21,042 research outputs found

    An affordable surround-screen virtual reality display

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    Building a projection-based virtual reality display is a time, cost, and resource intensive enterprise andmany details contribute to the final display quality. This is especially true for surround-screen displays wheremost of them are one-of-a-kind systems or custom-made installations with specialized projectors, framing, andprojection screens. In general, the costs of acquiring these types of systems have been in the hundreds and evenmillions of dollars, specifically for those supporting synchronized stereoscopic projection across multiple screens.Furthermore, the maintenance of such systems adds an additional recurrent cost, which makes them hard to affordfor a general introduction in a wider range of industry, academic, and research communities.We present a low-cost, easy to maintain surround-screen design based on off-the-shelf affordable componentsfor the projection screens, framing, and display system. The resulting system quality is comparable to significantlymore expensive commercially available solutions. Additionally, users with average knowledge can implement ourdesign and it has the added advantage that single components can be individually upgraded based on necessity aswell as available funds

    Real-time motion data annotation via action string

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    Even though there is an explosive growth of motion capture data, there is still a lack of efficient and reliable methods to automatically annotate all the motions in a database. Moreover, because of the popularity of mocap devices in home entertainment systems, real-time human motion annotation or recognition becomes more and more imperative. This paper presents a new motion annotation method that achieves both the aforementioned two targets at the same time. It uses a probabilistic pose feature based on the Gaussian Mixture Model to represent each pose. After training a clustered pose feature model, a motion clip could be represented as an action string. Then, a dynamic programming-based string matching method is introduced to compare the differences between action strings. Finally, in order to achieve the real-time target, we construct a hierarchical action string structure to quickly label each given action string. The experimental results demonstrate the efficacy and efficiency of our method

    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

    Serious Games in Cultural Heritage

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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

    Bibliometric Maps of BIM and BIM in Universities: A Comparative Analysis

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    Building Information Modeling (BIM) is increasingly important in the architecture and engineering fields, and especially in the field of sustainability through the study of energy. This study performs a bibliometric study analysis of BIM publications based on the Scopus database during the whole period from 2003 to 2018. The aim was to establish a comparison of bibliometric maps of the building information model and BIM in universities. The analyzed data included 4307 records produced by a total of 10,636 distinct authors from 314 institutions. Engineering and computer science were found to be the main scientific fields involved in BIM research. Architectural design are the central theme keywords, followed by information theory and construction industry. The final stage of the study focuses on the detection of clusters in which global research in this field is grouped. The main clusters found were those related to the BIM cycle, including construction management, documentation and analysis, architecture and design, construction/fabrication, and operation and maintenance (related to energy or sustainability). However, the clusters of the last phases such as demolition and renovation are not present, which indicates that this field suntil needs to be further developed and researched. With regard to the evolution of research, it has been observed how information technologies have been integrated over the entire spectrum of internet of things (IoT). A final key factor in the implementation of the BIM is its inclusion in the curriculum of technical careers related to areas of construction such as civil engineering or architecture

    Fourteenth Biennial Status Report: März 2017 - February 2019

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