Pub Date : 2016-10-01DOI: 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.
{"title":"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","authors":"Bo Zhang, Steve Benton, W. Pearson, Julie LeMoine, Nicola Herbertson, Huw Williams, L. Goodman","doi":"10.1109/VSMM.2016.7863154","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863154","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"20 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":"130505356","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}
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.
{"title":"Synchronous location-aware media and augmented visualization for real world tourist (SMART): An application for Khalifatabad heritage site, Bagerhat, Bangladesh","authors":"Hafizur Rahaman, Auditi Bridget Biswas, S. Nazimuddin, Md.Esfaqur Rahman, Md. Raihan Khan","doi":"10.1109/VSMM.2016.7863159","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863159","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"127 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":"116398520","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.2016.7863208
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.
{"title":"Using scents to connect to intangible heritage: Engaging the visitor olfactory dimension: Three museum exhibition case studies","authors":"Laura Miotto","doi":"10.1109/VSMM.2016.7863208","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863208","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"42 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":"123580233","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.2016.7863204
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.
{"title":"The Mah-Meri woodcarving process","authors":"Pei Shin Lim, Y. Lim, Kong Cheng Tan","doi":"10.1109/VSMM.2016.7863204","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863204","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"4 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":"133307423","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.2016.7863148
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.
{"title":"Virtual navigation in the ancient Egyptian funerary rituals","authors":"Sara Gonizzi-Barsanti, G. Caruso, Gabriele Guidi","doi":"10.1109/VSMM.2016.7863148","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863148","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"47 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":"114877285","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.2016.7863167
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.
{"title":"BradPhys to BradViz or from archaeological science to heritage science","authors":"Vince Gaffoey, R. Cuttler, R. Bates, C. Gaffney, Eugene Ch’ng, Andrew Wilson","doi":"10.1109/VSMM.2016.7863167","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863167","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"326 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":"121244242","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.2016.7863209
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.
{"title":"Merging the real with the virtual: Crowd behaviour mining with virtual environments","authors":"Eugene Ch’ng, V. Gaffney, P. Garwood, Henry Chapman, R. Bates, W. Neubauer","doi":"10.1109/VSMM.2016.7863209","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863209","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"97 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":"127166436","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.2016.7863212
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.
{"title":"Re-imagining folklore stories in illustrated animatic","authors":"Delas Santano, Fauzan Mustaffa","doi":"10.1109/VSMM.2016.7863212","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863212","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"46 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":"123448397","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.2016.7863182
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.
{"title":"The past is never dead. It's not even past. 3D models for the knowledge of cultural heritage","authors":"A. Ippolito, C. Bartolomei, M. Attenni","doi":"10.1109/VSMM.2016.7863182","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863182","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"18 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":"114693577","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.2016.7863176
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.
{"title":"Performance analysis of three-dimensional medical image compression based on discrete wavelet transform","authors":"D. Ravichandran, Mohammed Gulam Ahamad, M. Dhivakar","doi":"10.1109/VSMM.2016.7863176","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863176","url":null,"abstract":"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.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"23 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":"131835656","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}