the data structure and graphical user interface developed to manage and present educational content through Virtual Williamsburg, an interactive model of Williamsburg, Virginia (U.S.A.) on May 15, 1776. Creating a flexible, extensible, and workable data structure for managing information in a 3D environment of an entire town at different points in time proved quite complex. The key is to consider each space as a scene depicting a specific moment in time. In this way, the same room, building, or landscape can be represented in multiple ways and linked to different information supporting the visualization.
交互式3D模型正在成为展示史前和历史遗迹的重要工具,并向观众介绍过去。这些模型可以帮助专家和非专业人士可视化历史景观。然而,许多建模项目不再仅仅关注视觉效果,而是将信息内容与3D表示联系起来,用于研究目的或创建增强的教育体验。本文探讨了数据结构和图形用户界面的开发,以管理和呈现教育内容,通过虚拟威廉斯堡,一个互动模型威廉斯堡,弗吉尼亚州(美国)在1776年5月15日。创建一个灵活的、可扩展的、可行的数据结构来管理整个城镇在不同时间点的3D环境中的信息是非常复杂的。关键是将每个空间视为描绘特定时刻的场景。通过这种方式,同一个房间、建筑或景观可以以多种方式呈现,并与支持可视化的不同信息相关联。
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引用次数: 1
Electrotravelgram: Data art & DIY sensors 电子旅行图:数据艺术和DIY传感器
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136668
Karla Brunet
This paper intends to discuss some of the theories on data visualization and their application to the arts. As an example of mapping art, I plan to analyze an artwork we have developed at Ecoarte group that presents a control panel of the data collected during the 2-day trip on the sea and river. As part of the “Sensorium: from the sea to the river” project, “Electrotravelgram” presents the data collected by different sensors as a way to tell a story of this journey. The eight measurements of the environment captured by these sensors are here presented visually in order to produce a new form of perceiving the space.
本文旨在讨论数据可视化的一些理论及其在艺术中的应用。作为映射艺术的一个例子,我计划分析我们在Ecoarte集团开发的一件艺术品,该艺术品展示了在海上和河流上为期两天的旅行中收集的数据的控制面板。作为“Sensorium:从海洋到河流”项目的一部分,“电子旅行图”展示了由不同传感器收集的数据,以此来讲述这段旅程的故事。这些传感器捕捉到的八种环境测量值在这里以视觉方式呈现,以产生一种感知空间的新形式。
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引用次数: 0
Training nurses and educating the public using a virtual operating room with Oculus Rift 培训护士和教育公众使用虚拟手术室与Oculus Rift
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136687
Nils Fredrik Kleven, E. Prasolova-Førland, Mikhail Fominykh, Arne Hansen, Guri Rasmussen, L. M. Sagberg, F. Lindseth
The purpose of this work is to contribute to the design and development of a virtual university hospital as a place for educational activities. The findings presented in this paper are based on two exploratory studies using a virtual operating room with both medical and non-medical participants. The room was designed to recreate a real one at St. Olav's university hospital in Trondheim, Norway. The first participant category was represented by surgical and anesthesia postgraduate nursing students who conducted role-play of realistic and relevant scenarios in the virtual operating room. The non-medical participants went on a virtual guided tour around in the same operating room. Both participant groups provided suggestions for further development of the virtual hospital. We have also investigated the use of the Oculus Rift, a head mounted display, as a way of enhancing the immersion at the virtual operating room. The paper highlights and discusses the most important findings, with suggestions of future work.
这项工作的目的是促进虚拟大学医院的设计和开发,作为教育活动的场所。本文提出的研究结果是基于两项探索性研究,使用虚拟手术室与医疗和非医疗参与者。这个房间是根据挪威特隆赫姆圣奥拉夫大学医院的真实房间设计的。第一组以外科与麻醉护理研究生为代表,在虚拟手术室中进行现实相关场景的角色扮演。非医疗参与者在同一间手术室里进行了虚拟导览。两组参与者都对虚拟医院的进一步发展提出了建议。我们还研究了Oculus Rift(一种头戴式显示器)的使用,以增强虚拟手术室的沉浸感。本文重点介绍并讨论了最重要的发现,并对未来的工作提出了建议。
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引用次数: 31
3D prints and modern archiving as an adjunct to conservation techniques 3D打印和现代存档作为保护技术的辅助手段
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136664
K. Remmen, Martijn Remmen
Historic engineering, militaria and industrial heritage are in general mass produced utilities. In case of a restoration campaign of such heritage, they are often treated in a way that can be best described as maintenance rather than conservation of historical data and material.
