Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863150
I. Heldal
Simulation and serious games (SSG) are often advocated as promising computer-based solutions supporting training and increasing the skills necessary to deal with new, complex and often unexpected situations. For emergency management (EM), there are organizations that already report unique benefits from utilizing SSGs, while others are waiting to find stronger evidence before procurement, or struggling with implementation and use. This paper focuses on potential users — those who have SSGs in their environment but are not using them. The aim is to determine how known benefits and limitations of SSGs influence these non-users, and their experience with encountering SSGs. To investigate these questions, qualitative data were collected via observations and interviews from two case-studies. The first is a large experimental study focusing on inter-organizational collaboration with the help of many technologies, including SSGs. The second examines the possibilities of SSGs based on real-life cases. The findings show that to understand the value of SSGs requires a better connection to real-life emergency cases. Methodologies to integrate SSGs into daily training settings, with clear implication for real-life cases, would also be necessary. The lessons illustrate current challenges to building more useful SSG scenarios.
{"title":"Simulation and serious games in emergency management: Experiences from two case studies","authors":"I. Heldal","doi":"10.1109/VSMM.2016.7863150","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863150","url":null,"abstract":"Simulation and serious games (SSG) are often advocated as promising computer-based solutions supporting training and increasing the skills necessary to deal with new, complex and often unexpected situations. For emergency management (EM), there are organizations that already report unique benefits from utilizing SSGs, while others are waiting to find stronger evidence before procurement, or struggling with implementation and use. This paper focuses on potential users — those who have SSGs in their environment but are not using them. The aim is to determine how known benefits and limitations of SSGs influence these non-users, and their experience with encountering SSGs. To investigate these questions, qualitative data were collected via observations and interviews from two case-studies. The first is a large experimental study focusing on inter-organizational collaboration with the help of many technologies, including SSGs. The second examines the possibilities of SSGs based on real-life cases. The findings show that to understand the value of SSGs requires a better connection to real-life emergency cases. Methodologies to integrate SSGs into daily training settings, with clear implication for real-life cases, would also be necessary. The lessons illustrate current challenges to building more useful SSG scenarios.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"11 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":"121265696","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.2016.7863163
V. Giannoglou, K. Smagas, E. Valari, E. Stylianidis
The main idea behind Elders-Up! project is to bring the valuable experience of senior adults to start-ups and small companies [1]. The Elders-Up! project will build an ecosystem for collaboration on which European seniors' labour activities continue after retirement, as well as their productivity and usefulness to the society. On the other hand, small companies struggle to create their own production cycle, but due to the fact that their workforce usually consists of a few employees they cannot cover all the areas of knowledge that a company needs, i.e. legal, administrative, technical and more. Elders-Up! will enable a productive cooperation among senior adults and small companies, for the benefit of both the groups.
{"title":"Elders-up! An adaptive system for enabling knowledge transfer from senior adults to small companies","authors":"V. Giannoglou, K. Smagas, E. Valari, E. Stylianidis","doi":"10.1109/VSMM.2016.7863163","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863163","url":null,"abstract":"The main idea behind Elders-Up! project is to bring the valuable experience of senior adults to start-ups and small companies [1]. The Elders-Up! project will build an ecosystem for collaboration on which European seniors' labour activities continue after retirement, as well as their productivity and usefulness to the society. On the other hand, small companies struggle to create their own production cycle, but due to the fact that their workforce usually consists of a few employees they cannot cover all the areas of knowledge that a company needs, i.e. legal, administrative, technical and more. Elders-Up! will enable a productive cooperation among senior adults and small companies, for the benefit of both the groups.","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":"126403402","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.2016.7863197
Biju Dhanapalan
This paper is a case study of utilizing modern technology to tap into the kinesiology of Kathakali, one of India's eight classical dance forms. Kathakali is a highly stylized and opulent dance-drama that originated nearly five hundred years ago. Its performers draw from a vast dictionary of highly developed and sophisticated repertoire of gestures, expressions, and movements. Motion capture technology was employed to encapsulate the temporal, 3-dimensional positional data of a chosen Kathakali performance. The initial analysis of the acquired motion capture data of Kathakali has revealed several possibilities; from the technical, artistic as well as pedagogical point of views. By archiving a piece of a five-hundred-year-old tradition, and redeploying the acquired data, the author has successfully tapped into the tangible and intangible heritage of an ancient civilization. The acquired data is successfully being employed to drive a new age abstract animation film.
