Pub Date : 2016-10-01DOI: 10.1109/VSMM.2016.7863157
Shane Keaveney, Colin Keogh, L. Gutierrez-Heredia, E. Reynaud
Many zoological activities, including scientific expeditions, or in educational settings, necessitate disruptive removal of specimens from their natural environment. The Anthropogenic Effect theory present by Courchamp clearly indicates the unsustainability of current practices, with dramatic changes necessary for the wellbeing and sustainability of our ecosystems. For both public, and academic, education and research, there is a clear link between increasing rarity and access limitation for certain specimens, leading to the decrease in both public awareness and capability for education and research. From this research's prospective, an idealized situation is where fully digital specimens can be created to represent 3D geometry, visual textures, mechanical properties and specimen functionality, allowing for exact replicas to be generated from this digital specimen when required. Combining this with the use of virtual reality, augmented reality, and mixed reality can satisfy the educational and research needs but also the sustainability of our ecosystems. The aim of this paper is to explore the potential use of combinations of emerging technologies such as 3D scanning alongside various 3D printing and virtual reality techniques to fulfil the goals outlined previously. Examination of the 3D modelling process and how these models can be enhanced for educational proposes will be presented with a focus on corallites and crab specimens. The methods presented are fully translatable with the results showing the true potential of these techniques for education, research and conservation. A futuristic outlook is presented on the potential applications, including education, museum displays, conservation, and scientific analyses, with discussion on the implications for global conversation and sustainability of ecosystems.
{"title":"Applications for advanced 3D imaging, modelling, and printing techniques for the biological sciences","authors":"Shane Keaveney, Colin Keogh, L. Gutierrez-Heredia, E. Reynaud","doi":"10.1109/VSMM.2016.7863157","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863157","url":null,"abstract":"Many zoological activities, including scientific expeditions, or in educational settings, necessitate disruptive removal of specimens from their natural environment. The Anthropogenic Effect theory present by Courchamp clearly indicates the unsustainability of current practices, with dramatic changes necessary for the wellbeing and sustainability of our ecosystems. For both public, and academic, education and research, there is a clear link between increasing rarity and access limitation for certain specimens, leading to the decrease in both public awareness and capability for education and research. From this research's prospective, an idealized situation is where fully digital specimens can be created to represent 3D geometry, visual textures, mechanical properties and specimen functionality, allowing for exact replicas to be generated from this digital specimen when required. Combining this with the use of virtual reality, augmented reality, and mixed reality can satisfy the educational and research needs but also the sustainability of our ecosystems. The aim of this paper is to explore the potential use of combinations of emerging technologies such as 3D scanning alongside various 3D printing and virtual reality techniques to fulfil the goals outlined previously. Examination of the 3D modelling process and how these models can be enhanced for educational proposes will be presented with a focus on corallites and crab specimens. The methods presented are fully translatable with the results showing the true potential of these techniques for education, research and conservation. A futuristic outlook is presented on the potential applications, including education, museum displays, conservation, and scientific analyses, with discussion on the implications for global conversation and sustainability of ecosystems.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"3 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":"134270225","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.2016.7863213
Richard Cornelisse, D. Blundell
The aim of the proposed 360-degree virtual reality (VR) documentary explores questions of identity in the multi-ethnic environment of Taiwan, the connection to perception, tradition, and globalization, as well as how these in turn characterize culture in Taiwan as distinct in the region. The VR framework presented here was conceived by Richard Cornelisse for providing an installation of multi-dimensional experiences of a diverse Taiwanese milieu, that captivates and transports the viewer to a subtle, yet heightened, awareness of local nuances between people, location, and religious rituals. These experiences are meant to re-contextualize how one can understand Taiwan in terms of the people, culture, diversity, and landscape of as both viewer and participant. Our interactive platform activates viewer participation and allows them to engage the subject matter in a unique individualized experience of people and place: one that not only questions how one can understand issues of identity and traditions in a rapidly changing globalized cultural landscape, but also how one can experience local culture and geography through a malleable, immersive, non-linear narrative.
