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Reconstructing the Past, Enhancing the Traces from Frescos 重建过去,强化壁画的痕迹
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0014
G. Verdiani, Alexia Charalambous, Federica Corsini
Abstract Architectures are always subject to transformation in time. When a historical building is seen by a tourist or by an occasional visitor, it appears like a complete and final artefact, showing its main characteristics like a clear example of a style or of an artistic phase. This interpretation may turn out to be mostly a simplification, while the building is often the result of a large set of interventions in time. It is the case of a large number of main and secondary architectures, changed according to the mutation of needs and tastes. In Fabriano, in central-eastern Italy, the St. Venanzio Church (later Cathedral) was subject to a significant transformation of the apse interiors during the XVII century, with the demolition of the original chapels’ asset and their replacement by a larger unitarian space behind the main altar. This intervention has afflicted all the frescos that were the decoration of those chapels, they were partially deleted by the new masonry works, covered by paint, or walled in the new shape of the church. Since its early discovery, this patrimony has received various restorations. The research for a virtual reconstruction was based on a detailed digital survey of the building.
抽象架构总是会随着时间的推移而发生变化。当一个历史建筑被游客或偶尔的游客看到时,它看起来就像一个完整的和最终的人工制品,显示出它的主要特征,就像一个风格或艺术阶段的明确例子。这种解释可能会被证明是一种简化,而建筑往往是大量干预的结果。这是大量的主要和次要建筑的情况,根据需求和口味的突变而变化。在意大利中东部的法布里亚诺,圣维南齐奥教堂(后来的大教堂)在十七世纪对后殿内部进行了重大改造,拆除了原有教堂的资产,取而代之的是主祭坛后面更大的一神论空间。这种干预影响了所有的壁画,这些壁画是这些教堂的装饰,它们部分被新的砖石工程所删除,被油漆覆盖,或以教堂的新形状为墙。自从它被发现以来,这个遗产已经得到了各种各样的修复。虚拟重建的研究是基于对该建筑的详细数字调查。
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引用次数: 0
XR Art and Culture: Successful Collaborations in Interdisciplinary Development Processes XR艺术与文化:跨学科发展过程中的成功合作
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0011
Maja Stark, E. Thielen, Christoph Holtmann, André Selmanagic, Michael Droste, Leonid Barsht
Abstract In this paper we present different approaches for interdisciplinary collaborations between art and culture professionals resp. cultural institutions and the interdisciplinary XR experts of our research group. We discuss lessons learned and best practices devised from multiple years of experience in interdisciplinary collaborations. Different project settings need different solutions: With our contribution, we hope to show exemplary ways for successful interdisciplinary collaborations at the intersection of culture and computer science – and to show the potential of such projects for the development of new ways and tools of collaboration.
在本文中,我们提出了艺术和文化专业人士之间跨学科合作的不同途径。文化机构和我们研究小组跨学科的XR专家。我们讨论从多年跨学科合作经验中获得的经验教训和最佳实践。不同的项目环境需要不同的解决方案:通过我们的贡献,我们希望展示在文化和计算机科学交叉领域成功的跨学科合作的典范方式,并展示这些项目在开发新的合作方式和工具方面的潜力。
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引用次数: 3
Image Garden 图像的花园
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0010
Eugenia Sinatti, S. Weckert, Ewelina Dobrzalski
Abstract Image Garden is an AI-based toolbox for curating collections and designing smart exhibitions that was developed by ART+COM Studios [ART+COM Studios. 2021. ART+COM. https://artcom.de/en/] in the research project QURATOR [QURATOR Bündnis. 2021. Qurator. https://qurator.ai]. This paper describes the application scenarios underlying the development of Image Garden. It also presents the technologies integrated in its processing pipeline, and sketches Show Cases that were implemented to demonstrate and evaluate functionality and usability.