{"title":"Capturing Kathakali: Performance capture, digital aesthetics, and the classical dance of India","authors":"Biju Dhanapalan","doi":"10.1109/VSMM.2016.7863197","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863197","url":null,"abstract":"This paper is a case study of utilizing modern technology to tap into the kinesiology of Kathakali, one of India's eight classical dance forms. Kathakali is a highly stylized and opulent dance-drama that originated nearly five hundred years ago. Its performers draw from a vast dictionary of highly developed and sophisticated repertoire of gestures, expressions, and movements. Motion capture technology was employed to encapsulate the temporal, 3-dimensional positional data of a chosen Kathakali performance. The initial analysis of the acquired motion capture data of Kathakali has revealed several possibilities; from the technical, artistic as well as pedagogical point of views. By archiving a piece of a five-hundred-year-old tradition, and redeploying the acquired data, the author has successfully tapped into the tangible and intangible heritage of an ancient civilization. The acquired data is successfully being employed to drive a new age abstract animation film.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"49 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":"122978842","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.2016.7863162
E. Mangina, Evan O'Keeffe, Joseph D. Eyerman, L. Goodman
Robotics is the field currently taking its place as a leading candidate for dramatic changes in everyday life. Advances in the past 10 years in sensing, actuator and power technologies have fuelled an explosion of opportunities in this exciting, and surprisingly affordable domain. Small Unmanned Aircraft Systems (drones) are being rapidly developed for research, public service, and commercial applications, all around the globe. Drones offer a number of unique affordances to mobile technology research for community empowerment and ‘extreme user’ access: they are relatively inexpensive, easy to operate and to fit with alternative interfaces for people of all abilities, and are readily available. Furthermore, they can carry a payload of light, inexpensive, and off-the-shelf sensors that can be used to support a wide range of research efforts. A potential helping application has been developed in UCD for live streaming of visuals for people with limited mobility. The aim is to use drones and virtual reality as surrogates to provide access to visual information to differently-abled people. This paper will summarize the state of the art in drones research in terms of the affordances to assistive technology. Imagine being able to take any sport or imagine any far-away and otherwise inaccessible cultural heritage or educational site and to bring these rich assets to life within an immersive environment. The paper proposes a system to integrate virtual reality (VR) with a low-cost unmanned, semi-autonomous quad rotor. This quad rotor with a VR headset would allow for first-person vision and manipulation using the Robot Operating System. The system would enable the user to move the quad rotor remotely using natural head movements, which could be tracked by the VR headset and translated into six degrees of freedom commands that would then be sent to the quad rotor. This would facilitate operation when compared to commercially available controller methods, as it would immerse the user in the robot's environment. The paper presents the software components that will allow people off site to strap themselves into a virtual reality headset (i.e. Oculus Rift at the top end of technology, or one of the many emerging affordable VR headsets such as Google cardboard) and then — via footage taken from drone flights and other digital media — to be able to participate virtually, in real time, with other users who are all synchronously immersed in these environments. From the point of view of the camera on the plane overhead, the viewer can get a very good impression of a site, seeing things that you would not normally be visible even during a ‘real’ walk of the same terrain. Overtime, the aim is to facilitate people with limited mobility to have access to live streaming of visuals and thus to experience the sense of empowerment and inclusion that live engagement in physical activity can inspire and support.
