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

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Playing 3D: Digital technologies and novel 3d virtual environments to support the needs of Chinese learners in western education: Cross-cultural collaboration, gamification, well-being and social inclusion 玩3D:数字技术和新型3D虚拟环境支持中国学习者在西方教育中的需求:跨文化合作、游戏化、福祉和社会包容
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863154
Bo Zhang, Steve Benton, W. Pearson, Julie LeMoine, Nicola Herbertson, Huw Williams, L. Goodman
Universities around the world are increasingly under pressure to ‘internationalise’ and to support and embrace multicultural student bodies and learning environments. At the same time, ‘internationalisation’ is often associated with issues that complicate and pressurise the experiences of ‘international students’ as they attempt to identify and acculturate in their new settings, both socially and educationally, such as blockages in cultural understanding, language barriers and complexities of cross-cultural collaboration. This paper sets out a novel approach to solving these issues for a particular set of students (the large proportion of Chinese studying in Ireland, and specifically in Dublin) by creating original cross-cultural collaborative games (coded by Python) and using gamification based on a new bespoke technology system. This design aims to bridge the gaps in understanding between cultures and to provide an enhanced experience which may even be seen to exceed the levels of engagement of students collaborating in ‘live’ environments. The gamification provides a fun and safe way for Chinese and Irish students to share their culture and language, through unique cross-cultural collaborative games set in a customised bilingually-designed virtual world on a new 3D virtual cloud platform. SMARTlab is developing this unique platform with Hao2 and 3DICC's Terf (an immersive 3D unified collaboration platform integrating game dynamics and adjustable features) and OpenSIM. Our novel collaborative platform further integrates the unique ‘Virtual World in A Backpack’ with a bespoke personalised learning platform in development (Sensei). We show that virtual exposure to Ireland and ‘Irishness’ and the chance to collaborate over time with Irish students can lessen the impact of cultural change and reduce the symptoms of isolation, leading to a more empower and enjoyable learning experience.
世界各地的大学都面临着越来越大的“国际化”、支持和接受多元文化学生群体和学习环境的压力。与此同时,“国际化”往往与“国际学生”的经历复杂化和压力有关,因为他们试图在社会和教育上识别和适应新的环境,如文化理解的障碍、语言障碍和跨文化合作的复杂性。本文提出了一种新颖的方法,通过创建原创的跨文化协作游戏(用Python编程)和基于新的定制技术系统的游戏化,为一组特定的学生(在爱尔兰,特别是在都柏林学习的大部分中国学生)解决这些问题。该设计旨在弥合文化之间的理解差距,并提供一种增强的体验,甚至可能被视为超越学生在“现场”环境中合作的参与程度。游戏化为中国和爱尔兰的学生提供了一种有趣而安全的方式,通过独特的跨文化协作游戏,在一个全新的3D虚拟云平台上,在一个定制的双语虚拟世界中,分享他们的文化和语言。SMARTlab正在与Hao2和3DICC的Terf(一个沉浸式3D统一协作平台,集成了游戏动态和可调节功能)和OpenSIM一起开发这个独特的平台。我们新颖的协作平台进一步整合了独特的“背包中的虚拟世界”和定制的个性化学习平台(Sensei)。我们表明,与爱尔兰和“爱尔兰性”的虚拟接触,以及与爱尔兰学生长期合作的机会,可以减轻文化变革的影响,减少孤立的症状,从而带来更强大、更愉快的学习体验。
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引用次数: 10
Synchronous location-aware media and augmented visualization for real world tourist (SMART): An application for Khalifatabad heritage site, Bagerhat, Bangladesh 面向现实世界游客的同步位置感知媒体和增强可视化(SMART):孟加拉国巴格哈特哈利法塔巴德遗产地的应用
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863159
Hafizur Rahaman, Auditi Bridget Biswas, S. Nazimuddin, Md.Esfaqur Rahman, Md. Raihan Khan
The ancient city of Khalifatabad in Bangladesh (also known as Bagerhat) is famous for Hazrat Khan Jahan Ali and his monumental creations of various mosques and mausoleum. UNESCO proclaimed Khalifatabad as a world heritage site in 1985. Driven by both cultural and religious interests, millions of local and foreign tourists visit this site every year. At present, there exist several historically significant mosques, mausoleum, residence, ruins, large water reservoirs, archaeological excavations and artifacts. However, due to limited knowledge about the local context, less accessibility to historic information, and the poor guiding system the visitors are unfortunately being kept from a deeper understanding of the cultural values of the site. In such context, this research aims to develop an application for handheld devices that can feed seamless authentic information and visual aids to the tourists for them to enjoy an engaging and immersive tour at Khalifatabad. A literature survey on existing apps reveals that most of the tools are developed for certain objectives and rarely fit for direct implementation at Khalifatabad. Therefore, the challenge remains twofold. First to develop a conceptual framework, which would help the tourists to have a deeper understanding of the significance of Khalifatabad. Second, to develop an application through adopting the conceptual framework. In this, the paper proposes a four-step conceptual framework i.e. ‘SMART’ (Synchronous Location-Aware Media and Augmented Visualization for Real-world Tourists) solution, for presentation of the information and user engagement. Supported by location-based service (LBS) and various data structure to feed different interactive features this framework sets the ‘user-experience’ at the top. Being part of an ongoing research project, this paper presents possible scenarios explaining how the seamless and synchronous information may help the real-world visitors to reveal the past in a compelling and memorable way, and how it may provoke better understanding and appreciation of the context. This paper expects that the proposed SMART solution will uphold the significance of Khalifatabad to the real-world visitors, besides, as a prototype; will open the possibilities of further use to the other heritage sites of Bangladesh.
