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2016 22nd International Conference on Virtual System & Multimedia (VSMM)最新文献

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A better understanding of how gamification can help improve digital lifestyles 更好地理解游戏化如何帮助改善数字生活方式
Pub Date : 2016-10-17 DOI: 10.1109/VSMM.2016.7863214
Chee-Ken Wong, Chien-Sing Lee
There are many people without or have little programming knowledge who have many creative ideas but do not have a platform to share, discuss, co-design and showcase their creative ideas. Therefore, in this capstone project, we aim to create a gamify Website to serve as a platform for different users to interact, engage and showcase their creativity. Significance of the study are first, there have been several studies on gamification in e-commerce and e-learning literature but our study is in the Malaysian context, focused on the effects of gamification to learning Science, Technology, Mathematics and Engineering (STEM), through a gamification website. Also, by creating a community of potential designers/creators, to increase interest in the learning of STEM (technology).
有很多人没有或很少有编程知识,他们有很多创意,但没有一个平台来分享、讨论、共同设计和展示他们的创意。因此,在这个顶点项目中,我们的目标是创建一个游戏化网站,作为不同用户互动,参与和展示他们创造力的平台。这项研究的意义在于,首先,已经有几项关于电子商务和电子学习文献中的游戏化的研究,但我们的研究是在马来西亚的背景下进行的,重点是游戏化对通过游戏化网站学习科学、技术、数学和工程(STEM)的影响。此外,通过创建一个潜在设计师/创作者的社区,增加对STEM(技术)学习的兴趣。
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引用次数: 1
Mapping the intangible cultural heritage of ethnic communities: Designing an interactive cultural history of Koreatown 绘制民族社区的非物质文化遗产:设计互动的韩国城文化历史
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863211
Kristy H. A. Kang
This paper presents the interactive online cultural history “The Seoul of Los Angeles: Contested Identities and Transnationalism in Immigrant Space” (http://seoulofla.com/). Informed by interaction design and urban studies, this project examines and visualizes the sociocultural networks shaping immigrant communities and how local neighborhoods negotiate a sense of place within an increasingly globalized space. Geographer Doreen Massey recognizes space not as a static entity but as the product of interrelations from the immensity of the global to the intimately tiny. These interrelations are part of a story, an interpreted history that changes and develops over time. One could recognize cultural heritage in a similar way — as dynamic and part of a narrative trajectory that is not merely frozen in a romanticized or essentialist past. Much of what constitutes the dynamics of ethnic community formation is intangible as it is largely a lived experience rather than one that is necessarily documented or archived. As such, this project serves as a digital archive and platform for community storytelling that enriches our understanding of the city and the often intangible narratives that create a sense of place. Currently, Los Angeles has the largest population of Koreans in the United States living outside of Korea. Nicknamed the “L.A. district of Seoul City”, most visitors understand Koreatown as an extension of Seoul. But, what most people may not know is that the majority of inhabitants who comprise its residential and working class population are not Korean, but Latino. The everyday space of this community is inhabited by a mix of immigrants coming from Mexico, Central and South America, and other parts of Asia including Bangladesh. These networks of nationalisms converge in the urban space of Koreatown. This contests predominant conceptions of ethnic enclaves being understood as homogenous and makes us re-imagine what we think we understand about them-they are increasingly becoming polycentric in complex ways. Combining design, documentary and issues in contemporary media studies including global/local relations, ethnic and urban studies, this work uses new media and mapping to create greater awareness of our built environment and the peoples who populate it. Mapping is a dynamic system that changes according to the shifts in culture and community that characterize any geographic place. How can this system be visualized in order to read a space with newly informed imaginations? What kind of urban interfaces could be designed to communicate with the spaces we move through and what overlooked stories could be uncovered in order to enrich our understanding of cities and the intangible cultural histories embedded in them? Such questions are explored in this project.