{"title":"Drones for live streaming of visuals for people with limited mobility","authors":"E. Mangina, Evan O'Keeffe, Joseph D. Eyerman, L. Goodman","doi":"10.1109/VSMM.2016.7863162","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863162","url":null,"abstract":"Robotics is the field currently taking its place as a leading candidate for dramatic changes in everyday life. Advances in the past 10 years in sensing, actuator and power technologies have fuelled an explosion of opportunities in this exciting, and surprisingly affordable domain. Small Unmanned Aircraft Systems (drones) are being rapidly developed for research, public service, and commercial applications, all around the globe. Drones offer a number of unique affordances to mobile technology research for community empowerment and ‘extreme user’ access: they are relatively inexpensive, easy to operate and to fit with alternative interfaces for people of all abilities, and are readily available. Furthermore, they can carry a payload of light, inexpensive, and off-the-shelf sensors that can be used to support a wide range of research efforts. A potential helping application has been developed in UCD for live streaming of visuals for people with limited mobility. The aim is to use drones and virtual reality as surrogates to provide access to visual information to differently-abled people. This paper will summarize the state of the art in drones research in terms of the affordances to assistive technology. Imagine being able to take any sport or imagine any far-away and otherwise inaccessible cultural heritage or educational site and to bring these rich assets to life within an immersive environment. The paper proposes a system to integrate virtual reality (VR) with a low-cost unmanned, semi-autonomous quad rotor. This quad rotor with a VR headset would allow for first-person vision and manipulation using the Robot Operating System. The system would enable the user to move the quad rotor remotely using natural head movements, which could be tracked by the VR headset and translated into six degrees of freedom commands that would then be sent to the quad rotor. This would facilitate operation when compared to commercially available controller methods, as it would immerse the user in the robot's environment. The paper presents the software components that will allow people off site to strap themselves into a virtual reality headset (i.e. Oculus Rift at the top end of technology, or one of the many emerging affordable VR headsets such as Google cardboard) and then — via footage taken from drone flights and other digital media — to be able to participate virtually, in real time, with other users who are all synchronously immersed in these environments. From the point of view of the camera on the plane overhead, the viewer can get a very good impression of a site, seeing things that you would not normally be visible even during a ‘real’ walk of the same terrain. Overtime, the aim is to facilitate people with limited mobility to have access to live streaming of visuals and thus to experience the sense of empowerment and inclusion that live engagement in physical activity can inspire and support.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"90 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":"129193083","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.2016.7863152
X. S. Lee, M. Khamidi, Zi Siang See, Tim John Lees, C. Chai
This paper presents an experimental method and apparatus of augmented reality (AR) for nDimensional (nD) building information modeling (BIM). BIM allows nD information to be visualized simultaneously by architects, engineers and constructors to gain a synchronized understanding viewing from different perspectives. However, BIM is conventionally being operated on a desktop-based computer which makes collaboration less flexible, and it also creates an isolation gap between the model and reality. This isolation gap does not severely affect experienced and skilled professionals, as they can bridge the isolation gap with their intuition developed over the years. Nevertheless, users who are lack of such experience will feel the isolation gap between the digital realm and practicable reality, which could be the hurdle in project participation and decision making. AR allows virtual content to be mixed with real environment for user experience. In the context of our study, AR is functional to present the nD information of BIM, at the same time retaining users' connection with the reality. It is not just being utilized solely for presentation, but also to maximize the potential for communication, interaction and experience. This pilot study investigates effective technological approach of using AR as an effective collaboration technology combining with BIM through proposed key aspects of contextualization, customization and curation. Contextualization is significant to enable users to understand the AR content by making the presented information meaningful to the target audience, implemented thru the means of 2D annotations, animations and options comparison. This study compares both AR BIM with and without contextualization. Customization can generate unique virtual environment and content for different level of users tailored to their needs and preference to create intuitive interaction with AR BIM. Curation is crucial to provide users with a reliable experience, and to formulate a continually improving AR BIM thru log data and users' feedback. All in all, this paper explores the major aspects of contextualization, customization and curation, to distinguish effective approach in the currently “free for all” AR BIM development. Finally, an implication is provided for future study in terms of balance in information sufficiency and complexity for AR BIM.