孟加拉国的哈利法塔巴德古城(也被称为Bagerhat)以Hazrat Khan Jahan Ali和他的各种清真寺和陵墓的纪念作品而闻名。联合国教科文组织于1985年宣布哈利法塔巴德为世界遗产。在文化和宗教利益的推动下,每年都有数百万本地和外国游客参观这个景点。目前,这里有几座具有历史意义的清真寺、陵墓、住宅、遗址、大型水库、考古发掘和文物。然而,由于对当地文脉的了解有限,对历史信息的获取较少,以及糟糕的引导系统,不幸的是,游客无法更深入地了解该遗址的文化价值。在这样的背景下,本研究旨在开发一种手持设备的应用程序,可以为游客提供无缝的真实信息和视觉辅助,让他们在哈利法塔巴德享受迷人的沉浸式旅游。对现有应用程序的文献调查显示,大多数工具是为某些目标开发的,很少适合在哈利法塔巴德直接实施。因此,挑战仍然是双重的。首先建立一个概念框架,这将有助于游客对哈利法塔巴德的意义有更深的理解。第二,通过采用概念框架开发应用程序。在这方面,本文提出了一个四步概念框架,即“SMART”(面向现实世界游客的同步位置感知媒体和增强可视化)解决方案,用于展示信息和用户参与度。在基于位置的服务(LBS)和各种数据结构的支持下,提供不同的交互功能,该框架将“用户体验”置于首位。作为一个正在进行的研究项目的一部分,本文提出了可能的场景,解释了无缝和同步的信息如何帮助现实世界的游客以一种引人注目和令人难忘的方式揭示过去,以及它如何能够更好地理解和欣赏背景。本文期望提出的SMART解决方案除了作为一个原型外,还能保持哈利法塔巴德对现实世界游客的重要性;将打开进一步利用孟加拉国其他遗产遗址的可能性。
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引用次数: 1
Using scents to connect to intangible heritage: Engaging the visitor olfactory dimension: Three museum exhibition case studies 利用气味连接非物质遗产:吸引游客嗅觉维度:三个博物馆展览案例研究
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863208
Laura Miotto
Olfactory experiences are powerful triggers of personal memories and can play an important role in connecting audiences to intangible heritage. This is recognized by museums seeking to move beyond the dominant visuocentric exhibition paradigm, broadening the spectrum of sensorial stimuli on offer. However, the delivery of olfactory experiences in a museum presents important and unique challenges, largely related to the odorant's physical nature, which impose constraints to the design of experiences that can reach the visitor with impact and efficacy. Here, we present an olfactory delivery device designed to address these issues, which was prototyped and implemented over a 10-year period as an integral element of a display dedicated to the culinary heritage of Singapore. The device was also utilized in two other exhibitions, with radically different purposes: in one case as an element of the indigenous natural and cultural heritage, and in the other as a comparison tool to provide an intuitive illustration of progress. The diverse subject matters covered, and the different approaches to the delivery of olfactory stimuli demonstrate the versatility of the olfactory device in a range of exhibit settings. The case studies presented indicate that olfactory experiences can be effectively integrated in local museums, but their inclusion demands additional processes and specific consideration. Growing interest in this area of exhibition design, consistent with a global trend to transform museums into multisensory environments, makes this an important field for further research.
