449 research outputs found

    Distribución y uso de modelos 3D en la web: ¿estamos listos?

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    [EN] Digital technologies are now mature for producing high quality digital replicas of Cultural Heritage (CH) assets. The research results produced in the last decade ignitedan impressive evolution and consolidation of the technologies for acquiring high-quality digital three-dimensional (3D)models, encompassing both geometry and color. What remains still an open problem is how to deliver those data and related knowledge to our society. The web is nowadays the main channel for the dissemination of knowledge. Emerging commercial solutions for web-publishing of 3D data are consolidating and becoming a de-facto standard for many applications(e-commerce, industrial products, education, etc.).In this framework, CH is a very specific domain, requiring highly flexible solutions. Some recent experiences arepresented, aimed at providing a support to the archival of archaeological3Ddata, supporting web-based publishing of very high-resolution digitization results and finally enabling the documentation of complex restoration actions. All those examples have been recently implemented on the open-source 3D Heritage Online Presenter (3DHOP)platform, developed at CNR-ISTI[ES] Las tecnologías digitales estánahora maduraspara producir réplicas digitales de alta calidad de valores activos del patrimonio cultural (CH). Los resultados de la investigación producidos en la última década han mostrado una evolución impresionante y una consolidación de las tecnologías para la capturade modelos digitales tridimensionales (3D)de alta calidad, que abarcanla geometríay el color.Lo que queda aún por resolver estárelacionado con la forma de distribuirlos datos y el conocimiento relacionado conla sociedad. La web es hoy en día el principal canal utilizado para divulgarel conocimiento. Las soluciones comerciales nuevas relacionadas con la publicación en la red de datos en 3D se están consolidando y convirtiendo en un estándar de facto para muchas aplicaciones(comercio electrónico, productos industriales, educación, etc.). En este escenario, el patrimonio culturales un dominio muy específico, que requiere soluciones muyflexibles.Se presentan algunas experiencias recientes, destinadasa proporcionar un apoyo al archivo de los datos arqueológicos3D, la publicaciónwebde los resultados de digitalización de muy alta resoluciónque permitenfinalmente la documentación de trabajos de restauracióncomplejos. Todos estos ejemplos se han implementado recientemente en la plataforma 3D Heritage Online Presenter(3DHOP)de código abierto, desarrolladaen el CNR-ISTI.The research leading to these results has received funding from the EU 7th Framework Programme (FP7/2007-2013) under grant agreement no. 654119 (EC "PARTHENOS" project) and EU H2020 Programme (“EMOTIVE: EMOTIve Virtual cultural Experiences through personalized storytelling”, H2020-SC6-CULT-COOP-08-2016) under grant agreement no. 727188.Scopigno, R.; Callieri, M.; Dellepiane, M.; Ponchio, F.; Potenziani, M. (2017). Delivering and using 3D models on the web: are we ready?. Virtual Archaeology Review. 8(17):1-9. https://doi.org/10.4995/var.2017.6405SWORD1981