{"title":"Augmented reality for ndimensional building information modelling : Contextualization, Customization and Curation","authors":"X. S. Lee, M. Khamidi, Zi Siang See, Tim John Lees, C. Chai","doi":"10.1109/VSMM.2016.7863152","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863152","url":null,"abstract":"This paper presents an experimental method and apparatus of augmented reality (AR) for nDimensional (nD) building information modeling (BIM). BIM allows nD information to be visualized simultaneously by architects, engineers and constructors to gain a synchronized understanding viewing from different perspectives. However, BIM is conventionally being operated on a desktop-based computer which makes collaboration less flexible, and it also creates an isolation gap between the model and reality. This isolation gap does not severely affect experienced and skilled professionals, as they can bridge the isolation gap with their intuition developed over the years. Nevertheless, users who are lack of such experience will feel the isolation gap between the digital realm and practicable reality, which could be the hurdle in project participation and decision making. AR allows virtual content to be mixed with real environment for user experience. In the context of our study, AR is functional to present the nD information of BIM, at the same time retaining users' connection with the reality. It is not just being utilized solely for presentation, but also to maximize the potential for communication, interaction and experience. This pilot study investigates effective technological approach of using AR as an effective collaboration technology combining with BIM through proposed key aspects of contextualization, customization and curation. Contextualization is significant to enable users to understand the AR content by making the presented information meaningful to the target audience, implemented thru the means of 2D annotations, animations and options comparison. This study compares both AR BIM with and without contextualization. Customization can generate unique virtual environment and content for different level of users tailored to their needs and preference to create intuitive interaction with AR BIM. Curation is crucial to provide users with a reliable experience, and to formulate a continually improving AR BIM thru log data and users' feedback. All in all, this paper explores the major aspects of contextualization, customization and curation, to distinguish effective approach in the currently “free for all” AR BIM development. Finally, an implication is provided for future study in terms of balance in information sufficiency and complexity for AR BIM.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"59 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":"114135390","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.2016.7863206
D. Blundell
In the past year we have researched the extent of Austronesian voyaging and early historical Buddhism in terms of maritime transportation systems across Indonesia. This paper reviews the state of our Electronic Cultural Atlas Initiative (ECAI) Austronesia Team's research collection and mapping of selected regions in Eastern Indonesia, esp. Sulawesi. Our research relates to (1.) specific places connected to distant lands through sea travel featuring time-enabled layers of inter-connective place names in terms of self identification and social transformation, (2.) motivation for mariners, merchants, and monks to carry the dharma from South Asian harbors to other distant ports for religious, economic, and political exchange, and (3.) presenting notions of geographies as points and lines, not boundaries, as a tool for linking the significance of what seems to be unrelated elements, found to be connected in various ways leading to our better understanding of historical continuity, or discontinuity, at designated places. This work in turn becomes a contributing module to the ECAI Atlas of Maritime Buddhism.
{"title":"Research in Indonesia on Austronesian voyaging and maritime Buddhism: An atlas project","authors":"D. Blundell","doi":"10.1109/VSMM.2016.7863206","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863206","url":null,"abstract":"In the past year we have researched the extent of Austronesian voyaging and early historical Buddhism in terms of maritime transportation systems across Indonesia. This paper reviews the state of our Electronic Cultural Atlas Initiative (ECAI) Austronesia Team's research collection and mapping of selected regions in Eastern Indonesia, esp. Sulawesi. Our research relates to (1.) specific places connected to distant lands through sea travel featuring time-enabled layers of inter-connective place names in terms of self identification and social transformation, (2.) motivation for mariners, merchants, and monks to carry the dharma from South Asian harbors to other distant ports for religious, economic, and political exchange, and (3.) presenting notions of geographies as points and lines, not boundaries, as a tool for linking the significance of what seems to be unrelated elements, found to be connected in various ways leading to our better understanding of historical continuity, or discontinuity, at designated places. This work in turn becomes a contributing module to the ECAI Atlas of Maritime Buddhism.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"40 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":"114654428","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.2016.7863187
Danyun Liu, Cheon Jiun
As the development of exhibits design in physical museum, the exhibition in museum is gradually separated from the original single, static and fixed display form that simply highlights the exhibited objects and transforms to vivid, interesting and diverse exhibition form. The rationale of the physical museum based on observation that physical museum might not have enough opportunities for visitors' fully interactivity. By making use of instructive education that integrates active participation, experience cooperation and game playing to create interesting experience for visitor by concentrating on the theme or applying various interactive design approaches to show collected and exhibited objects, which changes the relationship between the museum and visitor — “Being viewed” and “Viewing”. It has become the most effective active spreading educational method in physical museums now. By examining Taipei National Palace's historical heritage interactive art installations, analyzing the interactive exhibition cases and proposing a new trend, the paper summarizes the new methodology of interactivity, allowing visitor to appreciate virtual exhibits interactively, hoping to enlighten and help designers who engage in exhibition design to investigate visitors' educational potential with a virtual distributed environment.