嗅觉体验是个人记忆的强大触发器,可以在将观众与非物质遗产联系起来方面发挥重要作用。这一点得到了博物馆的认可,他们试图超越以视觉为中心的展览模式,拓宽感官刺激的范围。然而,在博物馆中,嗅觉体验的传递面临着重要而独特的挑战,这主要与气味的物理性质有关,这对能够给游客带来影响和功效的体验设计施加了限制。在这里,我们展示了一种嗅觉传递装置,旨在解决这些问题,该装置经过10年的原型设计和实施,作为展示新加坡烹饪遗产的一个组成部分。该装置还用于其他两个展览,目的完全不同:一个是作为土著自然和文化遗产的元素,另一个是作为一种比较工具,提供直观的进步说明。不同的主题所涵盖的,以及不同的方法来传递嗅觉刺激表明嗅觉装置的多功能性在一系列展览设置。案例研究表明,嗅觉体验可以有效地融入当地博物馆,但它们的融入需要额外的过程和具体的考虑。人们对展览设计这一领域的兴趣日益浓厚,与将博物馆转变为多感官环境的全球趋势相一致,使这一领域成为进一步研究的重要领域。
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引用次数: 9
The Mah-Meri woodcarving process Mah-Meri木雕工艺
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863204
Pei Shin Lim, Y. Lim, Kong Cheng Tan
In Malaysia, the main focus of Jabatan Kemajuan Orang Asli (JAKOA) is helping aboriginal people on various aspects in their lives. For example, education, accommodation, basic survival skills and other facilities for this group of people to adapt and survive in modern times of Malaysia [1]. However, are these efforts enough? The Mah-Meri people are one of the nineteen tribes of aboriginal people in Malaysia. The homeland of this ethnic tribe is situated in Carey Island, located less than forty miles from Kuala Lumpur, hidden in plain sight. The Mah-Meri tribes survives by producing creative handy crafts such as wood carvings and weavings to keep themselves afloat in these challenging times. The ancestral skills and stories of their ethnic tribe are passed down by word and mouth from generation to generation. However as the society moves towards the future, many of the skills and stories are forgotten and lost [2]. Some of the Mah-Meri people have moved on working in the city and there are still a portion of them continuing the legacy. Due to that, it has arisen that the Tompoq Tompoh Mah-Meri Women's ‘First Weave’ project, states that it is obvious and that there is a need to document their oral tradition and culture [2]. In this paper, the documentation of the Mah-Meri wood carving shall be presented in a digital platform. The demand of interactive systems are flooding the technology industry where every individual are now armed or equipped with a digital device [3]. Interactive systems play an important role in the effort of preserving the Mah-Meri tribe's culture and heritage. In this paper, a documentation journey of the Mah-Meri wood carving process into digital platform will be discussed. The final output of the prototype targeted to users of the Malaysian public and international audience.
在马来西亚,土著人民运动(JAKOA)的主要重点是在生活的各个方面帮助土著人民。例如教育,住宿,基本生存技能等设施为这群人适应和生存在现代马来西亚b[1]。然而,这些努力就足够了吗?Mah-Meri人是马来西亚19个土著部落之一。这个民族部落的家园位于凯里岛,距离吉隆坡不到40英里,隐藏在显眼的地方。Mah-Meri部落通过生产创造性的手工制品,如木雕和编织,在这个充满挑战的时代生存下来。他们民族部落的祖传技艺和故事通过口口相传代代相传。然而,随着社会走向未来,许多技能和故事被遗忘和丢失了。一些Mah-Meri人继续在城市工作,还有一部分人继续着他们的遗产。因此,Tompoq Tompoh Mah-Meri妇女的“第一次编织”项目提出,这是显而易见的,有必要记录他们的口头传统和文化。在本文中,玛梅里木雕的文档将以数字平台的形式呈现。交互式系统的需求正充斥着科技行业,现在每个人都武装或配备了数字设备[3]。互动系统在保护Mah-Meri部落的文化和遗产方面发挥着重要作用。本文将讨论将玛梅里木雕工艺转化为数字平台的记录之旅。原型机的最终输出目标用户是马来西亚公众和国际观众。
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引用次数: 0
Virtual navigation in the ancient Egyptian funerary rituals 古埃及丧葬仪式中的虚拟导航
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863148
Sara Gonizzi-Barsanti, G. Caruso, Gabriele Guidi
This paper shows a VR application for explaining the meaning of the various pictograms and hieroglyphs typical of the ancient Egypt funerary rituals. The interaction between the user and the 3D environment is obtained through an Oculus Rift head mounted stereoscopic display, coupled with a Leap Motion controller as input device that digitize in real-time the hands of the end-user, displaying a skeletal version of those in the virtual environment. The interactive application is based on Unity3D and it explains the details of the rituals starting from the crate of an Egyptian sarcophagus and some typical funerary objects like the Heart Scarab and the Ushabty.
