Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863195
H. Esmaeili, H. Thwaites, P. Woods
This paper presents a real case of virtual preservation of an architectural heritage right before its disappearance, in absence of protection. This covers many different areas from technical aspects to history of the building and its importance in a way that the archived information can be useful for various target audiences e.g. historians, architects, and many others. Conservation of national heritage in developing countries especially in Southeast Asia is plagued by ‘Conservation — Development Conflicts’. Buildings that should have been protected as national heritage have been demolished. Digital archiving is an insurance to record the buildings that have architectural or historical merit but are not gazetted as national heritage and are left without protection against future demolition. This paper reports part of a project — Post-Independence Architecture Atlas’ by the University of Malaya, in collaboration with Multimedia University, Malaysia. A total of 30 buildings and other structures were fully recorded in the first stage. The Pekeliling Flats also known as ‘Tunku Abdul Rahman Flats’ were constructed during 1960s as the first pilot project for introducing Industrialized Building System to Malaysia aiming at affordable-housing for the low-income group. These flats were the second high-rise residential buildings in Malaysia after the Suleiman Courts. Despite their historical significance, being the first high-rise residential buildings in Kuala Lumpur, the Suleiman Courts were demolished in 1986. There appear to be no records of the Suleiman Courts such as technical data or plans. The situation for the Pekeliling Flats was the same as the Suleiman Courts and no official records of the technical data were found during the investigation. The Pekeliling Flats demolition started in January 2014 and was estimated to be finished by November 2015 (finished earlier). A decision was made to virtually reconstruct these flats to be digitally preserved for the future. Full 3D reconstruction was performed including the full coverage videography (using drones) and photography. The digital restoration can be used by architectural historians, architecture schools, and many others. The 3D model can be printed for exhibition or educational purposes. This paper will discuss the importance of digital archiving by presenting step by step process of e-Reconstruction and e-Archiving of the Pekeliling Flats. The main objective is to demonstrate how these types of information should be archived in order to be beneficial in the future”.
本文介绍了一个在建筑遗产消失之前,在缺乏保护的情况下对其进行虚拟保护的真实案例。这涵盖了许多不同的领域,从技术方面到建筑的历史,以及它在某种程度上的重要性,存档信息可以为各种目标受众(如历史学家、建筑师和许多其他人)提供有用的信息。发展中国家特别是东南亚国家的民族遗产保护受到“保护-发展冲突”的困扰。本应作为国家遗产保护的建筑物被拆除。数字档案是一种保险,用于记录具有建筑或历史价值但未被宪报列为国家遗产的建筑物,以及没有保护以防止未来拆除的建筑物。本文报道了马来亚大学与马来西亚多媒体大学合作的“后独立建筑地图集”项目的一部分。在第一阶段,共有30座建筑物和其他构筑物被完整地记录下来。Pekeliling Flats也被称为“Tunku Abdul Rahman Flats”,建于20世纪60年代,是将工业化建筑系统引入马来西亚的第一个试点项目,旨在为低收入群体提供经济适用房。这些公寓是马来西亚继苏莱曼法院(Suleiman Courts)之后的第二栋高层住宅楼。尽管具有历史意义,作为吉隆坡第一批高层住宅建筑,苏莱曼法院于1986年被拆除。似乎没有苏莱曼宫廷的记录,如技术数据或计划。佩克利林平原的情况与苏莱曼法院的情况相同,在调查期间没有发现技术数据的正式记录。北溪岭公寓于2014年1月开始拆除,预计将于2015年11月完工(提前完成)。我们决定对这些公寓进行虚拟重建,以数字方式保存下来,以备将来使用。进行了全3D重建,包括全覆盖摄像(使用无人机)和摄影。数字修复可以被建筑历史学家、建筑学校和其他许多人使用。3D模型可以打印用于展览或教育目的。本文将通过逐步介绍北溪岭平原电子重建和电子存档的过程,论述数字化存档的重要性。其主要目的是演示如何将这些类型的信息存档,以便将来受益。”
{"title":"e-Reconstruction and e-archiving of iconic architectural heritage: A complete example","authors":"H. Esmaeili, H. Thwaites, P. Woods","doi":"10.1109/VSMM.2016.7863195","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863195","url":null,"abstract":"This paper presents a real case of virtual preservation of an architectural heritage right before its disappearance, in absence of protection. This covers many different areas from technical aspects to history of the building and its importance in a way that the archived information can be useful for various target audiences e.g. historians, architects, and many others. Conservation of national heritage in developing countries especially in Southeast Asia is plagued by ‘Conservation — Development Conflicts’. Buildings that should have been protected as national heritage have been demolished. Digital archiving is an insurance to record the buildings that have architectural or historical merit but are not gazetted as national heritage and are left without protection against future demolition. This paper reports part of a project — Post-Independence Architecture Atlas’ by the University of Malaya, in collaboration with Multimedia University, Malaysia. A total