3,688 research outputs found
Developing serious games for cultural heritage: a state-of-the-art review
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
FlightGoggles: A Modular Framework for Photorealistic Camera, Exteroceptive Sensor, and Dynamics Simulation
FlightGoggles is a photorealistic sensor simulator for perception-driven
robotic vehicles. The key contributions of FlightGoggles are twofold. First,
FlightGoggles provides photorealistic exteroceptive sensor simulation using
graphics assets generated with photogrammetry. Second, it provides the ability
to combine (i) synthetic exteroceptive measurements generated in silico in real
time and (ii) vehicle dynamics and proprioceptive measurements generated in
motio by vehicle(s) in a motion-capture facility. FlightGoggles is capable of
simulating a virtual-reality environment around autonomous vehicle(s). While a
vehicle is in flight in the FlightGoggles virtual reality environment,
exteroceptive sensors are rendered synthetically in real time while all complex
extrinsic dynamics are generated organically through the natural interactions
of the vehicle. The FlightGoggles framework allows for researchers to
accelerate development by circumventing the need to estimate complex and
hard-to-model interactions such as aerodynamics, motor mechanics, battery
electrochemistry, and behavior of other agents. The ability to perform
vehicle-in-the-loop experiments with photorealistic exteroceptive sensor
simulation facilitates novel research directions involving, e.g., fast and
agile autonomous flight in obstacle-rich environments, safe human interaction,
and flexible sensor selection. FlightGoggles has been utilized as the main test
for selecting nine teams that will advance in the AlphaPilot autonomous drone
racing challenge. We survey approaches and results from the top AlphaPilot
teams, which may be of independent interest.Comment: Initial version appeared at IROS 2019. Supplementary material can be
found at https://flightgoggles.mit.edu. Revision includes description of new
FlightGoggles features, such as a photogrammetric model of the MIT Stata
Center, new rendering settings, and a Python AP
Serious Games in Cultural Heritage
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
Accelerating Real-Time, High-Resolution Depth Upsampling on FPGAs
While the popularity of high-resolution, computer-vision applications (e.g. mixed reality, autonomous vehicles) is increasing, there have been complementary advances in time-of-flight (ToF) depth-sensor resolution and quality. These advances in ToF sensors provide a platform that can enable real-time, depth-upsampling algorithms targeted for high-resolution video systems with low-latency requirements. This thesis demonstrates that filter-based upsampling algorithms are feasible for real-time, low-power scenarios, such as those on HMDs. Specifically, the author profiled, parallelized, and accelerated a filter-based depth-upsampling algorithm on an FPGA using high-level synthesis tools from Xilinx. We show that our accelerated algorithm can accurately upsample the resolution and reduce the noise of ToF sensors. We also demonstrate that this algorithm exceeds the real-time requirements of 90 frames-per-second (FPS) and 11 ms latency of mixed-reality hardware, achieving a lower-bound speedup of 40 times over the fastest CPU-only version and a 4.7 times speedup over the original GPU implementation
Recent advances in monocular model-based tracking: a systematic literature review
In this paper, we review the advances of monocular model-based tracking for
last ten years period until 2014. In 2005, Lepetit, et. al, [19] reviewed the status
of monocular model based rigid body tracking. Since then, direct 3D tracking has
become quite popular research area, but monocular model-based tracking should
still not be forgotten. We mainly focus on tracking, which could be applied to aug-
mented reality, but also some other applications are covered. Given the wide subject
area this paper tries to give a broad view on the research that has been conducted,
giving the reader an introduction to the different disciplines that are tightly related
to model-based tracking. The work has been conducted by searching through well
known academic search databases in a systematic manner, and by selecting certain
publications for closer examination. We analyze the results by dividing the found
papers into different categories by their way of implementation. The issues which
have not yet been solved are discussed. We also discuss on emerging model-based
methods such as fusing different types of features and region-based pose estimation
which could show the way for future research in this subject.Siirretty Doriast
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