7,030 research outputs found

    ACAML – a Markup Language for Ancient Chinese Architecture

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    Shape Grammars for Architectural Heritage

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    Shape grammars have been introduced in architectural theory some decades ago. They have been applied to architectural construction methods (e.g. Chinese traditional wooden buildings) or for analyzing the design patterns of well-known architects (e.g. Palladio, Frank Lloyd-Wright).These examples demonstrated that complex geometrical shapes could be generated by a set of replacement rules out of a start symbol, usually a simple geometric shape. With the advent of powerful tools like the CityEngine an interesting field for practical applications of these grammars arose opening a whole range of new possibilities for architectural heritage.On the one hand, a description of ancient building principles in the formalized way of a shape grammar can aid the understanding and preservation of cultural heritage. With the possibility to actually construct digital 3D models out of shape grammars, they became even more interesting. Furthermore, this approach allows for a large scale creation of 3D models of entire settlements and cities.On the other hand, shape grammars allow for structured approaches to virtual 3D reconstruction as has been demonstrated for e.g. Mayan or Roman architecture. Besides that, the possibility to specify parameterized variations of the models proves to be an extremely helpful feature.In this paper we reconsider shape grammars in architecture and examine influences onto procedural modelling. Then we argue for state-of-the-art tools like the CityEngine that apply shape grammars and procedural modelling in architectural contexts and exemplify their power and potential by reconstructing traditional Balinese settlements

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    The Palace of Monarch

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    Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places€”this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience

    The Palace of Monarch

    Get PDF
    Enter The Palace of the Monarch to experience Chinese horror and mystery in a fully realized virtual reality game. Follow a trail of cryptic letters and portraits, solving many unique puzzles in ever more extraordinary places—this is a mysterious journey where knowledge meets myth. This fully immersive game asks the player, in the role of the first son of House of Lin, to return to an ancient palace to fulfill solve a mystery. This game is unique to Western markets, bringing Chinese culture, history, writing, and horror sensibility and coupling this with a carefully designed and paced mystery that is told through discoveries in the game world. Ultimately, players will unveil the hidden secrets of the palace. Through research on environmental storytelling, human computer interaction, and game puzzle design, we want to provide the game with fascinating and immersive VR experience

    Conservación del patrimonio cultural utilizando nuevos métodos de comunicación: la Pagoda de madera de Yingxian, China

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    [EN] Architectural landmarks that represent a culture’s identity are also sanctuaries for cultural heritage preservation. The tallest and oldest wooden multi-story structure in the world, the Yingxian Wooden Pagoda of China is tilting at an ongoing rate that requires an urgency to find solutions to revert the damage. To preserve the evolving humanistic and artistic understandings of ancient Chinese architecture, and to cultivate the scientific reasoning behind ancient Chinese carpentry, new media allows digital and computational methods to replace human users who once manually analyzed data and information from cultural sites and artifacts. This article will exemplify new media tools such as animation via 3D/2D modeling, 3D scanning and virtual reality photography to examine material evidence of the Yingxian Wooden Pagoda of China, and the role new media can assist in its fight to sustain its originality since 1056.Highlights: Examination, documentation, research and education of architectural heritage sites using new media methods.Integration of old archives and digital/computational software to represent the outstanding value of the oldest and tallest wooden skyscraper in the world.Use of 2D/3D modelling and virtual reality photography developing information to increase awareness on cultural heritage sites suffering wood deterioration.[ES] Los hitos arquitectónicos que representan la identidad de una cultura también son santuarios para la preservación del patrimonio cultural. La pagoda de madera de Yingxian en China, la estructura de madera de varios pisos más alta y antigua del mundo, se inclina a un ritmo constante que requiere encontrar solución es urgentes que reviertan el daño. Para preservar la evolución humanística y la comprensión artística de la antigua arquitectura china, y para cultivar el razonamiento científico detrás de la antigua carpintería china, los nuevos medios de comunicación permiten asistencia digital y computacional a los usuarios humanos que analizaban manualmente los datos y la información de los sitios culturales y los artefactos. La evidencia alcanzada a partir de las investigaciones previas unido a que los métodos de documentación clásicos requerían una comprensión sólida de la información realizada por el investigador, conlleva a que los registros se puedan describir como estáticos y anticuados, y que solo pueden ofrecer información tal y como se presenta. Los nuevos medios de comunicación ofrecen a la Pagoda de madera de Yingxian la última asistencia digital para encontrar descubrimientos que no eran posibles de llevar a cabo en investigaciones anteriores usando los métodos clásicos. La ayuda de programas y herramientas computacionales amplía la evidencia ocultada en los sitios patrimoniales. Este artículo ejemplificará las nuevas herramientas de comunicación, como la animación a través del modelado 3D/2D, el escaneado 3D y la fotografía de realidad virtual para examinar la evidencia material de la Pagoda de madera de Yingxian, y el papel que los nuevos medios pueden desempeñar en su lucha por mantener la originalidad de esta pagoda budista de madera desde 1056.Lai, DS.; Leung, AK.; Chan, D.; Ching, SH. (2019). Cultural heritage preservation using new media methods: Yingxian Wooden Pagoda, China. Virtual Archaeology Review. 10(21):103-115. https://doi.org/10.4995/var.2019.11071SWORD1031151021ACRL, (2015, February 9). Framework for Information Literacy for Higher Education. American Library Association. (p. 7-8)Ching, H.S. (2018, March). Turning a Service Learning Experience into a Model of Student Engagement: The Lighthouse Heritage Research Connections (LHRC) Project in Hong Kong. Elsevier BV: The Journal of Academic Librarianship, ISSN: 0099-1333, Vol: 44, Issue: 2, (p. 196-206).Eggers, R. (2017, January 9). Virtual Reality: The Future of Photography?. Retrieved from http://www.direporter.com/products/360o/virtual-reality-future-photography.Heidegger, M. (1971). 'The Thing'. In Poetry, Language, Thought, translated by A. Hofstafter. New York: Harper & Row.Hernandez, M. (2018, June 11). The Dougong: A nailless Chinese construction method. Retrieved from https://multimedia.scmp.com/culture/article/forbidden-city/architecture/chapter_02.html. South China Morning Post.Hou, W.D (侯卫东). (2016). Ying Xian Mu Ta Bao Hu Yan Jiu (应县木塔保护研究). Beijing, China: Beijing Shi : Wen Wu Chu Ban She (文物出版社).Jia, D.Y. (2015). Principles for the Conservation Heritage Sites in China. Beijing, China: Beijing Shi : Wen Wu Chu Ban She (文物出版社). (p. 100).Lai, D. (2018). (Director). The Preservation of the Yingxian Wooden Pagoda. Hong Kong: City University of Hong Kong. Retrieved from https://www.cityu.edu.hk/cityvod/video/play/LIB/Yingxian_Pagoda.aspxLeary, C. (n.d.). 360 VR Panoramic Photography. Retrieved from http://chrisleary.photography/360-vr-panoramic-photography/Manovich, L. (2001) The language of new media. Cambridge, Mass: MIT Press. (p. 36)Malpas, J. (2008) New Media. Cultural Heritage and the Sense of Place: Mapping the Conceptual Ground. International Journal of Heritage Studies. (p. 198)NOAA. (2018). Significant Earthquake Search - sorted by Data. Retrieved from https://www.ngdc.noaa.gov/nndc/struts/results?bt_0=1056&st_0=2018&type_17=EXACT&query_17=30&op_12=eq&v_12=CHINA&type_12=Or&query_14=None%20Selected&type_3=Like&query_3=Shanxi&st_1=&bt_2=&st_2=&bt_1=&bt_4=&st_4=&bt_5=&st_5=&bt_6=&st_6=&bt_7=&st_7=&bt_8=&st_8=&bt_9=&st_9=&bt_10=&st_10=&type_11=Exact&query_11=&type_16=Exact&query_16=&bt_18=&st_18=&ge_19=&le_19=&type_20=Like&query_20=&display_look=1&t=101650&s=1&submit_all=Search%20Database. National Centers for Environmental Information.Thompson, R.M. (2017). Firearm Identification in the Forensic Science Laboratory. 10.13140/RG.2.2.16250.59846. (p.7)Tian, W., Wang Y.R., 山西省应县县志办公室. (1984). 应州志. China: 山西省应县县志办公室重印.Tollefson, J. (2017, May 17). The wooden skyscrapers that could help to cool the planet. Retrieved from https://www.nature.com/news/the-wooden-skyscrapers-that-could-help-to-cool-the-planet-1.21992UNESCO World Heritage Centre. (2013). Wooden Structures of Liao Dynasty-Wooden Pagoda of Yingxian County, Main Hall of Fengguo Monastery of Yixian County. Retrieved from https://whc.unesco.org/en/tentativelists/5803

