12 research outputs found

    Archiving and Delivery of 3DTI Rehabilitation Sessions

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    In this paper we present CyPhy: a cyber-physiotherapy system that brings daily rehabilitation to patient’s home with supervision from trained therapist. With its archiving and delivery features, CyPhy is able to 1) capture and record RGB-D and physiotherapy-related medical sensing data streams in home environment; 2) provide efficient storage for rehabilitation session recordings; 3) provide fast metadata analysis over stored sessions for review recommendation; 4) adaptively deliver rehabilitation session under different networking capabilities; 5) support smooth viewpoint changing during 3D video streaming with scene rendering schemes tailored for devices with different bandwidth and power limitations; and 6) provide platform-independent streaming client for various mobile and PC environments

    2.2. The Things We Can Do with Pictures: Image-Based Modeling and Archaeology

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    Since the wide-spread availability of cost efficient image-based modeling software emerged five years ago, the discipline of archaeology has seen a proliferation of all things digital. The implementation of 3D modeling specifically is well attested as evidenced initially by a wave of peer-reviewed studies testing the technology for archaeological purposes, which has then been followed by colloquia, conferences panels, workshops, and publications focusing on the technology’s analytical benefits. It remains evident that although digital archaeology is not a new development, it now has a heretofore unpresented degree of staying power. The intention here is to present a critical analysis of the technology by drawing on a set of field applications that highlight how this technology continues to transform the discipline through a diverse set of methodological and interpretive frameworks.https://dc.uwm.edu/arthist_mobilizingthepast/1010/thumbnail.jp

    Omnidirectional view and multi-modal streaming in 3D tele-immersion system

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    3D Tele-immersion (3DTI) technology allows full-body, multi-modal content delivery among geographically dispersed users. In 3DTI, user’s 3D model will be captured by multiple RGB-D (color plus depth) cameras surround- ing user’s body. In addition, various sensors (e.g., motion sensors, medical sensors, wearable gaming consoles, etc.) specified by the application will be included to deliver a multi-modal experience. In a traditional 2D live video streaming system, the interactivity of end users, choosing a specified viewpoint, has been crippled by the fact that they can only choose to see the physical scene captured by a physical camera, but not between two physical cameras. However, 3DTI system makes it possible rendering a 3D space where the viewers can view physical scene from arbitrary viewpoint. In this thesis, we present systematic solutions of omnidirectional view in 3D tele-immersion system in a real-time manner and in an on-demand streaming manner, called FreeViewer and OmniViewer, respectively. we provide a complete multi-modal 3D video streaming/rendering solution, which achieves the feature of omnidirectional view in monoscopic 3D systems

    Semantics-aware content delivery framework for 3D Tele-immersion

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    3D Tele-immersion (3DTI) technology allows full-body, multimodal interaction among geographically dispersed users, which opens a variety of possibilities in cyber collaborative applications such as art performance, exergaming, and physical rehabilitation. However, with its great potential, the resource and quality demands of 3DTI rise inevitably, especially when some advanced applications target resource-limited computing environments with stringent scalability demands. Under these circumstances, the tradeoffs between 1) resource requirements, 2) content complexity, and 3) user satisfaction in delivery of 3DTI services are magnified. In this dissertation, we argue that these tradeoffs of 3DTI systems are actually avoidable when the underlying delivery framework of 3DTI takes the semantic information into consideration. We introduce the concept of semantic information into 3DTI, which encompasses information about the three factors: environment, activity, and user role in 3DTI applications. With semantic information, 3DTI systems are able to 1) identify the characteristics of its computing environment to allocate computing power and bandwidth to delivery of prioritized contents, 2) pinpoint and discard the dispensable content in activity capturing according to properties of target application, and 3) differentiate contents by their contributions on fulfilling the objectives and expectation of user’s role in the application so that the adaptation module can allocate resource budget accordingly. With these capabilities we can change the tradeoffs into synergy between resource requirements, content complexity, and user satisfaction. We implement semantics-aware 3DTI systems to verify the performance gain on the three phases in 3DTI systems’ delivery chain: capturing phase, dissemination phase, and receiving phase. By introducing semantics information to distinct 3DTI systems, the efficiency improvements brought by our semantics-aware content delivery framework are validated under different application requirements, different scalability bottlenecks, and different user and application models. To sum up, in this dissertation we aim to change the tradeoff between requirements, complexity, and satisfaction in 3DTI services by exploiting the semantic information about the computing environment, the activity, and the user role upon the underlying delivery systems of 3DTI. The devised mechanisms will enhance the efficiency of 3DTI systems targeting on serving different purposes and 3DTI applications with different computation and scalability requirements