{"title":"A Taiwan virtual reality memory project: Rituals in the circle","authors":"Richard Cornelisse, D. Blundell","doi":"10.1109/VSMM.2016.7863213","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863213","url":null,"abstract":"The aim of the proposed 360-degree virtual reality (VR) documentary explores questions of identity in the multi-ethnic environment of Taiwan, the connection to perception, tradition, and globalization, as well as how these in turn characterize culture in Taiwan as distinct in the region. The VR framework presented here was conceived by Richard Cornelisse for providing an installation of multi-dimensional experiences of a diverse Taiwanese milieu, that captivates and transports the viewer to a subtle, yet heightened, awareness of local nuances between people, location, and religious rituals. These experiences are meant to re-contextualize how one can understand Taiwan in terms of the people, culture, diversity, and landscape of as both viewer and participant. Our interactive platform activates viewer participation and allows them to engage the subject matter in a unique individualized experience of people and place: one that not only questions how one can understand issues of identity and traditions in a rapidly changing globalized cultural landscape, but also how one can experience local culture and geography through a malleable, immersive, non-linear narrative.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"12 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":"134113267","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.2016.7863193
H. Zainudin, N. A. Haron, Saiful Hazmi Bachek, Asmadi Jusoh
The Traditional Malay Houses (TMH) in Malaysia are considered as vernacular architecture, built and designed by the locals with thoughtful considerations and appreciation for nature. There are various beneficial features in technical and environmental contexts of a TMH that should be investigated further and applied in the present-day built environment. Due to its modularity and ingenious construction method, it is possible for a TMH to be dismantled, relocated and reconstructed in a new environment, also known as adaptive reuse practice. In Malaysia, a new trend has already emerged among built heritage lovers, business owners, individuals and universities to take the challenge of adaptive reusing abandoned traditional Malay houses for heritage conservation and tourism purposes. This paper aims to explore Building Information Modeling (BIM) usage to analyze the building and environment performance of a typical TMH in an adaptive reuse experiment. The analysis is important in order to maximize the building performance of the TMH once it has been constructed at the new location. Building Information Modeling (BIM) is the process of creating and organizing building data during its life cycle. Characteristically it uses three-dimensional building modeling software with smart parametric object features to increase efficiency in building design and construction. With the development of simulation technology in BIM, it is possible to evaluate the environmental performance of a building before the real construction begins. An on-going research project to dismantle, relocate and reconstruct a TMH has been used as a case study to explore the aim of this study. The Malaysia's Green Building Index (GBI) and Leadership in Energy and Environmental Design (LEED) guidelines were used to evaluate the design and performance of the TMH. A framework was acquired from literatures to establish the correlation between BIM for sustainable design analysis and the GBI and LEED assessment. The focus of this study is the building orientation and daylight performance. The framework was then justified by the case study. Through the usage of BIM software, in this case Autodesk Revit Architecture, the selected TMH was parametrically remodeled in order to coordinate any changes and maintain the consistency of the building components. The BIM model was then simulated for its building performance through secondary software, Autodesk Green Building Studio and the results were analyzed. The study eventually recommended improvements on the performance of the TMH through modification of some of the architectural components without losing the originality and heritage values of the building. Besides that, this study may also be served as a platform to promote the practice of adaptive reuse for heritage and conservation purposes through effective planning using BIM and its simulation tools.
马来西亚的传统马来房屋(TMH)被认为是当地建筑,由当地人建造和设计,经过深思熟虑和对自然的欣赏。在技术和环境背景下,TMH有各种有益的特点,应该进一步研究并应用于当今的建筑环境。由于其模块化和巧妙的施工方法,TMH可以在新的环境中拆除,重新安置和重建,也称为适应性重用实践。在马来西亚,建筑遗产爱好者、企业主、个人和大学已经出现了一种新的趋势,他们将废弃的传统马来房屋进行适应性再利用,以实现遗产保护和旅游目的。本文旨在探讨建筑信息模型(BIM)的使用,以分析一个典型的TMH在适应性重用实验中的建筑和环境性能。一旦TMH在新位置建成,为了最大限度地提高建筑性能,分析是很重要的。建筑信息模型(BIM)是在建筑生命周期中创建和组织建筑数据的过程。其特点是采用具有智能参数化对象特征的三维建筑建模软件,提高建筑设计和施工的效率。随着BIM仿真技术的发展,在建筑真正开始施工之前,对建筑的环境性能进行评估成为可能。本研究以一项正在进行的拆除、搬迁及重建三甲医院的研究项目为例,探讨本研究的目的。马来西亚绿色建筑指数(GBI)和能源与环境设计领导力(LEED)指南被用于评估TMH的设计和性能。从文献中获得了一个框架,以建立可持续设计分析的BIM与GBI和LEED评估之间的相关性。本研究的重点是建筑朝向和采光性能。然后通过案例研究证明了该框架的合理性。通过使用BIM软件,在本例中是Autodesk Revit Architecture,对选定的TMH进行参数化改造,以协调任何变化并保持建筑组件的一致性。然后通过二级软件Autodesk Green building Studio对BIM模型的建筑性能进行仿真,并对结果进行分析。研究最终建议在不丧失建筑物原创性和文物价值的情况下,通过修改部分建筑构件来改善天马医院的性能。除此之外,本研究还可以作为一个平台,通过使用BIM及其仿真工具进行有效的规划,促进遗产和保护目的的适应性再利用实践。