    Data-driven machine translation for sign languages

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    This thesis explores the application of data-driven machine translation (MT) to sign languages (SLs). The provision of an SL MT system can facilitate communication between Deaf and hearing people by translating information into the native and preferred language of the individual. We begin with an introduction to SLs, focussing on Irish Sign Language - the native language of the Deaf in Ireland. We describe their linguistics and mechanics including similarities and differences with spoken languages. Given the lack of a formalised written form of these languages, an outline of annotation formats is discussed as well as the issue of data collection. We summarise previous approaches to SL MT, highlighting the pros and cons of each approach. Initial experiments in the novel area of example-based MT for SLs are discussed and an overview of the problems that arise when automatically translating these manual-visual languages is given. Following this we detail our data-driven approach, examining the MT system used and modifications made for the treatment of SLs and their annotation. Through sets of automatically evaluated experiments in both language directions, we consider the merits of data-driven MT for SLs and outline the mainstream evaluation metrics used. To complete the translation into SLs, we discuss the addition and manual evaluation of a signing avatar for real SL output

    A Survey on Deep Multi-modal Learning for Body Language Recognition and Generation

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    Body language (BL) refers to the non-verbal communication expressed through physical movements, gestures, facial expressions, and postures. It is a form of communication that conveys information, emotions, attitudes, and intentions without the use of spoken or written words. It plays a crucial role in interpersonal interactions and can complement or even override verbal communication. Deep multi-modal learning techniques have shown promise in understanding and analyzing these diverse aspects of BL. The survey emphasizes their applications to BL generation and recognition. Several common BLs are considered i.e., Sign Language (SL), Cued Speech (CS), Co-speech (CoS), and Talking Head (TH), and we have conducted an analysis and established the connections among these four BL for the first time. Their generation and recognition often involve multi-modal approaches. Benchmark datasets for BL research are well collected and organized, along with the evaluation of SOTA methods on these datasets. The survey highlights challenges such as limited labeled data, multi-modal learning, and the need for domain adaptation to generalize models to unseen speakers or languages. Future research directions are presented, including exploring self-supervised learning techniques, integrating contextual information from other modalities, and exploiting large-scale pre-trained multi-modal models. In summary, this survey paper provides a comprehensive understanding of deep multi-modal learning for various BL generations and recognitions for the first time. By analyzing advancements, challenges, and future directions, it serves as a valuable resource for researchers and practitioners in advancing this field. n addition, we maintain a continuously updated paper list for deep multi-modal learning for BL recognition and generation: https://github.com/wentaoL86/awesome-body-language

    Example Based Caricature Synthesis

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    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results
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