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

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Development of service oriented mobile AR applications for museum learning activities 为博物馆学习活动开发面向服务的移动AR应用程序
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863202
Sasithorn Rattanarungrot, M. White
This paper presents the implementation of a Service Oriented Mobile AR Architecture focused on museum learning activities. The service-orientated architecture presented is a collaboration between a mobile AR platform and a web service framework that consumes third party service APIs or linked open data from participating museum collections. The architecture and associated codebase is used to implement virtual museum exhibitions based around mobile AR applications. It is also based on an open platform where the web service serves to move business logic that performs interoperability tasks including metadata, multimedia and 3D content acquisition and utilization to the front end. As such, museum content requests are implemented through APIs calls such as those provided by the Victoria and Albert Museum, Europeana, SierraLeoneHeritage, and other participating museum APIs. Further, the architecture can consume other third party APIs such as Google Maps. This paper describes the architecture and codebase that is now open source and can be used for developing a virtual museum exhibition based on the service-orientation — the codebase can be accessed on GitHub.
本文介绍了一个专注于博物馆学习活动的面向服务的移动增强现实架构的实现。所呈现的面向服务的架构是移动AR平台和web服务框架之间的协作,该框架使用第三方服务api或来自参与的博物馆藏品的链接开放数据。该架构和相关代码库用于实现基于移动增强现实应用程序的虚拟博物馆展览。它还基于一个开放平台,其中web服务用于将执行互操作性任务的业务逻辑(包括元数据、多媒体和3D内容的获取和利用)移动到前端。因此,博物馆内容请求是通过api调用实现的,例如由维多利亚和阿尔伯特博物馆、Europeana、sierra aleoneheritage和其他参与博物馆api提供的api。此外,该架构还可以使用其他第三方api,如Google Maps。本文描述的架构和代码库现在是开源的,可以用于开发基于面向服务的虚拟博物馆展览——代码库可以在GitHub上访问。
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引用次数: 5
Information hiding using whitespace technique in Microsoft word Microsoft word中使用空格技术的信息隐藏
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863183
Ooi Wei Liang, Vahab Iranmanesh
Steganography is a data hiding technique that allows data to be hidden behind another data such as image, audio, and text. Among these three common media, text steganography that is referred to hiding the secret message behind other text, is known to be the most difficult approach. This is due to its lack of redundant information, comparing to the other media such as image, audio and video to hide the secret message. To overcome this problem, a modified whitespace technique has been developed to embed the secret message within the text without significant changes on the text file. In addition, the proposed technique makes a degree of difficulties for the attacker to decode the secret message using random shuffled spaces between the word spaces and different key for embedding the secret message.
隐写术是一种数据隐藏技术,它允许数据隐藏在另一个数据(如图像、音频和文本)后面。在这三种常见的媒介中,将秘密信息隐藏在其他文本后面的文本隐写术被认为是最困难的方法。这是由于其缺乏冗余信息,相比其他媒体如图像、音频和视频来隐藏秘密信息。为了克服这个问题,已经开发了一种改进的空白技术,可以在不对文本文件进行重大更改的情况下将秘密消息嵌入文本中。此外,所提出的技术给攻击者使用嵌入秘密消息的单词空间和不同密钥之间的随机打乱的空间来解码秘密消息带来了一定程度的困难。
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引用次数: 10
Workings of Asia-Pacific spatiotemporal research: An international institute in Taiwan 亚太时空研究的运作:台湾国际研究所
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863207
D. Blundell, J. Jan
We have initiated our Asia-Pacific SpatioTemporal Institute (ApSTi) on the campus of National Chengchi University, Taipei, Taiwan, to create an environment for synergies to occur between researchers. This is a Top University Project with initial funding from the President's Office and other sponsorship. It is a platform to facilitate several studies. The institute is a home for innovative geographic information systems (GIS) based research and sharing advanced technologies in the digital humanities for local community and scholarly exchange. Our institute offers a range of project services to facilitate new ways of configuring data based on geospatial tools. From interfacing of spatiotemporal systems dynamic maps of unique information possibilities are generated. Researchers of various disciplines contribute to dialogues about techniques, challenges, and results of digital humanities research.