of 30 buildings and other structures were fully recorded in the first stage. The Pekeliling Flats also known as ‘Tunku Abdul Rahman Flats’ were constructed during 1960s as the first pilot project for introducing Industrialized Building System to Malaysia aiming at affordable-housing for the low-income group. These flats were the second high-rise residential buildings in Malaysia after the Suleiman Courts. Despite their historical significance, being the first high-rise residential buildings in Kuala Lumpur, the Suleiman Courts were demolished in 1986. There appear to be no records of the Suleiman Courts such as technical data or plans. The situation for the Pekeliling Flats was the same as the Suleiman Courts and no official records of the technical data were found during the investigation. The Pekeliling Flats demolition started in January 2014 and was estimated to be finished by November 2015 (finished earlier). A decision was made to virtually reconstruct these flats to be digitally preserved for the future. Full 3D reconstruction was performed including the full coverage videography (using drones) and photography. The digital restoration can be used by architectural historians, architecture schools, and many others. The 3D model can be printed for exhibition or educational purposes. This paper will discuss the importance of digital archiving by presenting step by step process of e-Reconstruction and e-Archiving of the Pekeliling Flats. The main objective is to demonstrate how these types of information should be archived in order to be beneficial in the future”.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131801854","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863170
E. Stylianidis, E. Valari, K. Smagas, A. Pagani, J. Henriques, Alejandro Garcia, Elisa Jimeno, I. Carrillo, P. Patias, C. Georgiadis, A. Kounoudes, K. Michail
In everyday life, in advance to an excavation project, there is an actual prerequisite and a by regulation in many countries, to pinpoint all the underground utilities located in the project's area. In addition, it is so crucial for the clients, the public and private utilities, to have a real representation of the water, electricity, gas, sewerage, etc. underground networks. As the practice shows, there is a constant and growing demand for the accurate positioning of the underground utilities in order to facilitate both the utilities' and the construction companies avoid damages to the existing infrastructure. Such a damage may cause a loss of thousands of euros. It is true that many problems may arise when the digging machine operator starts digging the ground, but the most dangerous is the gas line explosions, fires or even electrocution in electric lines, water lines bursts, etc. This can be very dangerous for all the field workers in the project's area but also for the property owners; even for the people just passing nearby the area. At the same time, such a development is extremely costly either for the public or the private company or for both. For years now there is a tangible market request for solutions that are able to effectively handle underground utilities' geospatial data and support the missions of utilities and construction companies in the real working environment. Innovative and edge technologies such as Global Navigation Satellite Systems (GNSS), sensors, Geographic Information Systems (GIS) and geodatabases, Augmented and Virtual Reality (AR/VR) can be used for monitoring, documenting and managing the utility-based geospatial and other data. In addition to this, these technologies are able to offer an intuitive 3D augmented visualization and navigation/positioning environment that can support anyone interested in the field. LARA project, a H2020 co-funded project by the European Commission, eavesdrops these market needs and now is developing a software and hardware-based system called LARA. Understanding the real market necessities of the utilities and construction players, a group of partners, from academia and research, SMEs and end users, is implementing this multidisciplinary project. Within LARA project, the consortium partners are evolving a mobile (tablet) device to support the utility management professionals and workers on the field and under real conditions. The LARA hand-held and mobile device is incorporating state-of-the-art technologies in the domain of positioning and sensors (GNSS), AR and 3D GIS geo-databases. The vision of LARA system is to guide the utility field workers in their daily business; to help them ‘see’ beneath the ground by rendering the complexity of the 3D models of the underground grid such as water, gas, sewerage and electricity. The notion is to integrate the novel components of existing technologies so as to develop an integrated navigation/positioning and information system which coordin