    Enriched biodiversity data as a resource and service

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    Background: Recent years have seen a surge in projects that produce large volumes of structured, machine-readable biodiversity data. To make these data amenable to processing by generic, open source “data enrichment” workflows, they are increasingly being represented in a variety of standards-compliant interchange formats. Here, we report on an initiative in which software developers and taxonomists came together to address the challenges and highlight the opportunities in the enrichment of such biodiversity data by engaging in intensive, collaborative software development: The Biodiversity Data Enrichment Hackathon. Results: The hackathon brought together 37 participants (including developers and taxonomists, i.e. scientific professionals that gather, identify, name and classify species) from 10 countries: Belgium, Bulgaria, Canada, Finland, Germany, Italy, the Netherlands, New Zealand, the UK, and the US. The participants brought expertise in processing structured data, text mining, development of ontologies, digital identification keys, geographic information systems, niche modeling, natural language processing, provenance annotation, semantic integration, taxonomic name resolution, web service interfaces, workflow tools and visualisation. Most use cases and exemplar data were provided by taxonomists. One goal of the meeting was to facilitate re-use and enhancement of biodiversity knowledge by a broad range of stakeholders, such as taxonomists, systematists, ecologists, niche modelers, informaticians and ontologists. The suggested use cases resulted in nine breakout groups addressing three main themes: i) mobilising heritage biodiversity knowledge; ii) formalising and linking concepts; and iii) addressing interoperability between service platforms. Another goal was to further foster a community of experts in biodiversity informatics and to build human links between research projects and institutions, in response to recent calls to further such integration in this research domain. Conclusions: Beyond deriving prototype solutions for each use case, areas of inadequacy were discussed and are being pursued further. It was striking how many possible applications for biodiversity data there were and how quickly solutions could be put together when the normal constraints to collaboration were broken down for a week. Conversely, mobilising biodiversity knowledge from their silos in heritage literature and natural history collections will continue to require formalisation of the concepts (and the links between them) that define the research domain, as well as increased interoperability between the software platforms that operate on these concepts

    CELO: A System for Efficiently Building Informatics Solutions to Manage Biomedical Research Data

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    Traditional data management methods are unable to sufficiently support growing trends in biomedical research such as collection of larger data sets, use of diverse data types, and sharing of data among multiple laboratories. Although many technologies are readily available to help laboratories build data management solutions, many laboratories are not taking advantage of them. This may be due to hardware and software costs, the need for an informaticist to build customized solutions, and long development times. Several systems already exist which attempt to address the informatics needs of biomedical researchers. A review of these systems has revealed the benefits and drawbacks of various system design approaches, and has helped us to identify a set of core requirements for a system that will successfully serve the biomedical research community. In consideration of these requirements, we developed the Customizable Electronic Laboratory Online (CELO) system to help laboratories efficiently build cost-effective informatics solutions. CELO automatically creates a generic database and web interface for laboratories that submit a simple web registration form. Researchers can then build their own customized data management systems using web-based features such as configurable user permissions, customizable user interfaces, support for multimedia files, and templates for defining research data representations. An evaluation of the CELO system has demonstrated its ability to efficiently create customized solutions for research laboratories with basic data management needs. The evaluation has also highlighted areas in which CELO can be improved and has elucidated potential research problems that may be of interest to the biomedical informatics field

    Cruiser and PhoTable: Exploring Tabletop User Interface Software for Digital Photograph Sharing and Story Capture