本文展示了一个VR应用程序,用于解释古埃及葬礼仪式中典型的各种象形文字和象形文字的含义。用户和3D环境之间的交互是通过Oculus Rift头戴式立体显示器获得的,再加上Leap Motion控制器作为输入设备,可以实时数字化最终用户的手,显示虚拟环境中手的骨骼版本。交互式应用程序是基于Unity3D,它解释了仪式的细节,从埃及石棺的板条箱和一些典型的丧葬物品,如心圣甲虫和Ushabty。
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引用次数: 3
BradPhys to BradViz or from archaeological science to heritage science BradPhys到BradViz或者从考古科学到遗产科学
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863167
Vince Gaffoey, R. Cuttler, R. Bates, C. Gaffney, Eugene Ch’ng, Andrew Wilson
Archaeology is a broad church and its role as a “two culture” discipline is frequently cited. This position at the interface of the arts and sciences remains central to archaeological activity but there have been significant changes in the structure of archaeology and its relationship to society overall. The growth of heritage science, in particular, is driving change and development within archaeology at a national and international level. This paper discusses these developments in relation to the author's own research trajectory and discusses the significance of such change.
考古学是一个广泛的教会,它作为“两种文化”学科的作用经常被引用。艺术与科学的交汇处仍然是考古活动的中心,但考古学的结构及其与整个社会的关系已经发生了重大变化。特别是遗产科学的发展,正在推动国家和国际考古学的变革和发展。本文结合笔者自身的研究轨迹,探讨了这些变化的意义。
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引用次数: 0
Merging the real with the virtual: Crowd behaviour mining with virtual environments 将真实与虚拟相结合:使用虚拟环境进行人群行为挖掘
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863209
Eugene Ch’ng, V. Gaffney, P. Garwood, Henry Chapman, R. Bates, W. Neubauer
The first recorded crowdsourcing activity was in 1714 [1], with intermittent public event occurrences up until the millennium when such activities become widespread, spanning multiple domains. Crowdsourcing, however, is relatively novel as a methodology within virtual environment studies, in archaeology, and within the heritage domains where this research is focused. The studies that are being conducted are few and far between in comparison to other areas. This paper aims to develop a recent concept in crowdsourcing work termed ‘crowd behaviour mining’ [2] using virtual environments, and to develop a unique concept in crowdsourcing activities that can be applied beyond the case studies presented here and to other domains that involve human behaviour as independent variables. The case studies described here use data from experiments involving separate heritage projects and conducted during two Royal Society Summer Science Exhibitions, in 2012 and 2015 respectively. ‘Crowd Behaviour Mining’ analysis demonstrated a capacity to inform research in respect of potential patterns and trends across space and time as well as preferences between demographic user groups and the influence of experimenters during the experiments.
第一次有记录的众包活动是在1714年[1],断断续续的公共事件发生,直到千禧年,这些活动变得广泛,跨越多个领域。然而,在虚拟环境研究、考古学和遗产研究领域,众包作为一种方法是相对新颖的。与其他领域相比,正在进行的研究少之又少。本文旨在利用虚拟环境发展众包工作中的一个新概念,称为“群体行为挖掘”[2],并在众包活动中发展一个独特的概念,该概念可以应用于这里介绍的案例研究之外,也可以应用于其他涉及人类行为作为独立变量的领域。这里所描述的案例研究使用了分别在2012年和2015年两次皇家学会夏季科学展览期间进行的涉及不同遗产项目的实验数据。“人群行为挖掘”分析表明,有能力为跨空间和时间的潜在模式和趋势以及人口统计用户群体之间的偏好和实验期间实验者的影响等方面的研究提供信息。
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引用次数: 4
Re-imagining folklore stories in illustrated animatic 在插图动画中重新想象民间传说故事
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863212
Delas Santano, Fauzan Mustaffa
Folklore stories are always passed on from one generation to the next through word of mouth. Grandmothers telling the stories to the grand children or mothers and fathers telling the bedtime stories to their kids are typical ways. These stories often have a meaningful message for the audience. Sometimes it is a message to remind people of a mannerism, of social values and or even stories about a certain history or tradition in a specific culture. The unique “medium” that they are using to tell and preserve the stories is a great tool that also represents their culture. But the stories themselves may die, as when storyteller passes on. If the generation that continues the work doesn't embrace the stories as part of their life, then the soul of the story craft itself may disappear. The research aimed to preserve Malaysian folklore stories in a digital form for the future of cultural heritage. Some of the unique stories were selected from two different Malaysian cultures then an artist illustrated the stories through his visual interpretation.