我们在台湾台北市国立政治大学校园内成立了亚太时空研究所(ApSTi),为研究人员之间的协同效应创造了一个环境。这是一个顶级大学项目,由校长办公室和其他赞助商提供初始资金。这是一个促进多项研究的平台。该研究所是创新地理信息系统(GIS)研究和共享先进技术的地方社区和学术交流的数字人文学科的家。我们的研究所提供一系列项目服务,以促进基于地理空间工具配置数据的新方法。从时空系统的接口生成独特的信息可能性的动态地图。不同学科的研究人员参与了关于数字人文研究的技术、挑战和结果的对话。
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引用次数: 0
Archiving new media arts in interactive digital space 在互动数字空间中存档新媒体艺术
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863201
Y. Lim, Kong Cheng Tan, Pei Shin Lim
New media arts are an innovative genre of artworks in which artistic expression is explored and developed by the artist. This genre of new media arts is created in a vast number of ways. Currently, digitized collection systems are commonly used by galleries and museums for traditional art [1]. The need for documentation and archiving complex new media artworks is now increasingly crucial for future preservation and representation. This study aims to establish criteria of aesthetic media representation for media archived in an interactive digital space and explores a generic solution for an interactive digital space. Based on the Interactive Art Taxonomy [2], visitors to the digital space can create, interact, and experience the new media art. This taxonomy demonstrates that archiving of the content can take place for documentation and future preservation in the strategic context for the creation. This digital archiving process proposed will be a useful model to be adopted or adapted by universities, museums, and other institutions in terms of archiving media arts practices.
新媒体艺术是艺术家探索和发展艺术表达的一种创新艺术类型。这种新媒体艺术流派的创作方式多种多样。目前,数字化的收藏系统是美术馆和博物馆对传统艺术的常用方式[1]。对复杂的新媒体艺术作品进行记录和存档的需求,对未来的保存和呈现越来越重要。本研究旨在建立互动数位空间中媒体的美学表现标准,并探索互动数位空间的通用解决方案。基于互动艺术分类法[2],数字空间的参观者可以创作、互动和体验新媒体艺术。该分类法表明,可以在创建的战略上下文中对内容进行归档,以便进行文档编制和将来的保存。提出的数字存档过程将成为大学、博物馆和其他机构在存档媒体艺术实践方面采用或改编的有用模式。
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引用次数: 0
Indoor localisation using existing WiFi infrastructure — A case study at a university building 利用现有WiFi基础设施进行室内定位——以某大学建筑为例
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863151
Cornelius Toh, Sian Lun Lau
Location is an important context in everyday activity. Outdoor positioning, through the use of the Global Positioning System (GPS), has been a mature technology. Indoor localisation, on the other hand, is still an active research area. While many popular techniques utilise new specialised, dedicated devices to enable precise indoor positioning, our investigation aims to solve the indoor localisation problem by using only existing WiFi infrastructure and commercially-off-the-shelf (COTS) smartphones. Based on the algorithm from previous investigations, a case study was carried out at a typical university building. Location clusters were generated using WiFi information collected using a COTS smartphones. Fingerprints were then formed from the generated clusters. Two evaluations have been carried to perform the comparisons. This paper discusses the obtained results, observations and issues faced in the case study.
地点是日常活动的重要背景。户外定位,通过使用全球定位系统(GPS),已经是一项成熟的技术。另一方面,室内定位仍然是一个活跃的研究领域。虽然许多流行的技术利用新的专业设备来实现精确的室内定位,但我们的研究旨在通过仅使用现有的WiFi基础设施和商用现货(COTS)智能手机来解决室内定位问题。基于先前研究的算法,在一个典型的大学建筑中进行了案例研究。使用COTS智能手机收集的WiFi信息生成位置集群。然后从生成的簇中形成指纹。为了进行比较,进行了两次评价。本文讨论了案例研究的结果、观察结果和面临的问题。
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引用次数: 7
Developing a narrative experience in a post-media environment 在后媒体环境中发展叙事体验
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863180
K. Feinstein, James Morris
This paper looks at the conceptual and technical development of a museum display, Temporal Chaos. It lays out the conceptual framework within which this project was developed. What is our understanding of our relationship to media and how does that effect how we think through it? We will look at the theoretical underpinnings of the work and see how they determined the actual object. We will investigate how we interact with media and how innovation finds its way forward, how media theory approaches these issues, and how this is reflected in practice. To understand how we experience digital technology in general and this work, specifically, we have to ask how we will look at the relationship between technology and the user as both an ethical act and a usability issue. We will look at how the narrative has developed through its relationship with the technology.
