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

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Simulation and serious games in emergency management: Experiences from two case studies 应急管理中的模拟和严肃游戏:两个案例研究的经验
Pub Date : 2016-10-01 DOI: 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.
模拟和严肃游戏(SSG)通常被认为是有前途的基于计算机的解决方案,支持培训和提高处理新的、复杂的和通常意想不到的情况所需的技能。对于应急管理(EM),有些组织已经报告了利用可持续发展目标带来的独特效益,而其他组织则在采购前等待找到更有力的证据,或者在实施和使用方面苦苦挣扎。本文关注的是潜在用户——那些在他们的环境中有ssg但没有使用它们的用户。目的是确定已知的ssg的好处和局限性如何影响这些非用户,以及他们遇到ssg的经验。为了调查这些问题,从两个案例研究中通过观察和访谈收集了定性数据。第一个是一项大型实验研究,重点关注在包括ssg在内的许多技术帮助下的组织间协作。第二部分则根据现实案例探讨社会发展目标的可能性。研究结果表明,要理解社会保障目标的价值,需要更好地与现实生活中的紧急情况联系起来。还需要将可持续发展目标纳入日常培训环境的方法,并对实际案例有明确的影响。这些经验教训说明了目前在构建更有用的SSG情景方面面临的挑战。
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引用次数: 15
Elders-up! An adaptive system for enabling knowledge transfer from senior adults to small companies Elders-up !一个使知识从老年人转移到小公司的适应性系统
Pub Date : 2016-10-01 DOI: 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.
“长者起来!”项目是将老年人的宝贵经验带给初创企业和小公司[1]。Elders-Up !项目将建立一个合作生态系统,使欧洲老年人的劳动活动在退休后继续进行,以及他们的生产力和对社会的有用性。另一方面,小公司努力创造自己的生产周期,但由于他们的劳动力通常由少数员工组成,他们无法涵盖公司所需的所有知识领域,即法律,行政,技术等。Elders-Up !将使老年人和小公司之间的富有成效的合作,为双方的利益。
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引用次数: 2
Capturing Kathakali: Performance capture, digital aesthetics, and the classical dance of India 捕捉卡塔卡里:表演捕捉,数字美学,和印度的古典舞蹈
Pub Date : 2016-10-01 DOI: 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.
本文是一个利用现代技术挖掘印度八大古典舞蹈之一的卡塔卡里动作机能学的案例研究。卡塔卡里是一种高度程式化和华丽的舞蹈戏剧,起源于近500年前。它的表演者从一个庞大的词典中汲取高度发达和复杂的手势、表情和动作。采用动作捕捉技术来封装选定的卡塔卡里表演的时间、三维位置数据。对获得的动作捕捉数据的初步分析揭示了几种可能性;从技术,艺术和教学的角度来看。通过将一段五百年的传统存档,并重新部署所获得的数据,作者成功地挖掘了一个古老文明的物质和非物质遗产。所获得的数据被成功地用于推动一部新时代的抽象动画电影。
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引用次数: 1
Drones for live streaming of visuals for people with limited mobility 为行动不便的人提供视频直播的无人机
Pub Date : 2016-10-01 DOI: 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.