    Métodos de representação virtual e visualização para informação arquitetónica e contextual em sítios arqueológicos

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    This work seeks to outline some guidelines in order to improve the use of 3D visualization applied to archaeological data of diverse nature and at different scales. One difficulty found in this process is related to the still frequent two-dimensional representation of the three-dimensional archaeological reality. Aware that the existence of data of two-dimensional nature is fundamental in the archaeological process and that they result, on the one hand, from the manual archaeological recording processes and, on the other hand, from the intense analysis and interpretation activity of the archaeological investigation team, we seek to ensure an adequate 3D representation based on 3D acquisition methods mostly available to the archaeology teams. Archaeological visualization in three-dimensional support is an increasingly frequent and necessary practice, but it continues to show some difficulties. These are substantiated in the reduced number of visualization techniques used, the use of visualization tools that are not very customized for the archaeological needs and the privileged use of visual features of the models during the archaeological process phases. Thus, the main objective of this work is to design and evaluate appropriate methods for visualizing archaeological data. To determine which visualization methods are most used during the phases of the archaeological process, an online user-survey was carried out, which allowed consolidating the 3D representation methodologies used, as well as to propose a visualization model that also categorizes the appropriate visualization techniques which increase the visual perception and understanding of the archaeological elements. Three prototypes are defined according to the different 3D data acquisition methodologies presented and visualization methodologies are designed in order to, on the one hand, take into account the scale and diversity of the archaeological elements and, on the other hand, to account for the need to ensure visualization methods which are easily assimilated by archaeologists. Each prototype was evaluated by two archaeologists with different professional background. They were proposed, through a set of previously determined tasks, to assess the interaction with 3D models and with the visualization methods and the satisfaction of the visualization results regarding the archaeological needs. The evaluation of the prototypes allowed to conclude that the presented visualization methods increase the perception of 3D models which represent archaeological elements. In addition, it was also possible to produce new objects that reveal elements of archaeological interest. It is suggested to make these methodologies available on a web-based application and on mobile platforms.Este trabalho procura esboçar algumas diretrizes no sentido de melhorar a utilização da visualização 3D aplicada aos dados arqueológicos de natureza diversa e a escalas distintas. Uma dificuldade encontrada neste processo prende-se com a, ainda frequente, representação bidimensional da realidade arqueológica tridimensional. Ciente de que a existência de dados de natureza bidimensional são fundamentais no processo arqueológico e que resultam, por um lado, dos processos manuais de registo arqueológicos e, por outro, da intensa atividade de análise e interpretação da equipa de investigação arqueológica, procuramos assegurar uma representação 3D adequada, com base em metodologias de aquisição de dados 3D geralmente disponíveis às equipas de arqueologia. A visualização arqueológica em suporte tridimensional é uma prática cada vez mais frequente e necessária, mas que continua a evidenciar algumas dificuldades. Estas substanciam-se no reduzido número de técnicas de visualização usadas, na utilização de ferramentas de visualização pouco adaptadas às necessidades arqueológicas e na utilização preferencial de características visuais dos modelos durante as fases do processo arqueológico. Assim, o objetivo primordial deste trabalho é desenhar e avaliar métodos adequados à visualização de dados arqueológicos. Para determinar que métodos de visualização são mais utilizados durante as fases do processo arqueológico realizou-se um questionário online que permitiu consolidar as metodologias de representação 3D usadas, bem como propor um modelo de visualização que também categoriza as técnicas de visualização adequadas para aumentar a perceção e a compreensão visual dos elementos arqueológicos. Definem-se três protótipos de acordo com as distintas metodologias de aquisição de dados 3D apresentados e são desenhadas metodologias de visualização que, por um lado, têm em conta a escala e a diversidade dos elementos arqueológicos e, por outro, a necessidade de assegurar métodos de visualização facilmente assimilados pelos arqueólogos. Cada protótipo foi avaliado por dois arqueólogos com experiências profissionais distintas. O que lhes foi proposto, através de um conjunto de tarefas previamente estabelecidas, foi aferir da facilidade de interação com os modelos 3D e com os métodos de visualização e adequação dos resultados de visualização às necessidades dos arqueólogos. A avaliação dos protótipos permitiu concluir que os métodos de visualização apresentados aumentam a perceção dos modelos 3D que representam elementos arqueológicos. Para além disso foi possível produzir também novos objetos que revelam elementos com interesse arqueológico. É sugerida a disponibilização destas metodologias em ambiente web e plataformas móveis.Programa Doutoral em Informátic

    Archaeological 3D GIS

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    Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses

    Archaeological 3D GIS

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    "Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses.

