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A Comparative Study of HMD-based Virtual and Augmented Realities for Immersive Museums: User Acceptance, Medium and Learning 沉浸式博物馆中基于hmd的虚拟现实与增强现实的比较研究:用户接受度、媒介和学习
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-06 DOI: 10.1145/3627164
Yunshui Jin, Minhua Ma, Liu Yun
Technologies like Head Mounted Display (HMD)-based Virtual Reality (VR) and Augmented Reality (AR) have made HMD-based immersive museums possible. To investigate the user acceptance, medium and interaction experience for HMD-based immersive museums, an app entitled The Extended Journey has been designed, developed, and deployed on both VR headsets and AR headsets. Subsequently, a between-subjects design experiment with sixty-two participants was conducted to measure the user experience and learning outcome in HMD VR and HMD AR conditions. Quantitative results revealed that HMD VR museums had statistically significantly better immersion and empathy compared to HMD AR museums. Qualitative data indicated HMD-based immersive museums were embraced by most young participants while HMD VR had better user acceptance than HMD AR for immersive museums. The interview also demonstrated that the advantage of the HMD-based immersive museum over the traditional online museum is only the sensory immersion from the medium itself, but also the interactive narrative experience that the HMD medium facilitates, especially the natural interaction with the CG characters and the environment in the story.
基于头戴式显示器(HMD)的虚拟现实(VR)和增强现实(AR)等技术使基于头戴式显示器的沉浸式博物馆成为可能。为了调查基于hmd的沉浸式博物馆的用户接受度、媒介和交互体验,我们设计、开发了一款名为the Extended Journey的应用程序,并将其部署在VR头显和AR头显上。随后,进行了62名被试的被试间设计实验,以测量HMD VR和HMD AR条件下的用户体验和学习效果。定量结果显示,与HMD AR博物馆相比,HMD VR博物馆的沉浸感和同理心在统计学上显著提高。定性数据表明,大多数年轻参与者接受基于HMD的沉浸式博物馆,而HMD VR在沉浸式博物馆中的用户接受度高于HMD AR。访谈也证明了基于HMD的沉浸式博物馆相对于传统在线博物馆的优势,不仅在于媒介本身的感官沉浸,更在于HMD媒介所促成的互动叙事体验,尤其是与CG角色和故事环境的自然互动。
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引用次数: 0
Technologically Mediated Experiences of Visitors to the Frederic Chopin Museum Postphenomenological Perspective on Touchscreens Affordances 肖邦博物馆参观者的技术中介体验:触屏可视性的后现象学视角
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-06 DOI: 10.1145/3631127
Ewa Drygalska
Nowadays, technology plays an important role in supporting museum visit and enhancing overall museum visit experiences. An increasing number of studies have evaluated the potential of digitally mediated cultural heritage experiences. However, there is still a lack of a deeper understanding of how mediation devices influence the museum visit experiences and visitors’ behaviours. The article focuses on the mediating role of digital screens in the museum space. This study examines visitors’ activity and experience through their encounters with touchscreens at the Frederic Chopin's Museum in Warsaw, Poland. This article presents and makes use of a recent approach in the philosophy of technology, initiated by the American philosopher Don Ihde, called postphenomenology as well as the theory of affordances. By conducting observations and interviews with museum visitors, the study shows that touchscreens, and digital technologies themselves, are not only functional but also shape the visitor's perception and expectations. This study shows that touchscreens are an embodiment technique and play a role of the touch-substitute for museum visitors.
