The aim of this research is integration of time-aware geomedia browsing with a virtual environment MultiSound Management System. We researched and developed a web service and application as contents based on such information. We approached the construction and design of the function and API (Application Program Interface) to develop an advanced web application. The web application is a web map application using some information, especially based on event and tracks information of famous historical person who existed in the past. Web application can display data on a map, and a web application user can study and learn history more engagingly, more easily and actively than with a purely textual interface.
{"title":"Time-aware geomedia browsing integration with virtual environment","authors":"Akira Inoue, Michael Cohen","doi":"10.5555/1994486.1994501","DOIUrl":"https://doi.org/10.5555/1994486.1994501","url":null,"abstract":"The aim of this research is integration of time-aware geomedia browsing with a virtual environment MultiSound Management System. We researched and developed a web service and application as contents based on such information. We approached the construction and design of the function and API (Application Program Interface) to develop an advanced web application. The web application is a web map application using some information, especially based on event and tracks information of famous historical person who existed in the past. Web application can display data on a map, and a web application user can study and learn history more engagingly, more easily and actively than with a purely textual interface.","PeriodicalId":177298,"journal":{"name":"Humans and Computers","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130645385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Avola, Paolo Bottoni, S. Levialdi, Emanuele Panizzi
MADCOW is a system for annotation of Web content, supporting the production and exploration of private and public annotations on text, images and videos in a Web page. Its design starts from the main requirement that the annotation activity must not disrupt the normal browsing of Web pages by a user. MADCOW allows interaction with the annotated portions of the page to provide access to the relative annotations. Conversely, the representation of the existing notes supports different forms of exploration of the Web page, and can become the starting point for further navigation over the Web. A uniform style of interaction has been adopted for creating and accessing annotations on text, images and videos, and some novel solutions have been introduced to cope with overlaps between the annotated portions. The annotation user experience is facilitated by enabling forms of in-place annotation and manipulation of both the annotated portion and the annotation content.
{"title":"Annotation threads in MADCOW 2.0","authors":"D. Avola, Paolo Bottoni, S. Levialdi, Emanuele Panizzi","doi":"10.5555/1994486.1994524","DOIUrl":"https://doi.org/10.5555/1994486.1994524","url":null,"abstract":"MADCOW is a system for annotation of Web content, supporting the production and exploration of private and public annotations on text, images and videos in a Web page. Its design starts from the main requirement that the annotation activity must not disrupt the normal browsing of Web pages by a user. MADCOW allows interaction with the annotated portions of the page to provide access to the relative annotations. Conversely, the representation of the existing notes supports different forms of exploration of the Web page, and can become the starting point for further navigation over the Web. A uniform style of interaction has been adopted for creating and accessing annotations on text, images and videos, and some novel solutions have been introduced to cope with overlaps between the annotated portions. The annotation user experience is facilitated by enabling forms of in-place annotation and manipulation of both the annotated portion and the annotation content.","PeriodicalId":177298,"journal":{"name":"Humans and Computers","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134328791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per second.
{"title":"Visual acceptance evaluation of soft shadow algorithms for virtual TV studios","authors":"Hüseyin Ayten, J. Herder, Wolfgang Vonolfen","doi":"10.5555/1994486.1994505","DOIUrl":"https://doi.org/10.5555/1994486.1994505","url":null,"abstract":"Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per second.","PeriodicalId":177298,"journal":{"name":"Humans and Computers","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114677818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}