    Archaeology of Digital Environments: Tools, Methods, and Approaches

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    Digital archaeologists use digital tools for conducting archaeological work, but their potential also lies in applying archaeological thinking and methods to understanding digital built environments (i.e., software) as contemporary examples of human settlement, use, and abandonment. This thesis argues for digital spaces as archaeological artifacts, sites, and landscapes that can be investigated in both traditional and non-traditional ways. At the core of my research is the fundamental argument that human-occupied digital spaces can be studied archaeologically with existing and modified theory, tools, and methods to reveal that human occupation and use of synthetic worlds is similar to how people behave in the natural world. Working digitally adds new avenues of investigation into human behavior in relation to the things people make, modify, and inhabit. In order to investigate this argument, the thesis focuses on three video game case studies, each using different kinds of archaeology specifically chosen to help understand the software environments being researched: 1) epigraphy, stylometry, and text analysis for the code-artifact of Colossal Cave Adventure; 2) photogrammetry, 3D printing, GIS mapping, phenomenology, and landscape archaeology within the designed, digital heritage virtual reality game-site of Skyrim VR; 3) actual survey and excavation of 30 heritage sites for a community of displaced human players in the synthetic landscape of No Man’s Sky. My conclusions include a blended approach to conducting future archaeological fieldwork in digital built environments, one that modifies traditional approaches to archaeological sites and material in a post/transhuman landscape. As humanity continues trending towards constant digital engagement, archaeologists need to be prepared to study how digital places are settled, used, and abandoned. This thesis takes a step in that direction using the vernacular of games as a starting point

    Archaeological 3D GIS

    Get PDF
    Archaeological 3D GIS provides archaeologists with a guide to explore and understand the unprecedented opportunities for collecting, visualising, and analysing archaeological datasets in three dimensions. With platforms allowing archaeologists to link, query, and analyse in a virtual, georeferenced space information collected by different specialists, the book highlights how it is possible to re-think aspects of theory and practice which relate to GIS. It explores which questions can be addressed in such a new environment and how they are going to impact the way we interpret the past. By using material from several international case studies such as Pompeii, Çatalhöyük, as well as prehistoric and protohistoric sites in Southern Scandinavia, this book discusses the use of the third dimension in support of archaeological practice. This book will be essential for researchers and scholars who focus on archaeology and spatial analysis, and is designed and structured to serve as a textbook for GIS and digital archaeology courses

    Mobilizing the Past for a Digital Future : The Potential of Digital Archaeology

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    Mobilizing the Past is a collection of 20 articles that explore the use and impact of mobile digital technology in archaeological field practice. The detailed case studies present in this volume range from drones in the Andes to iPads at Pompeii, digital workflows in the American Southwest, and examples of how bespoke, DIY, and commercial software provide solutions and craft novel challenges for field archaeologists. The range of projects and contexts ensures that Mobilizing the Past for a Digital Future is far more than a state-of-the-field manual or technical handbook. Instead, the contributors embrace the growing spirit of critique present in digital archaeology. This critical edge, backed by real projects, systems, and experiences, gives the book lasting value as both a glimpse into present practices as well as the anxieties and enthusiasm associated with the most recent generation of mobile digital tools. This book emerged from a workshop funded by the National Endowment for the Humanities held in 2015 at Wentworth Institute of Technology in Boston. The workshop brought together over 20 leading practitioners of digital archaeology in the U.S. for a weekend of conversation. The papers in this volume reflect the discussions at this workshop with significant additional content. Starting with an expansive introduction and concluding with a series of reflective papers, this volume illustrates how tablets, connectivity, sophisticated software, and powerful computers have transformed field practices and offer potential for a radically transformed discipline.https://dc.uwm.edu/arthist_mobilizingthepast/1000/thumbnail.jp
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