如今,技术在支持博物馆参观和提升整体博物馆参观体验方面发挥着重要作用。越来越多的研究评估了数字媒介文化遗产体验的潜力。然而,对于中介设备如何影响博物馆参观体验和游客行为,目前还缺乏更深入的了解。本文主要探讨数字屏幕在博物馆空间中的中介作用。这项研究考察了游客在波兰华沙肖邦博物馆与触摸屏接触时的活动和体验。本文介绍并利用了美国哲学家唐·伊德(Don Ihde)在技术哲学中提出的一种新方法,称为后现象学,以及启示理论。通过对博物馆参观者的观察和采访,该研究表明,触摸屏和数字技术本身不仅具有功能,而且还塑造了参观者的感知和期望。本研究表明,触摸屏是一种体现技术,对博物馆参观者起到了触摸替代品的作用。
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引用次数: 0
Full-fledged Access and Usability of Content in Digital Cultural Heritage Library: Approaches, Paradigms and Implementation 数字文化遗产图书馆内容的全面存取与可用性:方法、范例与实现
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-06 DOI: 10.1145/3631135
Desislava Paneva-Marinova, Maxim Goynov, Yanislav Zhelev, Mariya Monova-Zheleva, Emanuela Mitreva, Detelin Luchev, Radoslav Pavlov, Lilia Pavlova
The current research presents an approach to the improvement of the librarian infrastructure via the integration of advanced technology and solutions aiming at an immediate, smooth, and continuous adaptation of the libraries in line with 21 st -century needs. In particular, this paper discusses the design and development of an innovative library environment ensuring descriptive cataloging, subject indexing, intelligent data searching, curation, and collection development aiming to meet the functional needs related to the increasingly growing users’ expectations. The effectiveness of the approach has been validated in the Regional Library “Peyo Yavorov” – Burgas, Bulgaria, an associated content provider in the Bulgarian National Interdisciplinary Research E-Infrastructure for Bulgarian Language and Cultural Heritage Resources and Technologies (CLaDA-BG). Testing of the system was made in order to assure its stability and reliability.
目前的研究提出了一种通过整合先进技术和解决方案来改善图书馆基础设施的方法,旨在使图书馆能够立即、顺利和持续地适应21世纪的需求。特别地,本文讨论了创新图书馆环境的设计和开发,以确保描述编目、主题索引、智能数据搜索、策展和馆藏发展,以满足日益增长的用户期望的功能需求。该方法的有效性已在保加利亚布尔加斯的“Peyo Yavorov”地区图书馆得到验证,该图书馆是保加利亚国家跨学科研究电子基础设施保加利亚语言和文化遗产资源与技术(CLaDA-BG)的相关内容提供商。为了保证系统的稳定性和可靠性,对系统进行了测试。
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引用次数: 0
3DEmo: for Portrait Emotion Recognition with New Dataset 3DEmo:用于新数据集的人像情感识别
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-02 DOI: 10.1145/3631133
Shao Liu, Sos S. Agaian
Emotional Expression Recognition (EER) and Facial Expression Recognition (FER) are active research areas in the affective computing field, which involves studying human emotion, recognition, and sentiment analysis. The main objective of this research is to develop algorithms that can accurately interpret and estimate human emotions from portrait images. The emotions depicted in a portrait can reflect various factors such as psychological and physiological states, the artist’s emotional responses, social and environmental aspects, and the period in which the painting was created. This task is challenging because (i) the portraits are often depicted in an artistic or stylized manner rather than realistically or naturally, (ii) the texture and color features obtained from natural faces and paintings differ, affecting the success rate of emotion recognition algorithms, and (iii) it is a new research area, where practically we don’t have visual arts portrait facial emotion estimation models or datasets. To address these challenges, we need a new class of tools and a database specifically tailored to analyze portrait images. This study aims to develop art portrait emotion recognition methods and create a new digital portrait dataset containing 927 images. The proposed model is based on (i) a 3-dimensional estimation of emotions learned by a deep neural network and (ii) a novel deep learning module (3DEmo) that could be easily integrated into existing FER models. To evaluate the effectiveness of the developed models, we also tested their robustness on a facial emotion recognition dataset. The extensive simulation results show that the presented approach outperforms established methods. We expect that this dataset and the developed new tools will encourage further research in recognizing emotions in portrait paintings and predicting artists’ emotions in the painting period based on their artwork.