{"title":"Historical cultural art heritage come alive: Interactive design in Taiwan palace museum as a case study","authors":"Danyun Liu, Cheon Jiun","doi":"10.1109/VSMM.2016.7863187","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863187","url":null,"abstract":"As the development of exhibits design in physical museum, the exhibition in museum is gradually separated from the original single, static and fixed display form that simply highlights the exhibited objects and transforms to vivid, interesting and diverse exhibition form. The rationale of the physical museum based on observation that physical museum might not have enough opportunities for visitors' fully interactivity. By making use of instructive education that integrates active participation, experience cooperation and game playing to create interesting experience for visitor by concentrating on the theme or applying various interactive design approaches to show collected and exhibited objects, which changes the relationship between the museum and visitor — “Being viewed” and “Viewing”. It has become the most effective active spreading educational method in physical museums now. By examining Taipei National Palace's historical heritage interactive art installations, analyzing the interactive exhibition cases and proposing a new trend, the paper summarizes the new methodology of interactivity, allowing visitor to appreciate virtual exhibits interactively, hoping to enlighten and help designers who engage in exhibition design to investigate visitors' educational potential with a virtual distributed environment.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"138 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":"127015982","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.2016.7863178
Jean Tsai, Steven Wu, H. Din
This paper explores the impacts of the global web and, in particular, social media on the performing arts. Specifically, Siong Leng Musical Association (hereafter, SLMA or the Association), which champions Nanyin musical theatre in Singapore, is selected to anchor the discussion. The paper will examine SLMA's web strategy under 3 subheadings, namely: a) Reach: effectiveness of official websites and other virtual presence set up by followers; b) Engagement: virtual audience participation in social media sites; mobile accessibility; c) Augmentation: innovative blending of web-based services to solve operational issues of publicity, collaboration and fundraising. Overall transformational impacts to transmission, sharing, collaboration, communication and education are also discussed.
{"title":"How the web impacts intangible heritage: A Nanyin case study","authors":"Jean Tsai, Steven Wu, H. Din","doi":"10.1109/VSMM.2016.7863178","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863178","url":null,"abstract":"This paper explores the impacts of the global web and, in particular, social media on the performing arts. Specifically, Siong Leng Musical Association (hereafter, SLMA or the Association), which champions Nanyin musical theatre in Singapore, is selected to anchor the discussion. The paper will examine SLMA's web strategy under 3 subheadings, namely: a) Reach: effectiveness of official websites and other virtual presence set up by followers; b) Engagement: virtual audience participation in social media sites; mobile accessibility; c) Augmentation: innovative blending of web-based services to solve operational issues of publicity, collaboration and fundraising. Overall transformational impacts to transmission, sharing, collaboration, communication and education are also discussed.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"37 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":"127196837","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.2016.7863174
C. Rupa
Techno media is playing an important role on secure information due to rapid growth of the media. In telemedicine while transferring medical images tampers may be happened. As a part of protecting the information from the attacker, steganography is the art of hiding the information inside the cover medium with different carrier formats. In this paper, we propose a novel squint pixel based medical image steganographic technique to avoid easily distortion by an attacker. In this method, Original medical image itself acts as carrier image. A Medical image segmented into three sets of pixels, ROI and RONI and Border Pixels. The authentication data of ROI embedded in Squint Pixels of Border Pixels and information of ROI of medical image embedded in PLSB of squint pixels of RONI. Results of experiments on various medical images show that the proposed method produces high quality stego medical images with high accuracy and recovery of ROI data without loss.