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    Digital photography has not only changed the nature of photography and the photographic process, but also the manner in which we share photographs and tell stories about them. Some traditional methods, such as the family photo album or passing around piles of recently developed snapshots, are lost to us without requiring the digital photos to be printed. The current, purely digital, methods of sharing do not provide the same experience as printed photographs, and they do not provide effective face-to-face social interaction around photographs, as experienced during storytelling. Research has found that people are often dissatisfied with sharing photographs in digital form. The recent emergence of the tabletop interface as a viable multi-user direct-touch interactive large horizontal display has provided the hardware that has the potential to improve our collocated activities such as digital photograph sharing. However, while some software to communicate with various tabletop hardware technologies exists, software aspects of tabletop user interfaces are still at an early stage and require careful consideration in order to provide an effective, multi-user immersive interface that arbitrates the social interaction between users, without the necessary computer-human interaction interfering with the social dialogue. This thesis presents PhoTable, a social interface allowing people to effectively share, and tell stories about, recently taken, unsorted digital photographs around an interactive tabletop. In addition, the computer-arbitrated digital interaction allows PhoTable to capture the stories told, and associate them as audio metadata to the appropriate photographs. By leveraging the tabletop interface and providing a highly usable and natural interaction we can enable users to become immersed in their social interaction, telling stories about their photographs, and allow the computer interaction to occur as a side-effect of the social interaction. Correlating the computer interaction with the corresponding audio allows PhoTable to annotate an automatically created digital photo album with audible stories, which may then be archived. These stories remain useful for future sharing -- both collocated sharing and remote (e.g. via the Internet) -- and also provide a personal memento both of the event depicted in the photograph (e.g. as a reminder) and of the enjoyable photo sharing experience at the tabletop. To provide the necessary software to realise an interface such as PhoTable, this thesis explored the development of Cruiser: an efficient, extensible and reusable software framework for developing tabletop applications. Cruiser contributes a set of programming libraries and the necessary application framework to facilitate the rapid and highly flexible development of new tabletop applications. It uses a plugin architecture that encourages code reuse, stability and easy experimentation, and leverages the dedicated computer graphics hardware and multi-core processors of modern consumer-level systems to provide a responsive and immersive interactive tabletop user interface that is agnostic to the tabletop hardware and operating platform, using efficient, native cross-platform code. Cruiser's flexibility has allowed a variety of novel interactive tabletop applications to be explored by other researchers using the framework, in addition to PhoTable. To evaluate Cruiser and PhoTable, this thesis follows recommended practices for systems evaluation. The design rationale is framed within the above scenario and vision which we explore further, and the resulting design is critically analysed based on user studies, heuristic evaluation and a reflection on how it evolved over time. The effectiveness of Cruiser was evaluated in terms of its ability to realise PhoTable, use of it by others to explore many new tabletop applications, and an analysis of performance and resource usage. Usability, learnability and effectiveness of PhoTable was assessed on three levels: careful usability evaluations of elements of the interface; informal observations of usability when Cruiser was available to the public in several exhibitions and demonstrations; and a final evaluation of PhoTable in use for storytelling, where this had the side effect of creating a digital photo album, consisting of the photographs users interacted with on the table and associated audio annotations which PhoTable automatically extracted from the interaction. We conclude that our approach to design has resulted in an effective framework for creating new tabletop interfaces. The parallel goal of exploring the potential for tabletop interaction as a new way to share digital photographs was realised in PhoTable. It is able to support the envisaged goal of an effective interface for telling stories about one's photos. As a serendipitous side-effect, PhoTable was effective in the automatic capture of the stories about individual photographs for future reminiscence and sharing. This work provides foundations for future work in creating new ways to interact at a tabletop and to the ways to capture personal stories around digital photographs for sharing and long-term preservation

    DSpace 1.8 manual

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    Metadata-based access to cultural heritage collections: the RHCe use case

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    More and more cultural heritage organizations see a great opportunity by opening up their collections via the Web to expand their userbase. In this paper we look at our current work in a specific use case, a cultural heritage organization called RHCe that wanted to open up its photo and video archives to the public. We demonstrate in this paper how we can utilize metadata to offer a homogeneous multi-faceted view over their heterogeneous archives. We also discuss what to do if metadata is not available for resources and how we can use a simple mechanism like tagging to still get high quality annotations. We do this by relating the user tags to concepts in an ontology and we discuss some mechanism to do this (semi-) automatically. We also show how these techniques can be used to build a user model and how we can identify the most probable annotations that can be used by domain experts to improve their annotation-time efficiency

    BioMeRSA: The Biology media repository with semantic augmentation

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    With computers now capable of easily handling all kinds of multimedia files in vast quantity, and with the Internet now well-suited to exchange these files, we are faced with the challenge of organizing this data in such a way so as to make the information most useful and accessible. This holds true as well for media pertaining to the field of biology, where multimedia is particularly useful in education, as well as in research. To help address this, a software system with a Web-based interface has been developed for improving the accuracy and specificity of multimedia searching and browsing by integrating semantic data pertaining to the field of biology from the Unified Medical Language System (UMLS). Using the Biology Media Repository with Semantic Augmentation (BioMeRSA) system, users who are considered to be `experts\u27 can associate concepts from UMLS with multimedia files submitted by other users to provide semantic context for the files. These annotations are used to retrieve relevant files in the searching and browsing interfaces. A wide variety of image files are currently supported, with some limited support for video and audio files
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