情感表达识别(EER)和面部表情识别(FER)是情感计算领域的活跃研究领域,涉及对人类情感、识别和情感分析的研究。本研究的主要目的是开发能够从肖像图像中准确解释和估计人类情感的算法。一幅肖像画所描绘的情绪可以反映心理和生理状态、艺术家的情绪反应、社会和环境方面以及绘画创作时期等多种因素。这项任务具有挑战性,因为(i)肖像通常以艺术或风格化的方式描绘,而不是真实或自然的方式;(ii)从自然面孔和绘画中获得的纹理和颜色特征不同,影响情绪识别算法的成功率;(iii)这是一个新的研究领域,实际上我们没有视觉艺术肖像面部情绪估计模型或数据集。为了应对这些挑战,我们需要一种新的工具和一个专门用于分析肖像图像的数据库。本研究旨在发展艺术肖像情感识别方法,并创建一个包含927张图像的新的数字肖像数据集。提出的模型基于(i)深度神经网络对情绪的三维估计和(ii)一种新的深度学习模块(3DEmo),可以很容易地集成到现有的FER模型中。为了评估所开发模型的有效性,我们还在面部情绪识别数据集上测试了它们的鲁棒性。大量的仿真结果表明,该方法优于现有方法。我们期望这个数据集和开发的新工具将鼓励进一步研究识别肖像绘画中的情绪,并根据他们的作品预测艺术家在绘画时期的情绪。
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引用次数: 0
A Joint Entity-Relation Detection and Generalization Method Based on Syntax and semantic for Chinese Intangible Cultural Heritage Texts 基于句法和语义的中国非物质文化遗产文本实体-关系联合检测与概化方法
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-02 DOI: 10.1145/3631124
Yuyao Tan, Hao Wang, Zibo Zhao, Tao Fan
[Purpose/Significance] The annotation of natural language corpus not only facilitates researchers to extract knowledge from it, but also helps to achieve deeper mining of the corpus. But the annotated corpus in the humanities knowledge domain is less. And the semantic annotation of humanities texts is difficult, because it requires a high domain background for researchers, even requires the participation of domain experts. Based on this, this study proposes a method for detecting entities and relations in domain which is lack of annotated corpus, and provides a referenceable idea for constructing conceptual models based on textual instances. [Method/Process] Based on syntactic and semantic features, this study proposes SPO triple recognition rules from the perspective of giving priority to predicates and generalization rules from the perspective of triple's content and the meaning of its predicate. The recognition rules are used to extract text-descriptive SPO triples centered on predicates. After clustering and adjusting triples, use the generalization rules proposed in this study to obtain coarse-grained entities and relations, and then form a conceptual model. [Results/Conclusions] This study recognizes SPO triples with high precision and summarization from descriptive texts, generalizes them and then forms a domain conceptual model. The method proposed in this paper provides a research idea for entity-relation detection in a domain with missing annotated corpus, and the formed domain conceptual model provides a reference for building a domain Linked Data Graph. The feasibility of the method is verified through practice on texts related to the four traditional Chinese festivals.
【目的/意义】对自然语言语料库进行标注,不仅便于研究人员从中提取知识,而且有助于实现对语料库的更深层次挖掘。但人文知识领域的标注语料库较少。而人文文本的语义标注难度较大,因为它对研究者的领域背景要求较高,甚至需要领域专家的参与。在此基础上,本研究提出了一种在缺乏标注语料库的领域中检测实体和关系的方法,为基于文本实例构建概念模型提供了可参考的思路。[方法/过程]本研究基于句法和语义特征,从谓词优先的角度提出SPO三元组识别规则,从三元组的内容及其谓词意义的角度提出归纳规则。识别规则用于提取以谓词为中心的文本描述性SPO三元组。在聚类和调整三元组后,利用本文提出的概化规则获得粗粒度的实体和关系,进而形成概念模型。【结果/结论】本研究从描述性文本中识别出具有较高精度和概要性的SPO三元组,并对其进行概化,形成领域概念模型。本文提出的方法为缺少标注语料的领域的实体关系检测提供了一种研究思路,形成的领域概念模型为构建领域关联数据图提供了参考。通过对中国四大传统节日相关文本的实践验证了该方法的可行性。
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引用次数: 0
The Hybrid Features and Supervised Learning for Batik Pattern Classification 蜡染图案分类的混合特征与监督学习
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-02 DOI: 10.1145/3631131
Edy Winarno, Anindita Septiarini, Wiwien Hadikurniawati, Hamdani Hamdani
Several countries have traditional textiles as a piece of their cultural heritage. Indonesia has a traditional textile called batik. Central Java is one of the regions producing batik known for its variety of distinctive themes. It has unique designs and several motifs that emphasize the beauty of historic sites. Since the diversity of central java batik motifs and the lack of knowledge from the surrounding community, only a select group of people, especially the batik craftsmen themselves, can recognize these motifs. Consequently, the method to identify the batik according to the primary ornament pattern is required. Therefore, this study proposes a computer vision-based method for classifying batik patterns. The proposed method required discriminating appropriate features to produce optimal results. The discriminating features were constructed based on color, shape, and texture. Those features were derived using the method of Color Moments, Area Based Invariant Moments, Gray Level Co-occurrence Matrix (GLCM), and Local Binary Pattern (LBP). This study’s proposed hybrid features were formed based on the most discriminating and appropriate features. These were yielded by the Correlation-based feature selection (CFS) method. The hybrid features were then fed into several classifiers to determine the batik pattern. The pattern consists of ten classes: Asem Arang, Asem Sinom, Asem Warak, Blekok, Blekok Warak, Gambang Semarangan, Kembang Sepatu, Semarangan, Tugu Muda, and Warak Beras Utah. Based on the experimental results, the most optimal predicted class of the batik pattern was generated using the Artificial Neural Network (ANN) classifier. It was indicated by achieving an accuracy value of 99.76% based on the 3000 images (each class consists of 300 images) with cross-validation using a k-fold value of 10. This study has proved that the hybrid features incorporated with ANN can be selected as a suitable model to classify the batik patterns.