本文着眼于博物馆展览“时间混沌”的概念和技术发展。它列出了这个项目开发的概念框架。我们对自己与媒体的关系的理解是什么?这种理解如何影响我们的思考方式?我们将看看这项工作的理论基础,看看它们是如何决定实际对象的。我们将研究我们如何与媒体互动,创新如何找到前进的道路,媒体理论如何处理这些问题,以及如何在实践中反映出来。为了理解我们是如何体验数字技术的,特别是这项工作,我们必须问自己,我们将如何看待技术和用户之间的关系,既是道德行为,也是可用性问题。我们将看看叙事是如何通过它与技术的关系发展起来的。
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引用次数: 0
Calm down buddy! it's just a game: Behavioral patterns observed among teamwork MMO participants in WARGAMING's world of tanks 冷静点,伙计!这只是一场游戏:在WARGAMING的坦克世界中观察团队MMO玩家的行为模式
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863147
H. Esmaeili, P. Woods
This study examines (also develops) several scenarios in a massively multiplayer online game, World of Tanks, in order to observe player's response to the occurred/created stimuli in different situations. A qualitative approach through observation and experience is employed to study the behavior of team players in the real situations, although occurring in a virtual environment. World of Tanks offers various scenarios, which are mostly involved with teamwork activities. Being a tiered/ranked-based game, also exposing players' stats to each other, the game has provided an environment, in which, for many players, ‘stats’ have become more important than the game itself. In this situation sometimes the fun part of the game is victimized by the above attitude, leading to cyber-bullying, humiliation, verbal abuse, and in some cases deliberate friendly fire. However, the level of behavior varies from a scenario to another. Additionally, some other behavioral patterns, observed during the experience, are discussed in this study, which reflect the real world semi-similar scenarios/situations in a virtual environment e.g. helping teammates in the time of need or taking personal advantages rather than assisting others. This is a phenomenological case study using symbolic interactionism, interpretivism, and phenomenology as a theoretical perspective through direct and indirect observation while experiencing the phenomenon being investigated. A constructionism epistemology is used in order to construct knowledge about the above phenomenon. Data is collected using an existing WARGAMING's World of Tanks account mainly from the real scenarios (battles). However, this game offers various features such as online chat (text and voice), statistics, and several associated websites where users can share their experience/thoughts in many different forms from text to interactive multimedia. These sources of data are also used wherever needed. This study looks at various scenarios to investigate the factors influencing the players' behavior in occurrence of the mentioned events in order to develop few patterns for some of them, where applicable. This study aims not to criticize the observed behaviors but to study and illustrate them. Therefore, study takes no side neither encouraging nor discouraging the behavior. However, a brief discussion is provided at the end arguing over the reflection of behavior in the real world scenarios, vice versa.
本研究研究了大型多人在线游戏《坦克世界》中的几个场景,以观察玩家在不同情境下对发生/创造的刺激的反应。通过观察和经验的定性方法来研究团队成员在真实情况下的行为,尽管发生在虚拟环境中。《坦克世界》提供了各种各样的场景,主要涉及团队活动。作为一款基于等级/排名的游戏,同时也将玩家的数据相互暴露,这款游戏提供了一个环境,在这个环境中,对于许多玩家来说,“数据”变得比游戏本身更重要。在这种情况下,游戏的有趣部分有时会受到上述态度的影响,导致网络欺凌、羞辱、言语辱骂,在某些情况下还会故意误伤友军。然而,行为水平因场景而异。此外,本研究还讨论了在体验过程中观察到的其他一些行为模式,这些模式反映了虚拟环境中现实世界半相似的场景/情况,例如在需要的时候帮助队友或利用个人优势而不是帮助他人。这是一个现象学案例研究,运用符号互动主义、解释主义和现象学作为理论视角,通过直接和间接的观察,同时体验被调查的现象。建构主义认识论用于建构关于上述现象的知识。数据是使用wg现有的坦克世界账户收集的,主要来自真实场景(战斗)。然而,这款游戏提供了各种功能,如在线聊天(文字和语音),统计数据,以及一些相关的网站,用户可以在这些网站上以多种不同的形式从文本到交互式多媒体分享他们的经验/想法。在需要的地方也可以使用这些数据源。本研究着眼于各种场景,以调查在上述事件发生时影响玩家行为的因素,以便在适用的情况下为其中一些模式开发一些模式。本研究的目的不是批评观察到的行为,而是研究和说明它们。因此,研究既不鼓励也不反对这种行为。然而,最后提供了一个简短的讨论,争论现实世界场景中的行为反映,反之亦然。
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引用次数: 4
Automated network for knowledge transfer between resource management agencies: Real-time monitoring/database for household waste management in high-rise residential buildings in Malaysia 资源管理机构之间知识转移的自动化网络:马来西亚高层住宅生活垃圾管理的实时监测/数据库
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863173
H. Esmaeili, P. Woods, A. A. Omar
