155 research outputs found

    MovieRemix: Having Fun Playing with Videos

    Get PDF
    The process of producing new creative videos by editing, combining, and organizing pre-existing material (e.g., video shots) is a popular phenomenon in the current web scenario. Known as remix or video remix, the produced videomay have new and different meanings with respect to the sourcematerial. Unfortunately, whenmanaging audiovisual objects, the technological aspect can be a burden for many creative users.Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like amovie director, butinstead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived) and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos

    Electronic Imaging & the Visual Arts. EVA 2012 Florence

    Get PDF
    The key aim of this Event is to provide a forum for the user, supplier and scientific research communities to meet and exchange experiences, ideas and plans in the wide area of Culture & Technology. Participants receive up to date news on new EC and international arts computing & telecommunications initiatives as well as on Projects in the visual arts field, in archaeology and history. Working Groups and new Projects are promoted. Scientific and technical demonstrations are presented

    CHORUS Deliverable 2.2: Second report - identification of multi-disciplinary key issues for gap analysis toward EU multimedia search engines roadmap

    Get PDF
    After addressing the state-of-the-art during the first year of Chorus and establishing the existing landscape in multimedia search engines, we have identified and analyzed gaps within European research effort during our second year. In this period we focused on three directions, notably technological issues, user-centred issues and use-cases and socio- economic and legal aspects. These were assessed by two central studies: firstly, a concerted vision of functional breakdown of generic multimedia search engine, and secondly, a representative use-cases descriptions with the related discussion on requirement for technological challenges. Both studies have been carried out in cooperation and consultation with the community at large through EC concertation meetings (multimedia search engines cluster), several meetings with our Think-Tank, presentations in international conferences, and surveys addressed to EU projects coordinators as well as National initiatives coordinators. Based on the obtained feedback we identified two types of gaps, namely core technological gaps that involve research challenges, and “enablers”, which are not necessarily technical research challenges, but have impact on innovation progress. New socio-economic trends are presented as well as emerging legal challenges

    Digital workflows for the management of existing structures in the pre- and post-earthquake phases: BIM, CDE, drones, laser-scanning and AI

    Get PDF
    La metodologia BIM, sviluppata in America negli anni '70, ha rivoluzionato l'industria delle costruzioni introducendo i principi di innovazione e digitalizzazione per la gestione dei progetti, in un settore settore produttivo troppo legato a logiche tradizionali. I numerosi processi digitali che sono stati sviluppati da allora hanno riguardato in gran parte la progettazione di nuovi edifici, e sono principalmente legati alla disciplina del construction management. Alcune prime sperimentazioni condotte nel tempo hanno mostrato come l'estensione di questa metodologia agli edifici esistenti comporti molte difficoltà. In questo panorama, il lavoro di tesi si concentra sulla gestione delle strutture nella fase pre e post-sisma con l'obiettivo di sviluppare processi digitali basati sull'uso di tecnologie innovative applicate sia agli edifici ordinari che a quelli storici. Il primo workflow sviluppato, relativo alla fase pre-sisma, è stato denominato scan-to-FEM, ed è finalizzato a particolarizzare il classico processo scan-to-BIM nel campo dell'ingegneria strutturale, analizzando così tutti i passaggi dal rilievo dell'edificio con le tecniche digitali di fotogrammetria e laser-scanning fino all'analisi strutturale e alla valutazione della sicurezza nei confronti delle azioni sismiche. I processi di gestione delle strutture post-sisma sono invece incentrati sulla stima della sicurezza della struttura e sulla definizione delle strategie di intervento, e si basano sull'analisi delle caratteristiche intrinseche della struttura e dei danni indotti dagli eventi sismici. L'intero processo di valutazione del livello operativo di un edificio è stato quindi rivisto alla luce delle moderne tecnologie digitali. Nel dettaglio, sono state sviluppate Reti Neurali Convoluzionali (CNN) per la crack detection, e l'estrazione delle informazioni numeriche associate alle lesioni, gestite poi grazie ai modelli BIM. I quadri fessurativi sono stati digitalizzati grazie allìintroduzione un nuovo oggetto BIM "lesione" (attualmente non codificato nello standard IFC), al quale è stato aggiunto un set di parametri in parte valutati con le CNN ed in parte qualitativi. Durante lo sviluppo di questi processi, sono stati sviluppati nuovi strumenti adhoc per la gestione degli edifici esistenti. In particolare, sono state definite specifiche per lo sviluppo di schede tecniche digitali dei danni, e per la creazione del nuovo oggetto BIM "lesione". I processi di gestione degli edifici danneggiati, grazie agli sviluppi tecnologici realizzati, sono stati applicati per la digitalizzazione dell'edificio storico della chiesa di San Pietro in Vinculis danneggiato a seguito di eventi sismici, grazie ai quali sono stati sperimentati i massimi benefici in termini di riduzione di tempo e risparmio di risorse

    Electronic Imaging & the Visual Arts. EVA 2019 Florence

    Get PDF
    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Science and Culture Developments & Applications; New Technical Developments & Applications; Cultural Activities – Real and Virtual Galleries and Related Initiatives, Access to the Culture Information. One Workshop regards Innovation and Enterprise. The more recent results of the Researches at national and international level are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Art Cities, Cultural Districts and Museums

    Get PDF
    The subject of economic valorisation has become a current topic and the idea that culture can be considered a factor of economic production, able to generate wealth, appears to have been generally accepted. The book consists of a series of essays about the economic valorisation of the cultural, artistic and environmental heritage of the art city of Florence using a business economics approach and will appeal to scholars and researchers focusing on the cultural economics and managerial economics of art and to practitioners in the cultural sector and policy makers

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

    Get PDF

    Quality of Information in Mobile Crowdsensing: Survey and Research Challenges

    Full text link
    Smartphones have become the most pervasive devices in people's lives, and are clearly transforming the way we live and perceive technology. Today's smartphones benefit from almost ubiquitous Internet connectivity and come equipped with a plethora of inexpensive yet powerful embedded sensors, such as accelerometer, gyroscope, microphone, and camera. This unique combination has enabled revolutionary applications based on the mobile crowdsensing paradigm, such as real-time road traffic monitoring, air and noise pollution, crime control, and wildlife monitoring, just to name a few. Differently from prior sensing paradigms, humans are now the primary actors of the sensing process, since they become fundamental in retrieving reliable and up-to-date information about the event being monitored. As humans may behave unreliably or maliciously, assessing and guaranteeing Quality of Information (QoI) becomes more important than ever. In this paper, we provide a new framework for defining and enforcing the QoI in mobile crowdsensing, and analyze in depth the current state-of-the-art on the topic. We also outline novel research challenges, along with possible directions of future work.Comment: To appear in ACM Transactions on Sensor Networks (TOSN

    Proceedings of digital cultural heritage: FUTURE VISIONS

    Get PDF
    • …
    corecore