{"title":"Utilization of building information modeling (BIM) in planning an adaptive reuse project of a Traditional Malay House (TMH)","authors":"H. Zainudin, N. A. Haron, Saiful Hazmi Bachek, Asmadi Jusoh","doi":"10.1109/VSMM.2016.7863193","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863193","url":null,"abstract":"The Traditional Malay Houses (TMH) in Malaysia are considered as vernacular architecture, built and designed by the locals with thoughtful considerations and appreciation for nature. There are various beneficial features in technical and environmental contexts of a TMH that should be investigated further and applied in the present-day built environment. Due to its modularity and ingenious construction method, it is possible for a TMH to be dismantled, relocated and reconstructed in a new environment, also known as adaptive reuse practice. In Malaysia, a new trend has already emerged among built heritage lovers, business owners, individuals and universities to take the challenge of adaptive reusing abandoned traditional Malay houses for heritage conservation and tourism purposes. This paper aims to explore Building Information Modeling (BIM) usage to analyze the building and environment performance of a typical TMH in an adaptive reuse experiment. The analysis is important in order to maximize the building performance of the TMH once it has been constructed at the new location. Building Information Modeling (BIM) is the process of creating and organizing building data during its life cycle. Characteristically it uses three-dimensional building modeling software with smart parametric object features to increase efficiency in building design and construction. With the development of simulation technology in BIM, it is possible to evaluate the environmental performance of a building before the real construction begins. An on-going research project to dismantle, relocate and reconstruct a TMH has been used as a case study to explore the aim of this study. The Malaysia's Green Building Index (GBI) and Leadership in Energy and Environmental Design (LEED) guidelines were used to evaluate the design and performance of the TMH. A framework was acquired from literatures to establish the correlation between BIM for sustainable design analysis and the GBI and LEED assessment. The focus of this study is the building orientation and daylight performance. The framework was then justified by the case study. Through the usage of BIM software, in this case Autodesk Revit Architecture, the selected TMH was parametrically remodeled in order to coordinate any changes and maintain the consistency of the building components. The BIM model was then simulated for its building performance through secondary software, Autodesk Green Building Studio and the results were analyzed. The study eventually recommended improvements on the performance of the TMH through modification of some of the architectural components without losing the originality and heritage values of the building. Besides that, this study may also be served as a platform to promote the practice of adaptive reuse for heritage and conservation purposes through effective planning using BIM and its simulation tools.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"53 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":"131304612","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.2016.7863191
Janet Tan, J. Jan
This research identifies a relational map of industrial resources with weighted relations using divisions of categories and financial reporting to create an easy means of searching comprehensive data sets. This research answers questions that industrial users such as large and small enterprises may have for finding their locational advantages in terms of financial linkages, tooling, industrial supports, policy, and cluster resources to improve their sustainability and innovations. The knowledge of resource access is critical for the application of needed information for business planning and expansion. The question can be resolved by utilizing graph-based geospatial network resource frameworks, by applying current technology and tooling, to achieve the relational data identification and framing. It answers the question of providing graphical tools for locational resources to construct competitive advantages based on industrial categorization for policy makers, researchers, and practitioners. The delivery of this project is to construct a web-based graphical search engine with spatiotemporal analysis and data visualization capabilities.