{"title":"LARA: A location-based and augmented reality assistive system for underground utilities' networks through GNSS","authors":"E. Stylianidis, E. Valari, K. Smagas, A. Pagani, J. Henriques, Alejandro Garcia, Elisa Jimeno, I. Carrillo, P. Patias, C. Georgiadis, A. Kounoudes, K. Michail","doi":"10.1109/VSMM.2016.7863170","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863170","url":null,"abstract":"In everyday life, in advance to an excavation project, there is an actual prerequisite and a by regulation in many countries, to pinpoint all the underground utilities located in the project's area. In addition, it is so crucial for the clients, the public and private utilities, to have a real representation of the water, electricity, gas, sewerage, etc. underground networks. As the practice shows, there is a constant and growing demand for the accurate positioning of the underground utilities in order to facilitate both the utilities' and the construction companies avoid damages to the existing infrastructure. Such a damage may cause a loss of thousands of euros. It is true that many problems may arise when the digging machine operator starts digging the ground, but the most dangerous is the gas line explosions, fires or even electrocution in electric lines, water lines bursts, etc. This can be very dangerous for all the field workers in the project's area but also for the property owners; even for the people just passing nearby the area. At the same time, such a development is extremely costly either for the public or the private company or for both. For years now there is a tangible market request for solutions that are able to effectively handle underground utilities' geospatial data and support the missions of utilities and construction companies in the real working environment. Innovative and edge technologies such as Global Navigation Satellite Systems (GNSS), sensors, Geographic Information Systems (GIS) and geodatabases, Augmented and Virtual Reality (AR/VR) can be used for monitoring, documenting and managing the utility-based geospatial and other data. In addition to this, these technologies are able to offer an intuitive 3D augmented visualization and navigation/positioning environment that can support anyone interested in the field. LARA project, a H2020 co-funded project by the European Commission, eavesdrops these market needs and now is developing a software and hardware-based system called LARA. Understanding the real market necessities of the utilities and construction players, a group of partners, from academia and research, SMEs and end users, is implementing this multidisciplinary project. Within LARA project, the consortium partners are evolving a mobile (tablet) device to support the utility management professionals and workers on the field and under real conditions. The LARA hand-held and mobile device is incorporating state-of-the-art technologies in the domain of positioning and sensors (GNSS), AR and 3D GIS geo-databases. The vision of LARA system is to guide the utility field workers in their daily business; to help them ‘see’ beneath the ground by rendering the complexity of the 3D models of the underground grid such as water, gas, sewerage and electricity. The notion is to integrate the novel components of existing technologies so as to develop an integrated navigation/positioning and information system which coordin","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131205967","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863196
Cheok Heng Pang, C. Khong
In this paper we discuss and review the available STL systems and its suitability in the colour reproduction of cultural artefacts. Such systems in the past were largely associated with the computer-aided design (CAD) and manufacturing industry. These systems are categorised as one of the methods in the rapid prototyping (RP) process in manufacturing, and were initially limited in its build material. Over a short period of time, various build materials and RP machines appeared, providing greater selection for quick parts fabrication. Advancements in computing, screen and display, and manufacturing technologies over the past two decades have now made STL systems more affordable and are readily available to the consumer market. One of the applications of STL system is towards the digital preservation of cultural heritage artefacts.