{"title":"Privacy preservation of ROI of medical image using squint pixel and PLSB hiding technique","authors":"C. Rupa","doi":"10.1109/VSMM.2016.7863174","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863174","url":null,"abstract":"Techno media is playing an important role on secure information due to rapid growth of the media. In telemedicine while transferring medical images tampers may be happened. As a part of protecting the information from the attacker, steganography is the art of hiding the information inside the cover medium with different carrier formats. In this paper, we propose a novel squint pixel based medical image steganographic technique to avoid easily distortion by an attacker. In this method, Original medical image itself acts as carrier image. A Medical image segmented into three sets of pixels, ROI and RONI and Border Pixels. The authentication data of ROI embedded in Squint Pixels of Border Pixels and information of ROI of medical image embedded in PLSB of squint pixels of RONI. Results of experiments on various medical images show that the proposed method produces high quality stego medical images with high accuracy and recovery of ROI data without loss.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"14 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":"121758292","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.2016.7863171
R. Jimenez, Elena Martin-Delgado Becerril, R. Nor, K. Smagas, E. Valari, E. Stylianidis
LARA project is an innovative combination of different emerging technologies to develop a hand-held and mobile device that integrates state-of-the-art technologies in the domains of mobility, positioning and sensors (Global Navigation Satellite System — GNSS), Augmented Reality (AR) and 3D Geographic Information System (GIS) geo-databases. The vision of the system is to develop a system that simulates an ‘x-ray camera’ and is able to guide utility field workers to ‘see beneath the ground’ the buried infrastructures. The system renders, in high accuracy 3D models, all the complexity of the different underground grids (water, gas, sewerage, electricity, etc.) that are stored in the 3D GIS geo-database. The project has a clear intention to commercialize the products and services built therefore a detailed market analysis for the system and the definition of the appropriate business models is required. In order to prepare the commercialization strategy of the final location based and augmented reality assistive system, during the project lifetime, all consortium partners are defining and agreeing the marketing strategy and the collaborative business models that best fit system requirements and needs developed through end user workshops and technical consultations. The project has received funding from the European GNSS Agency (GSA) under the European Union's Horizon 2020 research and innovation program; specifically, grant agreement no. 641460.
{"title":"Market potential for a location based and augmented reality system for utilities management","authors":"R. Jimenez, Elena Martin-Delgado Becerril, R. Nor, K. Smagas, E. Valari, E. Stylianidis","doi":"10.1109/VSMM.2016.7863171","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863171","url":null,"abstract":"LARA project is an innovative combination of different emerging technologies to develop a hand-held and mobile device that integrates state-of-the-art technologies in the domains of mobility, positioning and sensors (Global Navigation Satellite System — GNSS), Augmented Reality (AR) and 3D Geographic Information System (GIS) geo-databases. The vision of the system is to develop a system that simulates an ‘x-ray camera’ and is able to guide utility field workers to ‘see beneath the ground’ the buried infrastructures. The system renders, in high accuracy 3D models, all the complexity of the different underground grids (water, gas, sewerage, electricity, etc.) that are stored in the 3D GIS geo-database. The project has a clear intention to commercialize the products and services built therefore a detailed market analysis for the system and the definition of the appropriate business models is required. In order to prepare the commercialization strategy of the final location based and augmented reality assistive system, during the project lifetime, all consortium partners are defining and agreeing the marketing strategy and the collaborative business models that best fit system requirements and needs developed through end user workshops and technical consultations. The project has received funding from the European GNSS Agency (GSA) under the European Union's Horizon 2020 research and innovation program; specifically, grant agreement no. 641460.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"27 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":"126490512","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}