A conceptual network for household waste management in high-rise residential buildings in Malaysia is proposed in this paper. This study is justified based on: (1) the current situation of municipal solid waste management in Malaysia that (hypothetically) has been affected by improper knowledge transfer between resource management agencies due to the lack of technology involvement, and (2) fast urbanization in Malaysia and increasing demand for high-rise residential living lifestyle due to land scarcity, which is more tangible in areas with higher density of population. Additionally, categorization of living quarters has not been considered (by the resource management agencies) in municipal solid waste management planning. This study focuses only on household waste management in high-rise residential buildings. However, possibilities or limitations of implementation of the presented system in other categories of living quarters are discussed at the end. The proposed network aims at facilitating the process of knowledge acquisition, knowledge management, and knowledge transfer in the mentioned area. The outcomes of this study are somehow the current Government's stalled sustainable goals, which were aimed to be achieved through enforcement plan (unsuccessful to date). This study tries to approach the research problem through a more realistic and feasible fashion, considering today's modern lifestyle. This study, however, does not argue over what has (not) been done in the past, but how to use the previous experience(s) towards the future sustainable development. The proposed network presented in this paper is accompanied by a conceptual prototype, which has been developed and visualized based on interpretation of the findings of the study. So, the prototype can be technically tagged data visualization.
本文提出了马来西亚高层住宅生活垃圾管理的概念网络。本研究的理由是:(1)马来西亚城市固体废物管理的现状(假设)由于缺乏技术参与而受到资源管理机构之间知识转移不当的影响;(2)由于土地稀缺,马来西亚的快速城市化和对高层住宅生活方式的需求不断增加,这在人口密度较高的地区更为明显。此外,(资源管理机构)在城市固体废物管理规划中没有考虑生活区的分类。本研究只关注高层住宅的生活垃圾管理。然而,最后讨论了在其他类别的生活区中实施本系统的可能性或局限性。该网络旨在促进上述领域的知识获取、知识管理和知识转移过程。这项研究的结果在某种程度上是当前政府停滞不前的可持续目标,这些目标旨在通过执行计划实现(迄今尚未成功)。本研究试图以一种更现实可行的方式,结合当今的现代生活方式来处理研究问题。然而,这项研究并不是争论过去做了什么(没有做什么),而是如何利用过去的经验来实现未来的可持续发展。本文提出的网络附有一个概念原型,该概念原型是根据对研究结果的解释而开发和可视化的。因此,该原型可以在技术上标记为数据可视化。
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引用次数: 1
Robust pose estimation through visual/GNSS mixing 基于视觉/GNSS混合的鲁棒姿态估计
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863198
P. Patias, V. Tsioukas, C. Pikridas, Fotis Patonis, C. Georgiadis
The current paper is dealing with the use of a novel system that takes advantage of several sensors (Global Navigation Satellite System-GNSS, Inertial Measurement Units-IMU and Digital Imaging Sensors — DIS) that are integrated on a single platform to visualize and provide augmented pictures of underground infrastructure networks (electricity, water, district heating, irrigation, sewerage and communication networks) in a city to help their better management and maintenance. A special tablet equipped with GNSS and IMU sensors theoretically is able to give precise information of the position (X, Y, Z) and attitude (ω,φ,κ) of the camera embedded on the system. The offset (from the GNSS antenna) of the centre of the lens and the rotation of the camera coordinate system can be determined through a system calibration procedure therefore the pose estimation parameters of the image taken from the Digital Imaging Sensor can be determined. In the case where the 3D GIS is available, that is mapping except from the city's roads, pavements and buildings the underground facilities networks, the image obtained by the camera of the system integrating the GNSS and IMU sensors can provide an augmented image of the facilities networks. This image will then be used for better management and maintenance purposes of the underground features in the city. There is always the possibility that the GNSS system is not working properly due to satellite invisibility and multi path error which is common during its operation in the city centre. Additionally, the magnetometer embedded in IMU is prone to environmental noise and interference and produces erroneous results. In this case two alternative methods are used to determine the exact exterior orientation of the camera: •conventional photogrammetric pose estimation •vanishing lines pose estimation All the methods are available in the system and depending on the GNSS signal quality and the adequacy of the control conditions the user can switch from one method to the others.