民间传说故事总是通过口口相传的方式代代相传。祖母给孙辈讲故事或者父母给孩子讲睡前故事是典型的方式。这些故事通常对观众有一个有意义的信息。有时,它是一种信息,提醒人们注意一种习惯,社会价值观,甚至是关于特定文化中某种历史或传统的故事。他们用来讲述和保存故事的独特“媒介”是一个伟大的工具,也代表了他们的文化。但是当讲故事的人去世时,故事本身可能会消亡。如果这代人不把故事当作他们生活的一部分,那么故事本身的灵魂可能就会消失。这项研究旨在以数字形式保存马来西亚的民间故事,以供未来的文化遗产使用。一些独特的故事是从两种不同的马来西亚文化中挑选出来的,然后一位艺术家通过他的视觉诠释来说明这些故事。
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引用次数: 2
The past is never dead. It's not even past. 3D models for the knowledge of cultural heritage 过去的永远不会消失。它甚至还没有过去。文化遗产知识的三维模型
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863182
A. Ippolito, C. Bartolomei, M. Attenni
The research aims to define the operative procedure for constructing digital archives based on three-dimensional models generated by massive and fast acquisition of data regarding objects of architecture. Today digital objects have become a tradition in the cultural production and a business cycle with the objective to disseminate and communicate cultural data. The problem centers on a definition of data necessary for setting up digital archives. These data will be extracted from material obtained from surveys as well as from informative documentation and need to be chosen and structured. Hence the research aims at identifying the kind of information, tangible and intangible, principal and essential of the Architectural object and classifying them into distinctive and characteristic categories which make it possible to cognize the given object.
本研究旨在定义基于大量快速获取建筑对象数据所产生的三维模型构建数字档案的操作流程。今天,数字对象已经成为文化生产中的一种传统和一种商业周期,其目的是传播和交流文化数据。问题的核心是建立数字档案所必需的数据的定义。这些数据将从从调查中获得的材料以及从翔实的文件中提取,需要加以选择和组织。因此,研究的目的是识别建筑对象的信息类型,有形的和无形的,主要的和基本的,并将它们分类为独特的和有特色的类别,使人们有可能认识给定的对象。
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引用次数: 0
Performance analysis of three-dimensional medical image compression based on discrete wavelet transform 基于离散小波变换的三维医学图像压缩性能分析
Pub Date : 2016-10-01 DOI: 10.1109/VSMM.2016.7863176
D. Ravichandran, Mohammed Gulam Ahamad, M. Dhivakar
The primary target of this paper is to explore, inspect and analyze the performance of 3D medical image compression based on Discrete Wavelet Transform (DWT) over the 2D medical images. Due to the advent of therapeutic picture and medical image modalities such as X-ray, CT imaging, MRI, ultrasound and digital video, a large volume of 2D and 3D image data are being created in hospitals and medical organizations nowadays. The photo-realistic 3D models are not only for representation and visualization but also for smart movement and transport of substance for the Image Guided Surgery (IGS). One of the challenges, obstacles and hurdles faced by the health care institutions is limited data transmission speed to get to, exchange and share these therapeutic pictures for the smart E-health services for the vital and essential indicative analysis. Image compression gives the best alternatives for reducing and diminishing the storage capacity and transmission time. The wavelet toolbox of MATLAB is utilized for investigating this research study. The simulation results exhibit that the proposed algorithm gives the best choice for identifying the right or most suitable wavelet filter for 2D and 3D medical images.
本文的主要目标是探索、检测和分析基于离散小波变换(DWT)的三维医学图像对二维医学图像的压缩性能。由于x射线、CT成像、MRI、超声和数字视频等治疗图像和医学图像模式的出现,如今医院和医疗机构正在创建大量的2D和3D图像数据。图像引导手术(IGS)中,逼真的三维模型不仅可以用于图像引导手术的表征和可视化,还可以用于物体的智能运动和传输。卫生保健机构面临的挑战、障碍和障碍之一是数据传输速度有限,无法获取、交换和共享这些用于智能电子卫生服务的治疗图片,以进行至关重要的指示性分析。图像压缩为减少和减少存储容量和传输时间提供了最佳选择。本文利用MATLAB的小波工具箱进行研究。仿真结果表明,该算法对二维和三维医学图像的小波滤波给出了最佳选择。
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引用次数: 16
期刊
2016 22nd International Conference on Virtual System & Multimedia (VSMM)
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