10 research outputs found

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    Reviving the Roman Odeon of Aphrodisias: Dynamic Animation and Variety Control of Crowds in Virtual Heritage

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    In this paper we propose a new method for rendering crowds of virtual humans with dynamicallydeformed skeletons with levels of detail using two simple caching schemes for animations and geometry. Weshow how the virtual heritage project ERATO pushed for these innovations as we did not find any off-theshelfproducts for the purpose. We also show how to create a large variety in appearance using graphicsalgorithm techniques that run on graphics cards with a fixed function pipeline support like the one ofOpenGL 1.

    La recreación de una escena urbana medieval con personajes inteligentes: pasos para crear el escenario completo

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    [EN] From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time.[ES] El proceso de reconstrucción en 3D de lugareshistóricospoblados con habitantes virtuales es complejo, y requiere de un gran conjunto de habilidades y herramientas. Estos procesos incluyen elasesoramiento histórico, el modelado 3D, ola programación y estas limitaciones hacen que sea muy difícil construir sus propias simulacionesenpequeños equipos arqueológicos. En este artículo, describimos nuestro intento de minimizar este escenario. Se describe cómo integramos el trabajo curricular de los estudiantes en la academia, haciendouso de herramientas libres olicencias de campus. Se presentan los detalles de los métodos y de las herramientas utilizadas en el processo de construcción de la simulación virtual del pueblo medieval de Mértola, en el sur de Portugal. Se presenta: a)el desarrollo de los modelos ligeros 3D en el pueblo, incluyendo las habitaciones y el terreno, yb) su integración en unmotor de juego con el fin de c)incluir la población virtual de habitantes autónomos, en una simulación que pueda ser ejecutadaen tiempo real.This project was funded by the Horizon 2020: EU Framework Programme for Research and Innovation under Marie Skłodowska-Curie grant agreement No. 655226 (fellowship to Dr. Rui Filipe Antunes). We knowledge the support of BioISI R&D unit (UID/MULTI/04046/2013), Portugal, the information provided by the team of Campo Arqueológico de Mértola and the students that produced the models and scenarios. Proofreading by Piki Productions.Cláudio, AP.; Carmo, MB.; De Carvalho, AA.; Xavier, W.; Antunes, RF. (2017). Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario. Virtual Archaeology Review. 8(17):31-41. https://doi.org/10.4995/var.2017.6557SWORD314181

    Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario

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    From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of skills and tools. These constraints make it increasingly difficult, however not unattainable, for small archaeological sites to build their own simulations. In this article, we describe our attempt to minimize this scenario. We describe a framework that makes use of free tools or campus licenses and integrates the curricular work of students in academia. We present the details of methods and tools used in the pipeline of the construction of the virtual simulation of the medieval village of Mértola in the south of Portugal. We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants in a simulation running in real-time

    Developing serious games for cultural heritage: a state-of-the-art review

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    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

    Output-Sensitive Rendering of Detailed Animated Characters for Crowd Simulation

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    High-quality, detailed animated characters are often represented as textured polygonal meshes. The problem with this technique is the high cost that involves rendering and animating each one of these characters. This problem has become a major limiting factor in crowd simulation. Since we want to render a huge number of characters in real-time, the purpose of this thesis is therefore to study the current existing approaches in crowd rendering to derive a novel approach. The main limitations we have found when using impostors are (1) the big amount of memory needed to store them, which also has to be sent to the graphics card, (2) the lack of visual quality in close-up views, and (3) some visibility problems. As we wanted to overcome these limitations, and improve performance results, the found conclusions lead us to present a new representation for 3D animated characters using relief mapping, thus supporting an output-sensitive rendering. The basic idea of our approach is to encode each character through a small collection of textured boxes storing color and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone in the animated skeleton. A fragment shader is used to recover the original geometry using an adapted version of relief mapping. Unlike competing output-sensitive approaches, our compact representation is able to recover high-frequency surface details and reproduces view-motion parallax e ects. Furthermore, the proposed approach ensures correct visibility among di erent animated parts, and it does not require us to prede ne the animation sequences nor to select a subset of discrete views. Finally, a user study demonstrates that our approach allows for a large number of simulated agents with negligible visual artifacts