本文呈现互动线上文化史“洛杉矶的首尔:移民空间中的争议身份与跨国主义”(http://seoulofla.com/)。通过交互设计和城市研究,本项目考察并可视化了塑造移民社区的社会文化网络,以及当地社区如何在日益全球化的空间中协商地方感。地理学家多琳·梅西认为空间不是一个静态的实体,而是相互关系的产物,从全球的浩瀚到亲密的微小。这些相互关系是一个故事的一部分,一个随着时间的推移而变化和发展的被解释的历史。人们可以用类似的方式来认识文化遗产——它是动态的,是叙事轨迹的一部分,而不仅仅局限于浪漫化或本质主义的过去。构成民族社区形成动力的许多因素是无形的,因为它在很大程度上是一种生活经历,而不是必要的记录或存档。因此,该项目作为社区故事的数字档案和平台,丰富了我们对城市的理解,并创造了一种地方感的无形叙事。目前,洛杉矶是居住在美国的韩国人最多的地方。绰号“洛杉矶”。,大多数游客将韩国城理解为首尔的延伸。但是,大多数人可能不知道的是,构成其居民和工人阶级人口的大多数居民不是韩国人,而是拉丁美洲人。这个社区的日常空间居住着来自墨西哥、中美洲和南美洲以及包括孟加拉国在内的亚洲其他地区的移民。这些民族主义网络汇聚在韩国城的城市空间中。这挑战了种族飞地被理解为同质的主流观念,并使我们重新想象我们认为我们对它们的理解——它们正以复杂的方式日益变得多中心。本作品结合了设计、文献和当代媒体研究中的问题,包括全球/地方关系、种族和城市研究,使用新媒体和地图来提高人们对我们的建筑环境和居住在其中的人们的认识。地图是一个动态的系统,它根据任何地理位置的文化和社区特征的变化而变化。这个系统如何被可视化,以便用新的想象力来阅读空间?我们可以设计什么样的城市界面来与我们所穿越的空间进行交流?为了丰富我们对城市和其中嵌入的非物质文化历史的理解,我们可以发现哪些被忽视的故事?这个项目探讨了这些问题。
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引用次数: 3
Digital heritage inventory using open source geospatial software 使用开源地理空间软件的数字遗产清单
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863192
J. Jan
This paper reports the development of a digital heritage inventory system using open source geospatial software. In particular, we used the Arches-HIP (Heritage Inventory Package), which is a system jointly developed by the Getty Conservation Institute (GCI) and World Monuments Fund (WMF) to inventory immovable heritage. The study sites are three rural villages located in Hualien County of Taiwan. The field data include GPS-tagged images, video and audio recordings, and panoramic images of heritage resources such as historic buildings and sites, artifacts, activities, cultural and natural landscapes. Smart phones were used to record the GPS waypoints of field survey, and a panoramic system was used to acquire panoramic imageries of various resources. By using the Arches-HIP system, we established a web-based geographic information system for managing all the digital heritage resources, which are 188 heritage resources categorized into six types, including heritage resources, heritage resource groups, activity, historic event, actor, and information objects. The research results show that open source geospatial software are very economical and effective tools for managing digital heritage resources. More importantly, the Arches system incorporates international standards in the fields of heritage inventory, heritage data management, and information technology, which is very valuable to create more accessible digital heritage information to the general public, as well as an interoperable and shareable database to researchers and practitioners of heritage conservation from anywhere in the world. This is especially important for international collaboration on heritage conservation.
本文报道了利用开源地理空间软件开发的数字文物库存系统。特别是,我们使用了Arches-HIP(遗产清单包),这是一个由盖蒂保护研究所(GCI)和世界文化遗产基金会(WMF)共同开发的系统,用于盘点不可移动遗产。研究地点为台湾花莲县的三个乡村。实地数据包括gps标记的图像、视频和音频记录,以及历史建筑和遗址、文物、活动、文化和自然景观等遗产资源的全景图像。利用智能手机记录野外调查的GPS航路点,利用全景系统获取各种资源的全景图像。利用Arches-HIP系统,我们建立了一个基于web的地理信息系统,对所有数字遗产资源进行管理,共有188个遗产资源,分为遗产资源、遗产资源群、活动、历史事件、行动者和信息对象6类。研究结果表明,开源地理空间软件是一种经济有效的数字遗产资源管理工具。更重要的是,arch系统结合了遗产清单、遗产数据管理和信息技术等领域的国际标准,这对于为公众提供更容易获取的数字遗产信息,以及为世界各地的遗产保护研究人员和从业者提供一个可互操作和共享的数据库非常有价值。这对于遗产保护方面的国际合作尤其重要。
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引用次数: 5
Burning Too: An ultra HD multi-projector media Façade system Burning Too:一款超高清多投影机媒体播放系统
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863200
Don Ritter
This paper discusses Burning Too, a large media Façade presented by the author on the Run Run Shaw Creative Media Centre in Hong Kong during the opening of the 22nd International Symposium on Electronic Art (ISEA2016). The author configured a hardware system and wrote software for an Ultra HD (4K) video projection of fire onto the building, using four video projectors and a single computer that provided real-time video mapping, edge blending, video playback, interactive audio, and color adjustment functionality. The symbolism of fire is discussed along with the system configuration for a multi-projector media facade using Ultra HD video.
