235,546 research outputs found
Real-Time Panoramic Tracking for Event Cameras
Event cameras are a paradigm shift in camera technology. Instead of full
frames, the sensor captures a sparse set of events caused by intensity changes.
Since only the changes are transferred, those cameras are able to capture quick
movements of objects in the scene or of the camera itself. In this work we
propose a novel method to perform camera tracking of event cameras in a
panoramic setting with three degrees of freedom. We propose a direct camera
tracking formulation, similar to state-of-the-art in visual odometry. We show
that the minimal information needed for simultaneous tracking and mapping is
the spatial position of events, without using the appearance of the imaged
scene point. We verify the robustness to fast camera movements and dynamic
objects in the scene on a recently proposed dataset and self-recorded
sequences.Comment: Accepted to International Conference on Computational Photography
201
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
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
Applying digital content management to support localisation
The retrieval and presentation of digital content such as that on the World Wide Web (WWW) is a substantial area of research. While recent years have seen huge expansion in the size of web-based archives that can be searched efficiently by commercial search engines, the presentation of potentially relevant content is still limited to ranked document lists represented by simple text snippets or image keyframe surrogates. There is expanding interest in techniques to personalise the presentation of content to improve the richness and effectiveness of the user experience. One of the most significant challenges to achieving this is the increasingly multilingual nature of this data, and the need to provide suitably localised responses to users based on this content. The Digital Content Management (DCM) track of the Centre for Next Generation Localisation (CNGL) is seeking to develop technologies to support advanced personalised access and presentation of information by combining elements from the existing research areas of Adaptive Hypermedia and Information Retrieval. The combination of these technologies is intended to produce significant improvements in the way users access information. We review key features of these technologies and introduce early ideas for how these technologies can support localisation and localised content before concluding with some impressions of future directions in DCM
Multi-dimensional modelling for the national mapping agency: a discussion of initial ideas, considerations, and challenges
The Ordnance Survey, the National Mapping Agency (NMA) for Great Britain, has recently
begun to research the possible extension of its 2-dimensional geographic information into a
multi-dimensional environment. Such a move creates a number of data creation and storage
issues which the NMA must consider. Many of these issues are highly relevant to all NMA’s
and their customers alike, and are presented and explored here.
This paper offers a discussion of initial considerations which NMA’s face in the creation of
multi-dimensional datasets. Such issues include assessing which objects should be mapped in
3 dimensions by a National Mapping Agency, what should be sensibly represented
dynamically, and whether resolution of multi-dimensional models should change over space.
This paper also offers some preliminary suggestions for the optimal creation method for any
future enhanced national height model for the Ordnance Survey. This discussion includes
examples of problem areas and issues in both the extraction of 3-D data and in the
topological reconstruction of such. 3-D feature extraction is not a new problem. However, the
degree of automation which may be achieved and the suitability of current techniques for
NMA’s remains a largely unchartered research area, which this research aims to tackle.
The issues presented in this paper require immediate research, and if solved adequately
would mark a cartographic paradigm shift in the communication of geographic information –
and could signify the beginning of the way in which NMA’s both present and interact with
their customers in the future
What Can Be Learned from Computer Modeling? Comparing Expository and Modeling Approaches to Teaching Dynamic Systems Behavior
Computer modeling has been widely promoted as a means to attain higher order learning outcomes. Substantiating these benefits, however, has been problematic due to a lack of proper assessment tools. In this study, we compared computer modeling with expository instruction, using a tailored assessment designed to reveal the benefits of either mode of instruction. The assessment addresses proficiency in declarative knowledge, application, construction, and evaluation. The subscales differentiate between simple and complex structure. The learning task concerns the dynamics of global warming. We found that, for complex tasks, the modeling group outperformed the expository group on declarative knowledge and on evaluating complex models and data. No differences were found with regard to the application of knowledge or the creation of models. These results confirmed that modeling and direct instruction lead to qualitatively different learning outcomes, and that these two modes of instruction cannot be compared on a single “effectiveness measure”
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