目前的论文涉及使用一种新型系统,该系统利用集成在单一平台上的多个传感器(全球导航卫星系统(gnss)、惯性测量单元(imu)和数字成像传感器(DIS)),可视化并提供城市地下基础设施网络(电力、水、区域供热、灌溉、污水和通信网络)的增强图像,以帮助更好地管理和维护。从理论上讲,配备GNSS和IMU传感器的特殊平板电脑能够提供嵌入系统的相机的位置(X, Y, Z)和姿态(ω,φ,κ)的精确信息。镜头中心的偏移量(来自GNSS天线)和相机坐标系的旋转可以通过系统校准程序确定,因此可以确定从数字成像传感器拍摄的图像的姿态估计参数。在3D GIS可用的情况下,即绘制除城市道路,人行道和建筑物以外的地下设施网络,由集成GNSS和IMU传感器的系统的摄像机获得的图像可以提供设施网络的增强图像。该图像将用于更好地管理和维护城市的地下特征。由于卫星隐身和多路径误差,GNSS系统在市中心运行时总是存在无法正常工作的可能性。此外,嵌入IMU的磁力计容易受到环境噪声和干扰,产生错误的结果。在这种情况下,使用两种替代方法来确定相机的确切外部方向:•常规摄影测量姿态估计•消失线姿态估计所有方法都在系统中可用,并且根据GNSS信号质量和控制条件的充分性,用户可以从一种方法切换到另一种方法。
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引用次数: 3
Planning a better future: Tools for adults with intellectual disability and their ageing carers 规划更美好的未来:智障成人及其老年护理人员的工具
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863156
Aviv Cohen
Almost 90% of adults with intellectual disability live with family carers, many are ageing parents suffering from ill health. Less than a third of these carers plan for the future of their loved one. As a consequence, adults with an intellectual disability frequently face the trauma of leaving their family home for the first time after a parent is taken ill. It is often difficult to find appropriate accommodation at short notice. So vulnerable adults are placed in unsuitable situations where staff don't have the necessary time or relevant experience. To address this, Dr Aviva Cohen is developing two practical tools that help families plan for the future. An app will enable parents to record short videos of everyday activities. New carers can view these videos and understand each person's needs and preferences; for example how he or she likes to eat, dress or meet people. This app addresses parents' common fear that no one else will know how to look after their son or daughter. In addition, Dr Cohen is developing a multimedia training course that will educate, inform and support ageing carers. Topics include: finding accommodation, managing finances and creating legal security. In addition, parents will learn how to plan their own future as many have not had personal time for decades.
几乎90%的智力残疾成年人与家庭照顾者生活在一起,其中许多是患有疾病的年迈父母。不到三分之一的护理人员为他们所爱的人的未来做了计划。因此,智力残疾的成年人经常面临着在父母生病后第一次离开家庭的创伤。通常很难在短时间内找到合适的住处。因此,脆弱的成年人被安置在不合适的环境中,工作人员没有必要的时间或相关经验。为了解决这个问题,Aviva Cohen博士正在开发两种实用的工具来帮助家庭计划未来。一款应用程序将允许家长录制日常活动的短视频。新护理人员可以观看这些视频,了解每个人的需求和偏好;例如,他或她喜欢吃什么、穿什么或与人交往。这款应用解决了父母们普遍担心的问题,即没有其他人知道如何照顾他们的儿子或女儿。此外,科恩博士正在开发一个多媒体培训课程,以教育、告知和支持老年护理人员。主题包括:寻找住宿,管理财务和创造法律保障。此外,父母将学习如何规划自己的未来,因为许多人几十年来没有私人时间。
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引用次数: 0
期刊
2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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