本文讨论了作者在第22届国际电子艺术研讨会(ISEA2016)开幕期间在香港邵逸夫创意媒体中心举办的大型媒体活动Burning Too。作者配置了一个硬件系统,并编写了一个超高清(4K)视频投影到建筑物上的软件,使用四个视频投影仪和一台计算机,提供实时视频映射,边缘混合,视频播放,交互式音频和颜色调整功能。讨论了火的象征意义以及使用超高清视频的多投影机媒体立面的系统配置。
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引用次数: 0
Towards a conceptual framework for privacy protection in the use of interactive 360° video surveillance 朝着隐私保护的概念框架,在交互式360°视频监控中使用
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863179
Sunil Chaudhary, Eleni Berki, P. Nykänen, Y. Zolotavkin, Marko Helenius, J. Kela
Interactive 360° video technology has not been embraced for surveillance purposes despite its ability to eliminate blind spots, which is an important attribute of video surveillance. Further, privacy invasion due to video surveillance has a negative impact, and this urges for attention. Hence, the paper authors considered these two aspects and proposed a conceptual design framework with its rationale for privacy protection in use within the infrastructure of the interactive 360° video surveillance system. This conceptual integration framework takes into account the next essential factors: i) the utilization of the positive characteristics of 360° video to improve surveillance; ii) the protection of people's privacy; iii) the assistance needed in crime investigation and forensics; and iv) the ease and cost-effectiveness for deployment. These are factors of paramount significance for public safety and social order and they can be guaranteed with proactive approaches of design, based on the latest developments of Internet of Things technology and digital watermarking advancements.
尽管交互式360°视频技术具有消除盲点的能力,但它还没有被用于监控目的,这是视频监控的一个重要属性。此外,视频监控对隐私的侵犯也有负面影响,这需要引起人们的关注。因此,本文作者考虑了这两个方面,并提出了一个概念设计框架,其基本原理是在交互式360°视频监控系统的基础设施中使用隐私保护。这一概念性整合框架考虑了以下几个基本因素:i)利用360°视频的积极特性来改进监控;Ii)个人隐私的保护;(三)犯罪调查和法医鉴定所需的协助;iv)部署的便利性和成本效益。这些都是对公共安全和社会秩序至关重要的因素,基于物联网技术的最新发展和数字水印技术的进步,可以通过积极主动的设计方法来保证这些因素。
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引用次数: 2
Extended panorama tracking algorithm for augmenting virtual 3D objects in outdoor environments 户外环境中增强虚拟三维物体的扩展全景跟踪算法
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863190
Mikko Forsman, J. Arvo, T. Lehtonen
Augmented Reality (AR) is currently gaining popularity in multiple professional use cases. However, applying AR for outdoor environments is still very difficult, especially when targeting customer-grade mobile devices. This paper presents extensions to a previous panoramic tracking algorithm, which is a visual tracking method for unprepared outdoor use cases. The panorama tracker is extended by Unity3D game engine integration, and by implementing two distinct initialization systems based on Global Positioning System (GPS) for the tracker. The enhanced panorama tracker is benchmarked with 30 test videos, and the test results indicate that the accuracy of the tracker is sufficient for visualization tasks in outdoor environments. In addition, performance numbers show that the implemented tracker can often reach real-time performance on some consumer-grade tablets. Accuracies of the new initialization systems seem to be sufficient, as long as previously known accurate GPS locations are used instead of internal sensors from the mobile devices.
增强现实(AR)目前在多个专业用例中越来越受欢迎。然而,将AR应用于户外环境仍然非常困难,尤其是针对客户级移动设备时。本文对先前的全景跟踪算法进行了扩展,该算法是一种用于无准备户外用例的视觉跟踪方法。全景跟踪器是通过Unity3D游戏引擎集成,并实现两个不同的初始化系统为跟踪器基于全球定位系统(GPS)扩展。利用30个测试视频对增强的全景跟踪器进行了基准测试,测试结果表明,该跟踪器的精度足以满足室外环境下的可视化任务。此外,性能数据显示,所实现的跟踪器在某些消费级平板电脑上通常可以达到实时性能。新的初始化系统的精度似乎是足够的,只要使用以前已知的精确GPS位置,而不是来自移动设备的内部传感器。
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引用次数: 2
What do avatars want now? Posthuman embodiment and the technological sublime 现在的化身想要什么?后人类的化身和技术的崇高
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863165
L. Heller, L. Goodman
This article connects the current fascination with immersive experience to the question of embodiment and representation by avatar presence. It also references the ‘pictorial’ and ‘affective’ turns in theory in order to discern ‘what avatars want’, a play on the cultural theorist W. J. T. Mitchell's ideas. We propose that ‘truth’ or ‘real’ has very little to do with how we feel about our avatar creations which are in effect self-portraits. Their existence reveals our desires, yearnings, fears and insecurities. The avatar is an animated, performed image which mirrors our desire to inject it with subjectivity, while at the same time thinking of it as an object. Avatar embodiment also points us to the technological sublime. Reflecting the natural sublime, we argue that the technological version is part and parcel of our relationship to self and our avatar instantiations.