    Output-Sensitive Rendering of Detailed Animated Characters for Crowd Simulation

    Get PDF
    High-quality, detailed animated characters are often represented as textured polygonal meshes. The problem with this technique is the high cost that involves rendering and animating each one of these characters. This problem has become a major limiting factor in crowd simulation. Since we want to render a huge number of characters in real-time, the purpose of this thesis is therefore to study the current existing approaches in crowd rendering to derive a novel approach. The main limitations we have found when using impostors are (1) the big amount of memory needed to store them, which also has to be sent to the graphics card, (2) the lack of visual quality in close-up views, and (3) some visibility problems. As we wanted to overcome these limitations, and improve performance results, the found conclusions lead us to present a new representation for 3D animated characters using relief mapping, thus supporting an output-sensitive rendering. The basic idea of our approach is to encode each character through a small collection of textured boxes storing color and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone in the animated skeleton. A fragment shader is used to recover the original geometry using an adapted version of relief mapping. Unlike competing output-sensitive approaches, our compact representation is able to recover high-frequency surface details and reproduces view-motion parallax e ects. Furthermore, the proposed approach ensures correct visibility among di erent animated parts, and it does not require us to prede ne the animation sequences nor to select a subset of discrete views. Finally, a user study demonstrates that our approach allows for a large number of simulated agents with negligible visual artifacts

    Virtual reality exposure therapy for social phobia

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    This thesis presents researches and experiments performed in collaboration with a psychiatrist in order to validate and improve the use of virtual reality in social phobia psychotherapy. Cognitive and behavioral therapies are strongly based on the exposure to anxiety provoking stimuli. Virtual reality seems to be appropriate for such exposures as it allows for on-demand reproduction of reality. The idea has been validated for the treatment of various phobias but is more delicate in the case of social phobia; whereas the sense of presence provoked by the immersion in a virtual environment supports the emergence of fears linked to a location, we had to verify that we can reproduce social phobia related anxiety-provoking stimuli by simulating virtual humans. Therefore, and in order to provide therapists with an efficient virtual reality system dedicated to the exposure to social situations, we have developed software solutions supporting different immersion setups and enabling realistic simulations of inhabited virtual environments. We have experimented with public speaking scenarios within a preliminary study, three clinical case studies and a validation study on 200 subjects. We have been able to confirm that our virtual reality platform fulfilled therapeutic exposure requirements for social phobia. Moreover, we have been able to show that virtual reality exposure has additional advantages such as the possibility to improve clinical assessment with embedded monitoring tools. Our experiments with physiological measurements and eye tracking technology during immersion leaded to the validation of systems for objective and reliable assessment of patients' safety behaviors. The observation of such phobic reactions has confirmed the simulation impact and may provide therapists with enhanced pathological progression monitoring. During our experiments, we have also been able to observe that subjects' reactions during immersion were so much influenced by their sensitivity to fearful stimuli that their cognitive reactions were 'overloaded' by the arousal of anxiety and emotions. This has allowed us to consider that the sense of presence was more importantly related to the subjective impact of the content than to the technological process

    Interdisziplinäre Kooperation bei der Erstellung virtueller geschichtswissenschaftlicher 3D-Rekonstruktionen

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    Virtuelle 3D-Modelle finden in den historischen Disziplinen in zweierlei Art Verwendung. Zum einen dienen diese zur Erfassung und Digitalisierung existierender historischer Objekte. Daneben dient die Erstellung von virtuellen 3D-Rekonstruktionen der Nachbildung nicht mehr existierender Objekte und Strukturen. Während technische Abläufe beider Ansätze ebenso wie methodische und wissenschaftstheoretische Aspekte in der Fachliteratur häufig und umfassend thematisiert werden, ist eine Frage nach sozialen Aspekten und sozialer Interaktion im Kontext derartiger Vorhaben bisher unbeleuchtet geblieben. Ziel der Arbeit stellt dar, eine Bandbreite und Relevanz von Aspekten der Kooperation als „Zusammenarbeit mit gemeinsamem Ziel, gegenseitiger Abstimmung, planvollem Vorgehen sowie Vorteilen für alle Akteure“ (Hagenhoff, 2004) im Kontext derartiger geschichtswissenschaftlicher 3D-Modellierungsvorhaben mittels sozialwissenschaftlicher Methoden zu beleuchten. Dabei zielt eine Darlegung auf unterschiedliche Skalierungen von Kooperation ab – angefangen bei einer Wissenschaftslandschaft über Kooperationsstrukturen bis hin zu einer Betrachtung von spezifischen Kooperationsphänomenen und -strategien innerhalb von Arbeits- und Erstellungsprozessen
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