一些国家将传统纺织品作为其文化遗产的一部分。印尼有一种叫做蜡染的传统纺织品。中爪哇是生产蜡染的地区之一,以其各种独特的主题而闻名。它有独特的设计和几个主题,强调历史遗迹的美丽。由于中爪哇蜡染图案的多样性和缺乏来自周围社区的知识,只有一小部分人,特别是蜡染工匠自己,才能认识这些图案。因此,需要根据主要装饰图案识别蜡染的方法。因此,本研究提出一种基于计算机视觉的蜡染图案分类方法。该方法需要判别合适的特征以产生最优结果。基于颜色、形状和纹理构建识别特征。利用颜色矩、基于面积的不变矩、灰度共生矩阵(GLCM)和局部二值模式(LBP)等方法推导出这些特征。本研究提出的混合特征是基于最具鉴别性和最合适的特征形成的。这些是通过基于相关性的特征选择(CFS)方法产生的。然后将混合特征输入到几个分类器中以确定蜡染图案。该模式由十个类别组成:Asem Arang, Asem Sinom, Asem Warak, Blekok, Blekok Warak, Gambang Semarangan, Kembang Sepatu, Semarangan, Tugu Muda和Warak Beras Utah。在实验结果的基础上,利用人工神经网络(ANN)分类器生成最优的蜡染图案预测类别。通过使用k-fold值为10的交叉验证,基于3000张图像(每类由300张图像组成)获得99.76%的准确率值,表明了这一点。本研究证明,结合人工神经网络的混合特征可以作为一种合适的蜡染图案分类模型。
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引用次数: 0
A Low-Cost Method and Surveying of the Historical Structures from Digital Resources 数字资源历史建筑的低成本方法与测量
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-02 DOI: 10.1145/3631126
Sandeep Kumar Roy, Mriganka Roy Basunia
A new method using optics in non-contact photogrammetry to find the dimensions of target objects by digital archive and/or open source digital images has been presented in this paper. In the proposed method a reference object of known dimension must be present in the field of view of pair of images collected at any two unknown arbitrary positions along the axis of camera (z-axis) and 2D size measurement (x-y) of other target objects is done successfully with the help of the proposed algorithm. The presented method is applicable to the number of images(>=2) containing the target objects and reference object which are not in the same plane and which may be shot from any camera not known to user and hence the internal and external specifications of the camera are completely unknown to the user. The method has been verified successfully to show its applicability in low-cost surveys by determining the dimensions of Washington-Monument, Christ the Redeemer (Rio De Janerio) and Eiffel Tower (Paris) from open source images. Further an example case of Notre-Dame Cathedral is demonstrated to find the size of the destroyed Spire from the undestroyed reference structure. The results are being compared with known standard values of structures and the relative error percentage for all the cases using the proposed algorithm are found to be less than 1%. The method may find applications in survey or analysis by old digital video footages or images from archive/libraries where the camera specifications are not known to the user.