{"title":"Economic resource relational network access in web-based graphical user interfaces","authors":"Janet Tan, J. Jan","doi":"10.1109/VSMM.2016.7863191","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863191","url":null,"abstract":"This research identifies a relational map of industrial resources with weighted relations using divisions of categories and financial reporting to create an easy means of searching comprehensive data sets. This research answers questions that industrial users such as large and small enterprises may have for finding their locational advantages in terms of financial linkages, tooling, industrial supports, policy, and cluster resources to improve their sustainability and innovations. The knowledge of resource access is critical for the application of needed information for business planning and expansion. The question can be resolved by utilizing graph-based geospatial network resource frameworks, by applying current technology and tooling, to achieve the relational data identification and framing. It answers the question of providing graphical tools for locational resources to construct competitive advantages based on industrial categorization for policy makers, researchers, and practitioners. The delivery of this project is to construct a web-based graphical search engine with spatiotemporal analysis and data visualization capabilities.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"87 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":"134644455","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.2016.7863185
O. Streiter, James X. Morris
Our research aims at the development of a large-scale digital archive on funerary and epigraphic practices with a focus on Taiwan and Penghu. Designed to cater to a great variety of research questions in the Humanities and Social Sciences, the archive has to respond equally to the requirements of qualitative and quantitative analyses. In this paper, we present an interpretation on what this might mean and how the archive has been constructed to achieve this aim. Starting from definitions of documentation and sample, as qualities of survey data that facilitate a qualitative and quantitative analysis respectively, we identify conflicts and congruence as well as possible crossovers in these two notions. Then, using the nine year history of our survey on tombstones and our first steps in surveying land god shrines, we show how different survey data have been merged into one archive and what the benefits of this hybrid approach are. We also reflect on the restrictions that arise from this hybrid design, especially for the interpretation of quantitative data. We conclude that such a hybrid archive is superior to any of the approaches in isolation, particularly in projects related to the digitization of endangered cultural heritage.
{"title":"Between documentation and sample: Creating a digital cultural heritage archive of gravesites, tombs and tombstones","authors":"O. Streiter, James X. Morris","doi":"10.1109/VSMM.2016.7863185","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863185","url":null,"abstract":"Our research aims at the development of a large-scale digital archive on funerary and epigraphic practices with a focus on Taiwan and Penghu. Designed to cater to a great variety of research questions in the Humanities and Social Sciences, the archive has to respond equally to the requirements of qualitative and quantitative analyses. In this paper, we present an interpretation on what this might mean and how the archive has been constructed to achieve this aim. Starting from definitions of documentation and sample, as qualities of survey data that facilitate a qualitative and quantitative analysis respectively, we identify conflicts and congruence as well as possible crossovers in these two notions. Then, using the nine year history of our survey on tombstones and our first steps in surveying land god shrines, we show how different survey data have been merged into one archive and what the benefits of this hybrid approach are. We also reflect on the restrictions that arise from this hybrid design, especially for the interpretation of quantitative data. We conclude that such a hybrid archive is superior to any of the approaches in isolation, particularly in projects related to the digitization of endangered cultural heritage.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"31 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":"132406745","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.2016.7863210
Delas Santano, H. Thwaites, Mohd. Afifi Yahya
This project documents the livelihood of the boatbuilders, in Pangkor Island, Perak, Malaysia. The traditional process of building a boat is a heritage practice that could disappear due to the many issues it currently faces. These traditional boatbuilders do not have a specific blueprint for each boat and these boats are of the classification of 65 to 120 tonnes each based on its license by Department of Fisheries. Currently there are only 5 traditional boatbuilders left on Pangkor Island. The master boatbuilder, upon whom this project is focused, is 69 years old. His children have all gone to work in the cities of Kuala Lumpur and Singapore. Sourcing the wood itself has also been a challenge for the boatbuilders as the woods are sourced in Malaysia and also imported from Indonesia. They use Cengal wood, famous for its strength, which also sets its high price. Deforestation could reduce the stock of these raw materials, such as in Pangkor where there are no more Cengal trees left. Hiring manpower has also become a challenge for the business. All this paints a bleak future for this fading traditional hand crafted wooden boat industry.