{"title":"STL systems and colour for the reproduction of cultural artefacts","authors":"Cheok Heng Pang, C. Khong","doi":"10.1109/VSMM.2016.7863196","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863196","url":null,"abstract":"In this paper we discuss and review the available STL systems and its suitability in the colour reproduction of cultural artefacts. Such systems in the past were largely associated with the computer-aided design (CAD) and manufacturing industry. These systems are categorised as one of the methods in the rapid prototyping (RP) process in manufacturing, and were initially limited in its build material. Over a short period of time, various build materials and RP machines appeared, providing greater selection for quick parts fabrication. Advancements in computing, screen and display, and manufacturing technologies over the past two decades have now made STL systems more affordable and are readily available to the consumer market. One of the applications of STL system is towards the digital preservation of cultural heritage artefacts.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114517082","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863161
František Kratochvil, Benidiktus Delpada, Rachel Siao, Ng Xiao Yan, J. Kelly, Dang Mai Trang
In pre-literate societies, oral tradition is anchored in the landscape, linking it with its inhabitants. The first part of this paper details the documentation of a legend of the Abui community of Alor, Eastern Indonesia. It describes the relationship of the legend with landscape and its functions in the community. We recorded the first version of the legend of the Giant Snake Mon Mot in the community of Tifolafeng in 2003. We combined linguistic, anthropological, geographic, and historical methods with fine arts resulting in a multi-faceted documentation for diverse audience. We have created a range materials from illustrated books, games, to a film documentary, made the raw data available. In the second part of the paper, we lay out our strategy for integration of mechanics of telling and listening, and the mnemotechnic structure of oral tradition with the digital humanities. We also address the need of systematic research into the response of the community, which our approach allows.
{"title":"Children of Mon Mot — Documentation of a tira legend of the Abui community (Eastern Indonesia)","authors":"František Kratochvil, Benidiktus Delpada, Rachel Siao, Ng Xiao Yan, J. Kelly, Dang Mai Trang","doi":"10.1109/VSMM.2016.7863161","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863161","url":null,"abstract":"In pre-literate societies, oral tradition is anchored in the landscape, linking it with its inhabitants. The first part of this paper details the documentation of a legend of the Abui community of Alor, Eastern Indonesia. It describes the relationship of the legend with landscape and its functions in the community. We recorded the first version of the legend of the Giant Snake Mon Mot in the community of Tifolafeng in 2003. We combined linguistic, anthropological, geographic, and historical methods with fine arts resulting in a multi-faceted documentation for diverse audience. We have created a range materials from illustrated books, games, to a film documentary, made the raw data available. In the second part of the paper, we lay out our strategy for integration of mechanics of telling and listening, and the mnemotechnic structure of oral tradition with the digital humanities. We also address the need of systematic research into the response of the community, which our approach allows.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114928449","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863199
Galina Mihaleva
A research study was conducted at the Abui tribe in Takpala, a village off Alor, Indonesia in 2015. Working together with linguists from NTU, observations were made on how the Abui people created textiles using traditional weaving techniques and tools. Oral interviews held with them have provided insights on how textiles are connected to their everyday life and language. Deeper conversational exchanges also revealed some of the stories and meanings that are inter-weaved into the textiles using symbols and patterns. An interactive installation was designed and implemented to communicate the findings from the field study and the concept of intertextuality, as part of the knowledge transfer objectives of the project. This paper reviews the findings of the field study, the design and reactions of the interactive installation.