机器人技术目前正在成为日常生活发生巨大变化的主要候选领域。在过去的10年里,传感、致动器和电源技术的进步推动了这个令人兴奋、价格实惠的领域的机会爆炸式增长。在全球范围内,小型无人驾驶飞机系统(无人机)正在迅速发展,用于研究、公共服务和商业应用。无人机为社区赋权和“极端用户”访问的移动技术研究提供了许多独特的支持:它们相对便宜,易于操作,适合各种能力的人的替代界面,并且随时可用。此外,它们还可以携带轻便、廉价、现成的传感器,用于支持广泛的研究工作。UCD已经开发了一个潜在的帮助应用程序,用于为行动不便的人提供视觉直播。其目的是利用无人机和虚拟现实作为替代品,为残疾人士提供视觉信息。本文将从辅助技术的角度总结无人机研究的现状。想象一下,能够进行任何体育运动,或者想象任何遥远的、以其他方式无法到达的文化遗产或教育场所,并在沉浸式环境中将这些丰富的资产带入生活。提出了一种将虚拟现实(VR)与低成本的无人半自主四旋翼相结合的系统。这个带有虚拟现实耳机的四旋翼将允许使用机器人操作系统进行第一人称视觉和操作。该系统将使用户能够使用自然的头部运动远程移动四轴转子,VR耳机可以跟踪并将其转换为六个自由度的命令,然后将其发送到四轴转子。与商业上可用的控制器方法相比,这将有助于操作,因为它将用户沉浸在机器人的环境中。这篇论文介绍了软件组件,这些组件将允许人们在现场将自己戴上虚拟现实耳机(即技术最高端的Oculus Rift,或许多新兴的负担得起的VR耳机之一,如谷歌纸板),然后-通过无人机飞行和其他数字媒体的镜头-能够虚拟地参与,实时地,与其他用户同步沉浸在这些环境中。从头顶飞机上的摄像机的角度来看,观看者可以对一个地点有一个非常好的印象,看到你通常不会看到的东西,即使在同一地形的“真实”行走中也是如此。随着时间的推移,我们的目标是让行动不便的人能够接触到现场直播的视觉效果,从而体验到现场参与体育活动所能激发和支持的赋权和包容感。
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引用次数: 10
Augmented reality for ndimensional building information modelling : Contextualization, Customization and Curation 增强现实用于无维建筑信息建模:情境化、定制化和策展
Pub Date : 2016-10-01 DOI: 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.
本文提出了一种用于三维建筑信息建模(BIM)的增强现实(AR)实验方法和设备。BIM允许建筑师、工程师和施工人员同时将nD信息可视化,从而从不同的角度获得同步的理解。然而,BIM传统上是在基于桌面的计算机上操作的,这使得协作不那么灵活,而且它也在模型和现实之间造成了隔离差距。这种隔离差距不会严重影响经验丰富和熟练的专业人员,因为他们可以用多年来发展起来的直觉弥合隔离差距。然而,缺乏这种经验的用户会感到数字领域与实际现实之间的隔离差距,这可能成为项目参与和决策的障碍。AR允许虚拟内容与真实环境相混合,以提供用户体验。在我们的研究中,AR的功能是呈现BIM的nD信息,同时保持用户与现实的联系。它不仅仅是用来展示,还可以最大限度地发挥交流、互动和体验的潜力。本试点研究通过提出的情境化、定制化和策展等关键方面,探讨了将AR作为有效协作技术与BIM相结合的有效技术方法。情境化通过2D注释、动画和选项比较等手段实现,通过使呈现的信息对目标受众有意义,使用户能够理解AR内容,这一点非常重要。本研究比较了AR BIM在语境化和不语境化情况下的应用。定制化可以根据不同层次用户的需求和喜好,生成独特的虚拟环境和内容,与AR BIM产生直观的交互。策展对于为用户提供可靠的体验,并通过日志数据和用户反馈制定持续改进的AR BIM至关重要。总而言之,本文探讨了情境化、定制化和策展的主要方面,以区分当前“免费”的AR BIM开发中的有效方法。最后,从信息充分性和复杂性的平衡两方面为AR BIM的未来研究提供了启示。
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引用次数: 5
Research in Indonesia on Austronesian voyaging and maritime Buddhism: An atlas project 印尼南岛人航海与海上佛教研究:地图集项目
Pub Date : 2016-10-01 DOI: 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.
在过去的一年里,我们研究了南岛人的航海和早期历史佛教在印度尼西亚海上运输系统方面的范围。本文回顾了我们的电子文化地图集倡议(ECAI)南岛队的研究收集和在印度尼西亚东部,特别是苏拉威西选定地区的地图的状态。我们的研究涉及(1)通过海上旅行与遥远的土地相连的特定地方,这些地方在自我认同和社会转型方面具有时间允许的相互连接的地名层;(2)水手、商人和僧侣将佛法从南亚港口带到其他遥远的港口进行宗教、经济和政治交流的动机;(3)将地理概念呈现为点和线,而不是边界。作为一种工具,将看似不相关的元素的意义联系起来,发现它们以各种方式联系在一起,从而使我们更好地理解指定地点的历史连续性或非连续性。这项工作反过来又成为ECAI海洋佛教地图集的贡献模块。
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引用次数: 0
Historical cultural art heritage come alive: Interactive design in Taiwan palace museum as a case study 历史文化艺术遗产活起来:台湾故宫博物院互动设计个案研究
Pub Date : 2016-10-01 DOI: 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.