{"title":"The boatbuilder of Pangkor Island","authors":"Delas Santano, H. Thwaites, Mohd. Afifi Yahya","doi":"10.1109/VSMM.2016.7863210","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863210","url":null,"abstract":"This project documents the livelihood of the boatbuilders, in Pangkor Island, Perak, Malaysia. The traditional process of building a boat is a heritage practice that could disappear due to the many issues it currently faces. These traditional boatbuilders do not have a specific blueprint for each boat and these boats are of the classification of 65 to 120 tonnes each based on its license by Department of Fisheries. Currently there are only 5 traditional boatbuilders left on Pangkor Island. The master boatbuilder, upon whom this project is focused, is 69 years old. His children have all gone to work in the cities of Kuala Lumpur and Singapore. Sourcing the wood itself has also been a challenge for the boatbuilders as the woods are sourced in Malaysia and also imported from Indonesia. They use Cengal wood, famous for its strength, which also sets its high price. Deforestation could reduce the stock of these raw materials, such as in Pangkor where there are no more Cengal trees left. Hiring manpower has also become a challenge for the business. All this paints a bleak future for this fading traditional hand crafted wooden boat industry.","PeriodicalId":188151,"journal":{"name":"2016 22nd International Conference on Virtual System & Multimedia (VSMM)","volume":"13 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":"125748146","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.2016.7863153
H. Esmaeili, H. Thwaites
This paper examines if photogrammetry can be performed in virtual environments. For the first approach a 3D scene (an object) is being rendered with a virtual camera in the way photography for photogrammetry is performed in the reality. For the second approach, a real-time 3D rendering engine i.e. an online 3D game has been selected. Screenshots are being collected while changing the camera position inside the game environment, again same as photography for photogrammetry. In both methods, the aim is to examine if photogrammetry can be achieved using non-physical cameras and virtual objects. Collected screenshots or rendered images are used to regenerate the 3D scene or object. This may raise the question of “what is the point of re-virtualizing a virtual object/scene?” A quick answer for now is educational purposes where a tutor (real or virtual character) can walk beside the learner (real character) inside an online virtual environment and teach photogrammetry without using physical elements. However, the main notion of virtual photogrammetry and consequently write up of this paper is explained. The topic itself is self-explanatory. The paper will discuss the step by step virtual photogrammetry by illustrating the results obtained through the course of study. To our knowledge this approach has not been practiced yet, at least not published. Moving towards the future, it is important to consider noticeable changes that are happening in education style. Photogrammetry is one important area in many industries e.g. game development, 3D printing, archeology, etc. Making the learning process faster and easier is one of the outcomes of this study. Several third party software have been used in this study. The aim is not to develop a virtual photogrammetry package, but to demonstrate the feasibility of developing one, in the future.
{"title":"Virtual photogrammetry","authors":"H. Esmaeili, H. Thwaites","doi":"10.1109/VSMM.2016.7863153","DOIUrl":"https://doi.org/10.1109/VSMM.2016.7863153","url":null,"abstract":"This paper examines if photogrammetry can be performed in virtual environments. For the first approach a 3D scene (an object) is being rendered with a virtual camera in the way photography for photogrammetry is performed in the reality. For the second approach, a real-time 3D rendering engine i.e. an online 3D game has been selected. Screenshots are being collected while changing the camera position inside the game environment, again same as photography for photogrammetry. In both methods, the aim is to examine if photogrammetry can be achieved using non-physical cameras and virtual objects. Collected screenshots or rendered images are used to regenerate the 3D scene or object. This may raise the question of “what is the point of re-virtualizing a virtual object/scene?” A quick answer for now is educational purposes where a tutor (real or virtual character) can walk beside the learner (real character) inside an online virtual environment and teach photogrammetry without using physical elements. However, the main notion of virtual photogrammetry and consequently write up of this paper is explained. The topic itself is self-explanatory. The paper will discuss the step by step virtual photogrammetry by illustrating the results obtained through the course of study. To our knowledge this approach has not been practiced yet, at least not published. Moving towards the future, it is important to consider noticeable changes that are happening in education style. Photogrammetry is one important area in many industries e.g. game development, 3D printing, archeology, etc. Making the learning process faster and easier is one of the outcomes of this study. Several third party software have been used in this study. The aim is not to develop a virtual photogrammetry package, but to demonstrate the feasibility of developing one, in the future.","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":"114988341","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 : 2016-02-28DOI: 10.1109/VSMM.2016.7863188
M. Economou
The communication of collections information in digital form, whether it is an online catalogue, mobile application, or social media exchange, increasingly affects our cultural encounters and shapes our perception of cultural organizations. Cultural and higher education institutions in Scotland, in common with those in the rest of the world, are investing vast resources on digitization and making their collections available online but we still know very little about who uses these and how they interact with the data. In order to address this gap the Scottish Network on Digital Cultural Resources Evaluation. ScotDigiCH was initiated in January 2015 and brings together academics from different disciplines and professionals from Scotland's key cultural organizations in order to investigate how cultural digital resources are used by diverse user groups, how to record their impact on learning, research, and community engagement, and how to maximize their potential. It integrates different methodologies and perspectives (from digital humanities, computing science, museology, social sciences) and uses as a case study the Kelvin Hall Project in Glasgow. The Network has organized a series of four workshops, a knowledge exchange event and will organize an international symposium on digital cultural resources evaluation combined with a public lecture and an open public event to explore the Kelvin Hall digital collections portal. All these activities have certainly given all partners a lot of food for thought and are informing the Hunterian museum's Digital Strategy and how it takes digital curation, collections documentation, exhibition interpretation and visitor engagement forward. The paper discusses the methodology and lessons learned from the ScotDigiCH research network and the wider implication for other researchers and organizations working in digital cultural heritage.
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