历史工程、军事和工业遗产通常是大规模生产的公用事业。在这些遗产的修复运动中,它们通常被以一种最好的方式来描述为维护而不是保护历史数据和材料。
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引用次数: 0
Survey and representation of vaults and cupolas: An overview on some relevant Italian UNESCO sites 拱顶和圆顶的调查和表现:一些相关的意大利联合国教科文组织遗址概述
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136682
L. Cipriani, F. Fantini, Silvia Bertacchi
This paper presents the results of an ongoing research on the survey of vaulted structures of important Italian monumental buildings belonging to UNESCO World Heritage Sites (Ravenna, Rome and Florence). The three case studies deal with various problems of documentation and representation of vaults and domes from different points of view: the first example is concerned with the conversion of apparent color texture from Structure from Motion applications into different maps able to represent heterogeneous BRDF behaviors; the second one illustrates the problem of virtual reconstruction of a partially collapsed ancient cupola using an integrated approach, and finally the last case study describes a technique for developing the eight sides of a textured mesh representing an octagonal frescoed dome. Therefore, the output of different examples, achieved with the combination of several applications, is presented to suggest a general overview regarding the documentation of vaulted spaces.
本文介绍了一项正在进行的关于联合国教科文组织世界遗产(拉文纳、罗马和佛罗伦萨)意大利重要纪念性建筑的拱形结构调查研究的结果。这三个案例研究从不同的角度处理了穹顶和圆顶的文档和表示的各种问题:第一个例子涉及到将结构和运动应用程序中的表观颜色纹理转换为能够表示异构BRDF行为的不同地图;第二个说明了使用综合方法对部分倒塌的古代冲天炉进行虚拟重建的问题,最后一个案例研究描述了一种开发代表八角形壁画圆顶的纹理网格的八个侧面的技术。因此,本文给出了几个应用程序组合实现的不同示例的输出,以提供关于拱形空间文档的总体概述。
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引用次数: 7
AR interior designer: Automatic furniture arrangement using spatial and functional relationships AR室内设计师:利用空间和功能关系自动布置家具
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136652
Jeff K. T. Tang, W. Lau, Kwun-Kit Chan, Kwok-Ho To
In big cities the population is increasing that leads to smaller flats. It is hard to pick a furniture that perfectly suits to the available space at home. Therefore it requires people to measure the available space by hands, which is inefficient. In this paper, we propose an Augmented Reality (AR) interior design tool. The furniture reseller can make virtual 3D furniture available, and then via AR the virtual furniture are rendered in the real scene of our home space. A depth camera is used to measure the size of available space (in terms of supporting surfaces) for new furniture, such as the floor and desk/table surfaces. By the meantime, the obstacles are detected and marked unavailable for furniture placement. In a glance, the user can quickly determine whether that furniture is suitable or fit enough to the available space. Sometimes, the user may buy two or more furniture. Our another contribution is recommending an optimum arrangement of the furniture by determining the spatial and functional relationship between different pieces of furniture. Some challenging cases of furniture placement are shown.
在大城市,人口的增长导致公寓变小。很难挑选一件家具完全适合家里的可用空间。因此,它需要人们用手测量可用空间,这是低效的。在本文中,我们提出了一个增强现实(AR)室内设计工具。家具经销商可以提供虚拟的3D家具,然后通过AR将虚拟家具渲染到我们家居空间的真实场景中。深度相机用于测量新家具可用空间的大小(根据支撑表面),如地板和书桌/桌子表面。与此同时,障碍物被检测到并标记为无法放置家具。用户一眼就能迅速确定家具是否适合或适合现有空间。有时,用户可能会购买两件或更多家具。我们的另一个贡献是通过确定不同家具之间的空间和功能关系来推荐家具的最佳布置。展示了一些具有挑战性的家具摆放案例。
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引用次数: 20
Virtual 3D perception in a fog projection installation 雾投影装置中的虚拟3D感知
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136669
Miu-Ling Lam
This paper presents a fog projection installation, entitled Dance in the Mist, that studies human visual experience and how depth perception is constructed. It resembles the Spinning Dancer - a famous bistable optical illusion published online a decade ago. A female dancer is perceived to be spinning clockwise or anti-clockwise by different observers, and some may even see the figure suddenly spins in the opposite direction. In the installation, an immaterial screen is created by a cloud of fog that is flowing continuously from a fog machine and rising up in the air. The dancer's silhouette is projected on the mist and appears to be suspending and spinning in mid-air. Based on the Mie scattering model, the animated image can be observed most clearly at the frontal position forward direction to incident radiation. As the image casts on a column of fog rather than a flat screen, the light rays are scattered at different depth positions in the fog. This gives rise to image thickness and depth that creates a virtual 3D effect. The translucent appearance of the image also contributes to the holographic depth sensation. Most importantly, the bistable property of the optical illusion preserves in the virtual 3D display. That is, observer would see the dancer appearing to be 3D and spinning in the space in either clockwise or anti-clockwise direction. This installation ingeniously and playfully exploits the interplay between illusion (lack of visual cues for depth) and augmented depth perception to create a new visual experience for audience.