{"title":"Intertextuality: Tracing meanings through textiles","authors":"Galina Mihaleva","doi":"10.1109/VSMM.2016.7863199","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863199","url":null,"abstract":"A research study was conducted at the Abui tribe in Takpala, a village off Alor, Indonesia in 2015. Working together with linguists from NTU, observations were made on how the Abui people created textiles using traditional weaving techniques and tools. Oral interviews held with them have provided insights on how textiles are connected to their everyday life and language. Deeper conversational exchanges also revealed some of the stories and meanings that are inter-weaved into the textiles using symbols and patterns. An interactive installation was designed and implemented to communicate the findings from the field study and the concept of intertextuality, as part of the knowledge transfer objectives of the project. This paper reviews the findings of the field study, the design and reactions of the interactive installation.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124768976","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863215
M. Christofi, Despina Michael-Grigoriou
Virtual reality exposure therapy (VRET), can help the lives of many people. Its advantages over other treatment methods for psychological disorders and more specifically phobias, like its cost effectiveness and control, make it the method that we should focus on. Claustrophobia is the phobia that we have studied. Creating suitable claustrophobic virtual environments (VEs) for patients to get immersed in, is crucial if we want to eventually treat them only with the use of VRET. We designed and developed a virtual reality (VR) framework that allows us to investigate whether VR can reproduce anxiety due to claustrophobic aspects and investigate which characteristics of the virtual environments design contribute to this. Three characteristics (space openness, tidiness and color) have been investigated through this study with our results indicating that they may affect the feeling of anxiety.
{"title":"Virtual environments design assessment for the treatment of claustrophobia","authors":"M. Christofi, Despina Michael-Grigoriou","doi":"10.1109/VSMM.2016.7863215","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863215","url":null,"abstract":"Virtual reality exposure therapy (VRET), can help the lives of many people. Its advantages over other treatment methods for psychological disorders and more specifically phobias, like its cost effectiveness and control, make it the method that we should focus on. Claustrophobia is the phobia that we have studied. Creating suitable claustrophobic virtual environments (VEs) for patients to get immersed in, is crucial if we want to eventually treat them only with the use of VRET. We designed and developed a virtual reality (VR) framework that allows us to investigate whether VR can reproduce anxiety due to claustrophobic aspects and investigate which characteristics of the virtual environments design contribute to this. Three characteristics (space openness, tidiness and color) have been investigated through this study with our results indicating that they may affect the feeling of anxiety.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129845947","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863184
Elisabet M. Nilsson
This paper presents a series of prototyped collaborative (co-)archiving practices developed within the interdisciplinary research project Living Archives. The aim is to explore co-archiving practices for involving underrepresented voices in contributing to our archives, and to create conditions for accessing intangible heritage resources beyond traditional methods. The methodological approach is design research, and participatory design. Six co-archiving practices are presented, designed to invite the user groups to collect, store and share their memories and cultural heritages. We argue that the co-archiving practices prototyped assume an inclusive and a democratic approach. They allow for the involvement of many senses when accessing and generating archive material in an open, but still highly structured way. Applying such co-archiving approach could potentially result in more representative archives, and support archivists interested in going from a focus on archival appraisal to co-archival facilitation.
{"title":"Prototyping collaborative (co-)archiving practices: From archival appraisal to co-archival facilitation","authors":"Elisabet M. Nilsson","doi":"10.1109/VSMM.2016.7863184","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863184","url":null,"abstract":"This paper presents a series of prototyped collaborative (co-)archiving practices developed within the interdisciplinary research project Living Archives. The aim is to explore co-archiving practices for involving underrepresented voices in contributing to our archives, and to create conditions for accessing intangible heritage resources beyond traditional methods. The methodological approach is design research, and participatory design. Six co-archiving practices are presented, designed to invite the user groups to collect, store and share their memories and cultural heritages. We argue that the co-archiving practices prototyped assume an inclusive and a democratic approach. They allow for the involvement of many senses when accessing and generating archive material in an open, but still highly structured way. Applying such co-archiving approach could potentially result in more representative archives, and support archivists interested in going from a focus on archival appraisal to co-archival facilitation.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"477 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123775884","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863177
H. Esmaeili, P. Woods, Tina Houshangi