本文提出了一种利用光学技术在非接触摄影测量中利用数字存档和/或开源数字图像求出目标物体尺寸的新方法。该方法沿相机轴线(z轴)在任意两个未知位置采集的图像对的视场内必须存在已知尺寸的参考物体,并利用该算法成功地完成了其他目标物体的二维尺寸测量(x-y)。所提出的方法适用于目标物体和参考物体不在同一平面的图像数量(>=2),这些图像可以从用户不知道的任何相机拍摄,因此用户完全不知道相机的内部和外部规格。通过从开源图像中确定华盛顿纪念碑、基督救世主(里约热内卢)和埃菲尔铁塔(巴黎)的尺寸,成功验证了该方法在低成本调查中的适用性。此外,还以巴黎圣母院为例,从未被破坏的参考结构中找到被破坏的尖顶的大小。将计算结果与已知的结构标准值进行了比较,发现使用该算法的所有情况的相对误差百分比都小于1%。该方法可用于调查或分析来自档案/图书馆的旧数字视频片段或图像,而用户不知道相机规格。
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引用次数: 0
Smart Objects and Replicas: A Survey of Tangible and Embodied Interactions in Museums and Cultural Heritage Sites 智能对象和复制品:博物馆和文化遗产遗址中有形和具体化互动的调查
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-02 DOI: 10.1145/3631132
Daniele Duranti, Davide Spallazzo, Daniela Petrelli
Tangible and Embodied interactions are areas of research within HCI and Interaction design. They refer to a way in which interacting with computer systems is closer to the way we interact with the real world. Instead of using devices such as a computer or a phone, we interact using seemingly non-technological objects, by moving our bodies or by using gestures. Since the early 2000s, tangible and embodied interactions have been applied and researched also in Cultural Heritage and museums, in an attempt to overcome issues induced by screen-based devices that may disengage visitors from the objects, their materiality and the physicality of the visit. This article surveys tangible and embodied interactions in museums, over a period of two decades since 2000. Over 120 projects have been researched and analysed thematically to provide a categorization based on cultural communication, interaction features and museological aspects. This categorization offers a conceptualization of tangible and embodied interactions in museums and Cultural Heritage; it suggests a terminology to describe the design characteristics of tangible and embodied interaction interventions, therefore facilitating the orientation of future research efforts in the field.
有形和具体化的交互是人机交互和交互设计的研究领域。它们指的是一种与计算机系统交互的方式更接近于我们与现实世界交互的方式。我们不再使用电脑或手机等设备,而是通过移动身体或使用手势,使用看似非科技的物体进行互动。自21世纪初以来,有形和具体化的互动也在文化遗产和博物馆中得到应用和研究,试图克服基于屏幕的设备引起的问题,这些设备可能会使游客脱离物体,它们的物质性和访问的物质性。本文调查了自2000年以来的二十年来博物馆中有形的和具体化的互动。对120多个项目进行了专题研究和分析,以提供基于文化交流、互动特征和博物馆学方面的分类。这种分类提供了博物馆和文化遗产中有形和具体互动的概念化;它提出了一个术语来描述有形和具身交互干预的设计特征,从而促进了该领域未来研究工作的方向。
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引用次数: 0
On the Books: Jim Crow and Algorithms of Resistance, a Collections as Data Case Study 在书:吉姆·克劳和算法的抵抗,收集作为数据案例研究
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-11-01 DOI: 10.1145/3631128
Amanda Henley, Lorin Bruckner, Hannah Jacobs, Matthew Jansen, Brianna Nunez, Rolando Rodriguez, Morgan Wilson
On the Books: Jim Crow and Algorithms of Resistance is a collections as data and machine learning project from the University Libraries at the University of North Carolina at Chapel Hill. This project has created a plain text corpus of North Carolina legal volumes (1866-1967) and used machine learning to identify likely Jim Crow laws. The project has been well received and is now being expanded to two additional states, while assessing the use of On the Books products in research and instruction. State partners at the University of South Carolina and the University of Virginia are adapting the On the Books methodology to create corpora for their own states. Three teaching fellows created learning modules that use products from On the Books and taught the modules to college-level courses. Research fellows are making use of the products on research projects of their own design. This paper will provide background for the On the Books project and will assess its use for multiple purposes: as a workflow to be reproduced by others, as content for use in teaching and learning, and as a resource for researchers. To demonstrate the utility of On the Books as a research tool, the article is co-authored by one of the research fellows. The project, “Mental Health, Disability, and Jim Crow Laws in North Carolina, 1866-1967,” makes use of the legal corpus as a primary source for researching the intersections of information, mental health, nutrition, and shifts from agricultural to industrial economics in the history of North Carolina. By assessing the experiences of those making use of On the Books products, this paper contributes to the understanding of best practices for those interested in creating and supporting collections as data so they may be used successfully for reproducibility, research, and teaching.
