75,900 research outputs found
Image processing techniques for mixed reality and biometry
2013 - 2014This thesis work is focused on two applicative fields of image processing research,
which, for different reasons, have become particularly active in the last decade: Mixed
Reality and Biometry. Though the image processing techniques involved in these two
research areas are often different, they share the key objective of recognizing salient
features typically captured through imaging devices.
Enabling technologies for augmented/mixed reality have been improved and refined
throughout the last years and more recently they seems to have finally passed the demo
stage to becoming ready for practical industrial and commercial applications. To this
regard, a crucial role will likely be played by the new generation of smartphones and
tablets, equipped with an arsenal of sensors connections and enough processing power
for becoming the most portable and affordable AR platform ever. Within this context,
techniques like gesture recognition by means of simple, light and robust capturing
hardware and advanced computer vision techniques may play an important role in
providing a natural and robust way to control software applications and to enhance onthe-
field operational capabilities. The research described in this thesis is targeted toward
advanced visualization and interaction strategies aimed to improve the operative range
and robustness of mixed reality applications, particularly for demanding industrial
environments... [edited by Author]XIII n.s
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
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
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