This study reviews the current situation of Self-Access Media (SAM) and independent learning by looking at Self-Access Learning Materials (SALM) available for Computer Graphics (CG) artists. Since past two decades huge progress in software, hardware, Graphical User Interface (GUI) and World Wide Web (WWW) has enabled many individuals to develop an independent learning attitude by using SALM (mostly online) whether free or paid. One group of learners who have successfully developed this behavior, are CG artists. Currently available online SALM for CG artists or those who want to become one are more than what they really can get in most of universities. Employment in CG industry mostly depends on portfolio rather than a university degree, especially in small businesses. Also, internship programs offered by major CG industries are still limited to possessing a reasonable portfolio and other visible/tangible qualifications to ensure return on investment. Fast and non-stop technological growth in CG industry is the main reason for this situation. Fresh graduates who cannot find a way to industry, have multiple choices of going back to school for higher education, start their own business, start a new degree in different field, get irrelevant jobs, or somehow improve their CG skills and get into the industry. If making the last choice, available online SALM are almost the best option to re-educate themselves. The question is; what was the point of going to university at the first place? Currently, many universities have applied major changes to their CG courses to enrich their students with more updated materials. Therefore, CG graduates from these universities have less difficulty getting familiar with real industry. But still many universities with obsolete teaching methods and subjects are promising/advertising unrealistic goals. This situation is more tangible in developing countries. This study provides an overview of SALM's evolution with more focus on CG. The time period selected for this review starts from mid-1990s when personal computers and internet gradually became popular. The aim of this study is to provide a better understanding of Independent Learning Environments (ILE) and to define role of academic and non-academic institutions in this field. The paper, then, concludes and discusses the current state of SAM, SALM, and ILE, including the recommendations.
{"title":"An overview of independent learning environments provided by self-access media: A lesson from CG industry","authors":"H. Esmaeili, P. Woods, Tina Houshangi","doi":"10.1109/VSMM.2016.7863177","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863177","url":null,"abstract":"This study reviews the current situation of Self-Access Media (SAM) and independent learning by looking at Self-Access Learning Materials (SALM) available for Computer Graphics (CG) artists. Since past two decades huge progress in software, hardware, Graphical User Interface (GUI) and World Wide Web (WWW) has enabled many individuals to develop an independent learning attitude by using SALM (mostly online) whether free or paid. One group of learners who have successfully developed this behavior, are CG artists. Currently available online SALM for CG artists or those who want to become one are more than what they really can get in most of universities. Employment in CG industry mostly depends on portfolio rather than a university degree, especially in small businesses. Also, internship programs offered by major CG industries are still limited to possessing a reasonable portfolio and other visible/tangible qualifications to ensure return on investment. Fast and non-stop technological growth in CG industry is the main reason for this situation. Fresh graduates who cannot find a way to industry, have multiple choices of going back to school for higher education, start their own business, start a new degree in different field, get irrelevant jobs, or somehow improve their CG skills and get into the industry. If making the last choice, available online SALM are almost the best option to re-educate themselves. The question is; what was the point of going to university at the first place? Currently, many universities have applied major changes to their CG courses to enrich their students with more updated materials. Therefore, CG graduates from these universities have less difficulty getting familiar with real industry. But still many universities with obsolete teaching methods and subjects are promising/advertising unrealistic goals. This situation is more tangible in developing countries. This study provides an overview of SALM's evolution with more focus on CG. The time period selected for this review starts from mid-1990s when personal computers and internet gradually became popular. The aim of this study is to provide a better understanding of Independent Learning Environments (ILE) and to define role of academic and non-academic institutions in this field. The paper, then, concludes and discusses the current state of SAM, SALM, and ILE, including the recommendations.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122768361","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863203
Lauri Viinikkala, Laura Yli-Seppala, Olli I. Heimo, S. Helle, Lauri Härkänen, Sami Jokela, Lauri Järvenpää, Timo Korkalainen, Jussi Latvala, Juho Pääkylä, Kaapo Seppälä, Tuomas Mäkilä, T. Lehtonen
This paper introduces a case in which cultural heritage is communicated by combining historical narrative with Mixed Reality (MR) technology. The art of representing intangible heritage and making abstract and complex transformations comprehensible with MR technology is being discussed through a case example. MR application Sanan seppä (“Wordsmith”) represents the history of the Protestant Reformation in Finland (1527 onwards). The application has been implemented inside the Turku Cathedral in Southwest Finland. The application offers a set of short scenes appearing in different places inside the Cathedral. Technically, the app runs in a tablet computer, and it is based on a 3D game engine. Bluetooth beacons are used for coarse positioning, and 3D point cloud technology is applied for markerless tracking. The app supports social media services and includes links to background information about the characters and events within the story. We argue that MR technology is more than well suitable for communicating both tangible and intangible cultural heritage. In our case example we examine how different kinds of cultural heritage connected with the reformation can be visualized and made more comprehensible. In practice, this means combining the Turku Cathedral, objects within it and digital elements with MR enables showing how the reformation has affected both Finnish culture and material surroundings. The changes inside a church space — the tangible proof of changes brought by reformation — are rather easy to depict but even more immaterial things like customs or opinions can be made visible. With the help of the 3D characters the Sanan seppä application shows how the reformation could have affected the everyday life of people from different backgrounds. Thus the MR application makes the past appear more polyphonic than in more traditional ways of mediating the past. Reference material from various sources has been used when creating the application, and users of the application are provided with information about the sources used.