本文展示了一个名为“雾中的舞蹈”的雾投影装置,它研究了人类的视觉体验和深度感知是如何构建的。它类似于十年前在网上发表的著名的双稳视错觉“旋转舞者”。一个女舞者被不同的观察者认为是顺时针或逆时针旋转,有些人甚至会看到这个人物突然朝相反的方向旋转。在这个装置中,一个无形的屏幕是由雾云创造的,雾云从雾机中连续流动并上升到空中。舞者的剪影投射在薄雾上,似乎在半空中悬浮和旋转。基于Mie散射模型,在正面位置和入射辐射正方向上可以最清晰地观测到动画图像。当图像投射在雾柱上而不是平面屏幕上时,光线在雾中的不同深度位置散射。这就产生了图像的厚度和深度,从而产生了虚拟的3D效果。图像的半透明外观也有助于全息深度感。最重要的是,在虚拟三维显示中保留了视错觉的双稳态特性。也就是说,观察者会看到舞者出现在三维空间中,并以顺时针或逆时针方向旋转。这个装置巧妙而有趣地利用了错觉(缺乏深度的视觉线索)和增强深度感知之间的相互作用,为观众创造了一种新的视觉体验。
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引用次数: 1
Defining conceptual interactivity 定义概念交互性
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136670
Don Ritter
This paper discusses the notion of conceptual interactivity and how it can be effectively used in the presentation of digital media content for artistic, educational, or technological purposes. Conceptual interactivity is a method of concept learning that results from a specific design strategy for controlling interactive media. Conceptual interactivity is defined as the attainment of a concept through an interactive experience that contains a psychological and physical correspondence between media content and the user interface for directing that content. The paper discusses the various components of conceptual interactivity and its relationship with user interface design, accompanied by examples of interactive video-sound installations created by the author.
本文讨论了概念交互性的概念,以及如何有效地将其用于艺术、教育或技术目的的数字媒体内容的呈现。概念交互性是一种概念学习方法,源于控制互动媒体的特定设计策略。概念交互性被定义为通过互动体验实现概念,这种体验包含媒体内容与指导该内容的用户界面之间的心理和物理对应。本文讨论了概念交互性的各种组成部分及其与用户界面设计的关系,并附有作者创作的交互式视频-声音装置的例子。
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引用次数: 1
Avatar recommendation method based on facial attributes 基于面部属性的头像推荐方法
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136653
Youngmin Park, Yeong-Jae Choi, H. Yang
An avatar is a representation of a real person in a virtual world and a user considers it as his/her secondary personal identity. With the spread of Virtual Reality(VR) technologies, there has been a user's growing interest in how to make an avatar to describe his/her identity well. Recent commercial games also support powerful avatar customization services to satisfy customer's various needs, but it is not easy to create a satisfactory avatar because there are typically dozens of customization options. Thus, we argue that a proper recommendation system is necessary for a good avatar customization service to support customer's choice. Customizing an avatar is affected by a variety of aspects such as personal tastes or an avatar's characteristics. For example, a user can build an avatar whose sex is opposite or whose species is different from him/her-self. This is the reason why simple template matching or some similarity-based methods are not enough for avatar recommendation. In this paper, we propose a facial attribute-based avatar recommendation method where avatars are recommended from a face picture and preferences given by a user. A face plays an important role in a personal identity, and therefore abstracting a face by its attributes helps deal with a diversity of customization requirements such as different sex or species.