在书中:吉姆·克劳和抵抗算法是来自北卡罗来纳大学教堂山分校大学图书馆的数据和机器学习项目的集合。该项目创建了北卡罗来纳州法律卷(1866-1967)的纯文本语料库,并使用机器学习来识别可能的吉姆·克劳法律。该项目受到了好评,现在正在扩展到另外两个州,同时评估On The Books产品在研究和教学中的使用情况。南卡罗来纳大学(University of South Carolina)和弗吉尼亚大学(University of Virginia)的州政府合作伙伴正在采用On the Books的方法,为自己的州创建语料库。三位助教创建了使用On the Books产品的学习模块,并将这些模块教授给大学水平的课程。研究人员正在自己设计的研究项目中使用这些产品。本文将提供On the Books项目的背景,并将评估其在多种用途上的使用:作为他人复制的工作流程,作为教学和学习使用的内容,以及作为研究人员的资源。为了展示On the Books作为一种研究工具的实用性,本文由一位研究人员共同撰写。该项目名为“北卡罗莱纳州的精神健康、残疾和吉姆·克劳法,1866-1967”,利用法律语料库作为研究北卡罗莱纳州历史上信息、精神健康、营养和从农业到工业经济转变的交叉点的主要来源。通过评估那些使用On the Books产品的人的经验,本文有助于理解那些对创建和支持集合作为数据感兴趣的人的最佳实践,以便他们可以成功地用于再现、研究和教学。
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引用次数: 0
Space-Adaptive Artwork Placement Based on Content Similarities for Curating Thematic Spaces in a Virtual Museum 基于内容相似性的空间适应性艺术品放置——虚拟博物馆主题空间策展
3区 计算机科学 Q3 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2023-10-30 DOI: 10.1145/3631134
Hayun Kim, Maryam Shakeri, Jae-eun Shin, Woontack Woo
Virtual Reality (VR) provides curators with the tools to design immersive 3D exhibition spaces. However, manually positioning artworks in VR is labor-intensive, and most existing automated methods are limited in considering both artwork content and spatial characteristics, as well as accommodating curators’ design preferences. To address these challenges, we present a virtual exhibition authoring system that automatically generates optimized artwork placements for thematic space layouts, where exhibits are grouped by conceptual themes and arranged as clusters. Our approach clusters artworks based on five content similarity factors—color, material, description, artist, and production date—and allows curators to adjust the importance of each factor and set limits on cluster sizes according to their design goals. A genetic optimization algorithm is employed to determine the placement of artworks, using four cost functions—intra-cluster distance, inter-cluster distance, intra-cluster intervisibility, and occupancy—to evaluate the arrangement with respect to spatial characteristics. The effectiveness of our approach is demonstrated through a series of practical scenarios and an expert evaluation with curators.
虚拟现实(VR)为策展人提供了设计沉浸式3D展览空间的工具。然而,在VR中手动定位艺术品是一项劳动密集型的工作,现有的大多数自动化方法在考虑艺术品内容和空间特征以及适应策展人的设计偏好方面受到限制。为了应对这些挑战,我们提出了一个虚拟展览创作系统,该系统可以自动为主题空间布局生成优化的艺术品放置位置,其中展品按概念主题分组并排列成集群。我们的方法基于五个内容相似因素——颜色、材料、描述、艺术家和制作日期——对艺术品进行分类,并允许策展人调整每个因素的重要性,并根据他们的设计目标设置分类大小的限制。采用遗传优化算法来确定艺术品的放置位置,使用四个成本函数-簇内距离,簇间距离,簇内可见性和占用率-来评估空间特征方面的安排。我们的方法的有效性是通过一系列的实际情况和专家评估与策展人证明。
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引用次数: 0
期刊
ACM Journal on Computing and Cultural Heritage
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