Image Garden是一个基于人工智能的工具箱,用于策划收藏和设计智能展览,由ART+COM工作室开发[ART+COM工作室,2021]。艺术+ COM。https://artcom.de/en/]在研究项目QURATOR [QURATOR bndnis]。2021. Qurator。https://qurator.ai]。本文描述了图像花园开发的应用场景。它还展示了集成在其处理管道中的技术,并展示了用于演示和评估功能和可用性的实现案例的草图。
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引用次数: 0
Culture and Computer Science – Physical and Virtual Spaces 文化和计算机科学-物理和虚拟空间
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0017
J. H. Israel, Christian Kassung, J. Sieck
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引用次数: 0
Immersive Inscribed Spaces – Bringing Virtuality to Written Artefacts for Humanities 身临其境的铭刻空间-为人文学科带来虚拟的书面文物
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0012
Jenny Gabel, Christof Berns, Sebastian Bosch, Jost Eickmeyer, Kaja Harter-Uibopuu, Nathalie Martin, Ann Lauren Osthof, Johann Anselm Steiger, Frank Steinicke
Abstract Writing is an essential cultural technique, and the resulting artefacts are an important part of cultural heritage. The Cluster of Excellence ‘Understanding Written Artefacts’ is an interdisciplinary and cross-cultural long-term project dedicated to studying so-called ‘written artefacts (WA)’. Our work introduces immersive technologies such as virtual, augmented, and mixed reality to the research cluster for the first time. In this paper, we outline the scope of our research project and present our current implementations of immersive applications based on two scenarios involving inscribed spaces. So far, immersive technologies have not been used in academia to create research focused applications for exploring, analysing, and understanding WA within their inscribed space, including providing access to appropriate spatial and temporal contexts. Thus, we collaborate closely with researchers from the humanities to create interactive and immersive applications for the novel field of WA research. The results of our preliminary user study show high ratings in the sense of presence in the virtual environments and indicate that immersive spatial context could add new perspectives for understanding WA. We hope to provide valuable insights on the design of immersive applications to support future research in novel fields.
摘要文字是一种必不可少的文化技术,其所产生的人工制品是文化遗产的重要组成部分。卓越集群“理解书面文物”是一个跨学科和跨文化的长期项目,致力于研究所谓的“书面文物(WA)”。我们的工作首次将虚拟、增强和混合现实等沉浸式技术引入研究集群。在本文中,我们概述了我们的研究项目的范围,并介绍了我们目前基于涉及雕刻空间的两种场景的沉浸式应用程序的实现。到目前为止,沉浸式技术尚未在学术界用于创建以研究为重点的应用程序,以探索、分析和理解其所包含的空间中的WA,包括提供对适当的空间和时间背景的访问。因此,我们与人文学科的研究人员密切合作,为西澳研究的新领域创造互动和沉浸式应用程序。我们的初步用户研究结果显示,虚拟环境中的存在感评分很高,并表明沉浸式空间环境可以为理解WA提供新的视角。我们希望为沉浸式应用程序的设计提供有价值的见解,以支持未来在新领域的研究。
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引用次数: 2
Preserving Memories of Contemporary Witnesses Using Volumetric Video 用体积录像保存当代证人的记忆
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2022-0015
O. Schreer, Markus Worchel, Rodrigo Diaz, S. Renault, W. Morgenstern, I. Feldmann, Marcus Zepp, A. Hilsmann, P. Eisert
Abstract Volumetric Video is a novel technology that enables the creation of dynamic 3D models of persons, which can then be integrated in any 3D environment. In contrast to classical character animation, volumetric video is authentic and much more realistic and therefore ideal for the transfer of emotions, facial expressions and gestures, which is highly relevant in the context of preservation of contemporary witnesses and survivors of the Holocaust. Fraunhofer Heinrich-Hertz-Institute (HHI) is working on two projects in this cultural heritage context. In a recent project between UFA and Fraunhofer HHI, a VR documentary about the last German survivor of the Holocaust Ernst Grube has been produced. A second project started in collaboration with the University Munich, faculty of languages and literature and Geschwister-Scholl-institute for political science, creating a concept for a VR experience together with Dr. Eva Umlauf, the youngest Jewish survivor in the concentration camp in Auschwitz. This paper presents key aspects of volumetric video and details about both projects including a discussion about the user perspective in such a VR experience.
体积视频是一种新颖的技术,可以创建动态的人物3D模型,然后可以在任何3D环境中集成。与经典的人物动画相比,体积视频更加真实,更加逼真,因此非常适合情感、面部表情和手势的传递,这在保护当代大屠杀证人和幸存者的背景下具有高度相关性。弗劳恩霍夫海因里希-赫兹研究所(HHI)正在这个文化遗产背景下进行两个项目。在UFA和Fraunhofer HHI最近的一个项目中,制作了一部关于大屠杀最后一位德国幸存者恩斯特·格鲁伯的VR纪录片。第二个项目与慕尼黑大学、语言文学系和Geschwister-Scholl-institute for political science合作,与奥斯威辛集中营最年轻的犹太幸存者Eva Umlauf博士一起创造了VR体验的概念。本文介绍了体积视频的关键方面和两个项目的细节,包括在这样的VR体验中讨论用户视角。
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引用次数: 1
Foreign Language Tandem Learning in Social VR 社交虚拟现实中的外语串联学习
Q1 Social Sciences Pub Date : 2022-04-01 DOI: 10.1515/icom-2021-0039
Timo Ahlers, Cassandra Bumann, Ralph Kölle, Milica Lazović
Abstract Hololingo! is a social virtual reality app for real-time immersive distance learning of German as a Foreign Language (GFL). The acquisition of discoursive oral language skills for applied authentic contexts is challenging for group-based classroom settings and is often outsourced to autonomous analogue tandem learning. We operationalise a Digital Game-Based Language Learning (DGBLL) approach for distance learning, which relieves tandems from overstraining autonomy and self-guidance. Hololingo! supports tandems in their learning activities by providing entertaining communicative, collaborative, and didactically designed team tasks. These are embedded in a narrative adventure, target linguistic phenomena, and support the holistic acquisition of oral discourse competencies and fluency. The combination of the tandem principle, immersive Social VR gamification, barrier-free access to a global pool of expert/native speakers, and a curricular connection through task selection facilitates language learning and provides transcultural contacts. App development follows a Design-Based-Research cycle of conception, implementation, and evaluation. The results of a qualitative discourse analysis of the learning interaction are discussed with regard to tandem role behaviour, the relation between task design and communication as well as affective and creative behaviour.