虚拟化身是一个真实的人在虚拟世界中的代表,用户将其视为自己的第二个人身份。随着虚拟现实(VR)技术的普及,用户对如何制作一个能很好地描述自己身份的虚拟形象越来越感兴趣。最近的商业游戏也支持强大的角色定制服务,以满足用户的各种需求,但要创建一个令人满意的角色并不容易,因为通常有几十个定制选项。因此,我们认为一个好的角色定制服务需要一个合适的推荐系统来支持客户的选择。自定义角色受到许多方面的影响,例如个人品味或角色特征。例如,用户可以创建一个与自己性别相反或物种不同的虚拟角色。这就是为什么简单的模板匹配或一些基于相似度的方法不足以进行头像推荐的原因。在本文中,我们提出了一种基于面部属性的头像推荐方法,该方法根据用户给出的面部图片和偏好来推荐头像。人脸在个人身份中扮演着重要的角色,因此,通过其属性对人脸进行抽象,有助于处理不同性别或物种等定制需求的多样性。
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引用次数: 2
Realisation of virtualised architectural heritage 实现虚拟建筑遗产
Pub Date : 2014-12-01 DOI: 10.1109/VSMM.2014.7136676
H. Esmaeili, P. Woods, H. Thwaites
3D printing has become a popular and even an essential tool in many industries. This paper reviews a practical and real case of 3D printing of architectural heritage. The selected model for this study is one of the 30 targets which were previously digitally archived during the project called `Post-Independence Architecture Atlas'. This project focuses on post-independence architecture of Malaysia. During the process of digital archiving, the 3D models of the selected targets were generated for different purposes such as virtual reality, virtual tourism, serious games, etc. Selected targets for this study known as `Pekeliling Flats', currently are being demolished. Therefore a decision was made to realise them for exhibition purposes, using 3D printing technology. The Initially-generated models were not meant to be used for 3D printing at least without major modifications. This study looks at different aspects of preparing a visualized architectural heritage model for 3D printing. Multiple approaches to 3D printing are examined to clarify the relationship between different purposes of 3D printing of architectural heritage and the design itself. It means only one method cannot be prescribed to deliver all objectives when it comes to architectural 3D printing. This can be extended to other industries but as long as this study deals with 3D printing of architectural heritage, the main focus is on the selected target. As mentioned earlier, the main objective of 3D printing of Pekeliling Flats was exhibition but considering the target audiences which can be museums, architecture schools and many others, different methods are presented in this study, which somehow can be used for other objectives rather than exhibition. This paper covers various types of 3D printing from small and large scale printing, Puzzle-based printing, including introducing some of the findings during modelling for 3D printing of the Pekeliling Flats. Some of these findings come from complexity of 3D printing process regarding many variables such as budget, time, size, workforce, material, purpose, etc. Also technical aspects of modeling for 3D printing such as instructional analysis and design, file formats, software integration, 3D printing equipment, etc., are explained. This study aims at providing an instructional protocol for preparing virtualized cultural heritage models to be realized using 3d printers. Autodesk 3D Studio Max 2014 (3DS Max 2014) was used for this study. Therefore most of the terms presented in this paper come from the software above.
3D打印已经成为许多行业的流行工具,甚至是必不可少的工具。本文回顾了一个建筑遗产3D打印的实际案例。本研究选择的模型是之前在“后独立建筑地图集”项目中数字化存档的30个目标之一。该项目关注马来西亚独立后的建筑。在数字化存档过程中,针对虚拟现实、虚拟旅游、严肃游戏等不同用途,生成选定目标的三维模型。这项研究的选定目标被称为“白溪岭平原”,目前正在拆除。因此,决定使用3D打印技术来实现它们的展览目的。最初生成的模型不打算用于3D打印,至少没有重大修改。本研究着眼于为3D打印准备可视化建筑遗产模型的不同方面。研究了3D打印的多种方法,以阐明建筑遗产3D打印的不同目的与设计本身之间的关系。这意味着,当涉及到建筑3D打印时,不能只规定一种方法来实现所有目标。这可以扩展到其他行业,但只要本研究涉及建筑遗产的3D打印,主要关注的是选定的目标。如前所述,北开岭公寓3D打印的主要目的是展览,但考虑到目标受众可能是博物馆、建筑学校等,本研究中提出了不同的方法,这些方法可以用于其他目的,而不是展览。本文涵盖了各种类型的3D打印,从小型和大型打印,基于拼图的打印,包括介绍了一些在pekelling Flats 3D打印建模过程中的发现。其中一些发现来自3D打印过程的复杂性,涉及许多变量,如预算、时间、规模、劳动力、材料、用途等。此外,还解释了3D打印建模的技术方面,如教学分析和设计,文件格式,软件集成,3D打印设备等。本研究旨在提供一套使用3d打印机制作虚拟文物模型的教学方案。本研究使用Autodesk 3D Studio Max 2014 (3DS Max 2014)。因此,本文中出现的大部分术语都来自上述软件。
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引用次数: 6
期刊
2014 International Conference on Virtual Systems & Multimedia (VSMM)
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