本文将当前对沉浸式体验的迷恋与化身存在的具体化和再现问题联系起来。它还参考了理论中的“图像”和“情感”转变,以辨别“化身想要什么”,这是对文化理论家W. J. T.米切尔思想的一种发挥。我们认为,“真实”或“真实”与我们对化身创作的感觉几乎没有关系,这些化身实际上是自画像。它们的存在揭示了我们的欲望、渴望、恐惧和不安全感。阿凡达是一种动画的、表演的形象,它反映了我们给它注入主观性的愿望,同时又把它当作一个对象来思考。化身也让我们看到了技术的崇高。我们认为,技术版本反映了自然的崇高,是我们与自我和我们的化身实例的关系的一部分。
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引用次数: 7
Make the invisible visible: Virtual reconstruction of a submerged medieval church (S. Siro, Como, Italy) 让不可见变为可见:一座被淹没的中世纪教堂的虚拟重建(意大利科莫的S. Siro)
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863158
Simona Morandi, M. Tremari
This paper is an analysis of the recording, reconstruction and presentation of the 3D data of a mediaeval church situated on the lake of Como (Italy), submerged and visible rarely under special condition. The research investigates the use and the potential of modern digital 3D modelling techniques applied at archaeological heritage to increase the divulgence and presentation with interactive products.
本文分析了位于意大利科莫湖的一座中世纪教堂的三维数据的记录、重建和呈现,该教堂位于水下,在特殊条件下很少可见。该研究调查了现代数字3D建模技术在考古遗产中的应用和潜力,以增加互动产品的泄露和展示。
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引用次数: 1
Interactive music visualization for music player using processing 利用处理技术实现音乐播放器的交互式音乐可视化
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863205
Yunli Lee, Revina Nur Fathia
Most of the music players are often featured with music visualization that includes patterns such as splashes of colours and animated shapes which move to the rhythm of a song. This paper is presented an interactive theme-based design of music player using Processing. It is featured with interaction of music visualization that based on the music' s low-level features to correlate with the shapes colours, and player control functions, and results emotional-based of the visualization. Visual stimulus is able to enhance the connection between the music and user through visuals, especially when the auditory and visual stimuli are coordinated in a meaningful way. Therefore, we extracted the low-level features like size of sound, beat and frequency spectrum to form a specific visual pattern using shapes like freeform, cylinder and triangles to represent a defined content-the rainy day. Then, colours and player control functions are used to interact with the contents by changing the brightness of the colours to distinguish the different mood of the music. The resulting of music player is an interactive music visualization that integrate the low-level features through the rainy day contents via shapes and colors with real-time animation and player control interactions.
大多数音乐播放器通常都具有音乐可视化功能,其中包括随歌曲节奏移动的图案,如飞溅的色彩和动画形状。本文介绍了使用 Processing 设计的基于主题的交互式音乐播放器。它以音乐可视化的交互为特色,根据音乐的底层特征与形状颜色、播放器控制功能和可视化的情感化结果建立关联。视觉刺激能够通过视觉效果加强音乐与用户之间的联系,尤其是当听觉和视觉刺激以一种有意义的方式协调时。因此,我们提取了声音大小、节拍和频谱等低层次特征,利用自由形态、圆柱形和三角形等形状形成特定的视觉图案,以表示确定的内容--雨天。然后,利用颜色和播放器控制功能与内容进行交互,通过改变颜色的亮度来区分音乐的不同情绪。最终的音乐播放器是一种交互式音乐可视化系统,它通过形状和颜色将雨天内容的底层特征与实时动画和播放器控制交互结合在一起。
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引用次数: 4
PepperGram with interactive control PepperGram与交互控制
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863172
C. Fong, M. Billinghurst, Zi Siang See, H. Esmaeili
A peppergram allows a user to experience a visual image floating in the air. This paper explores how to add interactive controls to a peppergram. An investigation was conducted to explore the suitability of two different integrative methods for navigating a peppergram as a multimedia presentation tool; a Myo armband, and touch screen input. These methods were used with prototype 3D visual images experienced on a high-resolution mobile tablet device. A pilot study was conducted to evaluate the user experience. We found that using freehand gesture input with the Myo could be one way to provide interaction with peppergram virtual content without requiring any touch input. These results could be used as the basis for further development of interactive peppergram displays.
peppergram可以让用户体验到漂浮在空中的视觉图像。本文探讨了如何将交互控件添加到胡椒图中。一项调查进行了探索两种不同的综合方法导航胡椒图作为多媒体呈现工具的适用性;一个Myo臂章和触摸屏输入。这些方法与在高分辨率移动平板设备上体验的原型3D视觉图像一起使用。进行了一项初步研究以评估用户体验。我们发现,在Myo上使用徒手手势输入可以在不需要任何触摸输入的情况下提供与peppergram虚拟内容的交互。这些结果可以作为进一步开发交互式peppergram显示器的基础。
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引用次数: 2
期刊
2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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