文摘Hololingo !是一个社交虚拟现实应用程序,用于实时沉浸式远程学习德语作为一门外语(GFL)。在以小组为基础的课堂环境中,获得适用于真实情境的话语性口语技能是具有挑战性的,通常外包给自主模拟串联学习。我们为远程学习实施了一种基于数字游戏的语言学习(DGBLL)方法,这种方法可以减轻学生过度紧张的自主性和自我指导。Hololingo !通过提供有趣的、交流的、协作的和教学式设计的团队任务,支持他们的学习活动。这些都是嵌入在一个叙事冒险,目标语言现象,并支持口头话语能力和流畅性的整体习得。串联原则、沉浸式社交VR游戏化、无障碍访问全球专家/母语人士以及通过任务选择的课程连接的结合,促进了语言学习并提供了跨文化接触。应用开发遵循概念、执行和评估的设计-研究周期。本文从串联角色行为、任务设计与沟通的关系、情感行为与创造性行为等方面对学习互动的定性语篇分析结果进行了讨论。
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引用次数: 1
Frontmatter
Q1 Social Sciences Pub Date : 2021-11-27 DOI: 10.1515/icom-2021-frontmatter3
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引用次数: 0
Education in the Digital Age: A Driving Force or a Lost Place 数字时代的教育:推动力还是迷失之地
Q1 Social Sciences Pub Date : 2021-11-27 DOI: 10.1515/icom-2021-0031
M. Herczeg
Abstract Teaching and learning using computer systems has a long tradition. This contribution will discuss major challenges and changes of the last 20 years to derive consequences and ideas for the next 20 years. The development of digital educational technologies will be outlined and the deficiencies and potentials of learning with digital systems and environments will be discussed. Finally, a media framework that enables for post-constructivist learning in the 21st century will be presented. The contribution focuses on interactive media in the context of schools, laying the foundation for digital competences for higher education and workplaces.
摘要利用计算机系统进行教学有着悠久的传统。这篇文章将讨论过去20年的主要挑战和变化,以得出未来20年的后果和想法。本文将概述数字教育技术的发展,并讨论在数字系统和环境下学习的不足和潜力。最后,我们将提出21世纪后建构主义学习的媒介框架。该贡献侧重于学校背景下的互动媒体,为高等教育和工作场所的数字能力奠定基础。
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引用次数: 0
Gamification Reloaded 游戏化重新加载
Q1 Social Sciences Pub Date : 2021-11-27 DOI: 10.1515/icom-2021-0025
Athanasios Mazarakis
Abstract Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The extraction of current and future trends in gamification is the result of this. Four general topics, four in-depth topics, and seven emerging fields of application for gamification are depicted and enriched with the current state of research to support interested academic scholars and practitioners. Technical and less technical areas, which are the fields of work and research in gamification, are demonstrated. Some areas are already trending, while others are just beginning to show a future trend.
游戏化有助于增加各种活动的动机。作为HCI的一个基本概念,游戏化与混合现实、医疗保健或教育等各个领域都有联系。本文介绍了106名游戏化专家的专业知识,他们参加了四个名为“Gam-R - gamification Reloaded”的研讨会。游戏化当前和未来趋势的提取就是由此产生的结果。四个一般主题,四个深度主题和七个新兴应用领域的游戏化描述和丰富的研究现状,以支持感兴趣的学术学者和从业者。演示了技术和非技术领域,即游戏化的工作和研究领域。一些地区已经成为趋势,而另一些地区刚刚开始显示出未来的趋势。
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引用次数: 9
期刊
i-com
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