随着实体博物馆展品设计的发展,博物馆内的展览逐渐从原来单一、静态、固定、单纯突出展出对象的展示形式,向生动、有趣、多样的展示形式转变。实体博物馆的基本原理是基于观察到实体博物馆可能没有足够的机会让游客充分互动。通过积极参与、体验合作、游戏游戏相结合的指令性教育,围绕主题或运用各种交互设计手段,为参观者创造有趣的体验,展示收藏和展出的物品,改变博物馆与参观者之间的关系——“被观看”与“观看”。它已成为当今实体博物馆中最有效的主动传播教育方式。本文透过检视台北故宫历史遗产互动艺术装置,分析互动展览案例,并提出新趋势,总结出新的互动方法,让参观者以互动方式欣赏虚拟展品,希望能启发及协助从事展览设计的设计师,在虚拟的分散式环境中,探究参观者的教育潜能。
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引用次数: 3
How the web impacts intangible heritage: A Nanyin case study 网络如何影响非物质遗产:以南阴为例
Pub Date : 2016-10-01 DOI: 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.
本文探讨了全球网络,特别是社交媒体对表演艺术的影响。具体来说,我们选择了新加坡支持南音音乐剧的雄冷音乐协会(以下简称SLMA或协会)来主持讨论。本文将从三个小标题来研究SLMA的网络策略,即:a) Reach:官方网站和其他虚拟存在的有效性;b)参与度:虚拟受众参与社交媒体网站;移动的可访问性;c)增强(Augmentation):创新融合基于网络的服务,解决宣传、协作、筹款等运营问题。还讨论了对传输、共享、协作、通信和教育的总体变革影响。
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引用次数: 0
Privacy preservation of ROI of medical image using squint pixel and PLSB hiding technique 基于斜视像素和PLSB隐藏技术的医学图像ROI隐私保护
Pub Date : 2016-10-01 DOI: 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.
随着媒体的快速发展,技术媒体在信息安全方面发挥着重要作用。在远程医疗中,医学图像在传输过程中可能发生篡改。隐写术是将信息隐藏在不同载体格式的覆盖介质中,作为保护信息不受攻击者攻击的一部分。本文提出了一种新的基于斜视像素的医学图像隐写技术,以避免攻击者对图像的扭曲。在该方法中,原始医学图像本身作为载体图像。医学图像分割成三组像素,ROI和RONI和边界像素。将ROI的认证数据嵌入边框像素的斜视像素中,将医学图像的ROI信息嵌入RONI斜视像素的PLSB中。在各种医学图像上的实验结果表明,该方法可以获得高质量的隐化医学图像,具有较高的精度和无损的ROI数据恢复。
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引用次数: 2
Market potential for a location based and augmented reality system for utilities management 用于公用事业管理的基于位置和增强现实系统的市场潜力
Pub Date : 2016-10-01 DOI: 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.
LARA项目是不同新兴技术的创新组合,旨在开发一种手持式和移动设备,该设备集成了移动、定位和传感器(全球导航卫星系统- GNSS)、增强现实(AR)和3D地理信息系统(GIS)地理数据库领域的最先进技术。该系统的愿景是开发一个模拟“x射线相机”的系统,能够引导公用事业现场工作人员“看到地下”被埋的基础设施。该系统以高精度的3D模型呈现了存储在3D GIS地理数据库中的不同地下网格(水、气、污水、电力等)的所有复杂性。该项目有明确的意图将所建立的产品和服务商业化,因此需要对系统进行详细的市场分析并定义适当的商业模式。为了准备最终基于位置和增强现实辅助系统的商业化战略,在项目生命周期内,所有联盟合作伙伴都在定义和商定最适合系统需求和通过最终用户研讨会和技术咨询开发的需求的营销战略和协作商业模式。该项目已获得欧洲GNSS局(GSA)在欧盟“地平线2020”研究和创新计划下的资助;具体来说,授予协议编号:641460.
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引用次数: 7
期刊
2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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