{"title":"Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland","authors":"Lauri Viinikkala, Laura Yli-Seppala, Olli I. Heimo, S. Helle, Lauri Härkänen, Sami Jokela, Lauri Järvenpää, Timo Korkalainen, Jussi Latvala, Juho Pääkylä, Kaapo Seppälä, Tuomas Mäkilä, T. Lehtonen","doi":"10.1109/VSMM.2016.7863203","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863203","url":null,"abstract":"This paper introduces a case in which cultural heritage is communicated by combining historical narrative with Mixed Reality (MR) technology. The art of representing intangible heritage and making abstract and complex transformations comprehensible with MR technology is being discussed through a case example. MR application Sanan seppä (“Wordsmith”) represents the history of the Protestant Reformation in Finland (1527 onwards). The application has been implemented inside the Turku Cathedral in Southwest Finland. The application offers a set of short scenes appearing in different places inside the Cathedral. Technically, the app runs in a tablet computer, and it is based on a 3D game engine. Bluetooth beacons are used for coarse positioning, and 3D point cloud technology is applied for markerless tracking. The app supports social media services and includes links to background information about the characters and events within the story. We argue that MR technology is more than well suitable for communicating both tangible and intangible cultural heritage. In our case example we examine how different kinds of cultural heritage connected with the reformation can be visualized and made more comprehensible. In practice, this means combining the Turku Cathedral, objects within it and digital elements with MR enables showing how the reformation has affected both Finnish culture and material surroundings. The changes inside a church space — the tangible proof of changes brought by reformation — are rather easy to depict but even more immaterial things like customs or opinions can be made visible. With the help of the 3D characters the Sanan seppä application shows how the reformation could have affected the everyday life of people from different backgrounds. Thus the MR application makes the past appear more polyphonic than in more traditional ways of mediating the past. Reference material from various sources has been used when creating the application, and users of the application are provided with information about the sources used.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130544584","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}
Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863164
E. Valari, K. Smagas, V. Giannoglou, E. Stylianidis
SOPHIA aims to create a network the core of which will be senior adults after retirement who would like to continue offering their skills. Some of the network branches will be companies and enterprises that would require knowledge and expertise of the seniors, or individuals who could use their help. This network will bring in contact the senior adults with the companies and handle all kinds of possible transactions they may have, in a friendly and efficient environment [1].
{"title":"Senior occupation after profession: Habit intriguing adults — SOPHIA","authors":"E. Valari, K. Smagas, V. Giannoglou, E. Stylianidis","doi":"10.1109/VSMM.2016.7863164","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863164","url":null,"abstract":"SOPHIA aims to create a network the core of which will be senior adults after retirement who would like to continue offering their skills. Some of the network branches will be companies and enterprises that would require knowledge and expertise of the seniors, or individuals who could use their help. This network will bring in contact the senior adults with the companies and handle all kinds of possible transactions they may have, in a friendly and efficient environment [1].","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122499830","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}