83,933 research outputs found

    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

    A modular and interactive OLED-based lighting system

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    The concept of a flexible, large-area, organic light emitting diode (OLED)-based lighting system with a modular structure and built-in intelligent light management is introduced. Such a flexible, thin, portable lighting system with discreetly integrated electronics is important in order to allow the implementation of the lighting system into a variety of places, such as cars and temporary expedition areas. A modular construction of an OLED lighting panel makes it possible to control each OLED cell individually. This not only enables us to counteract aging or degradation effects in the OLED cells but it also allows individual OLED module brightness control to support human or ambient interaction based on integrated or centralized sensors. Moreover, integrating the driving electronics in the backplane of an OLED module improves the energy efficiency of operating large OLED panels. The thin, modular construction and individual, dynamic control are successfully demonstrated

    Distributed lightning monitoring: an affordable proposal

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    In theaters and the filmmaking industry, video streams, images, audio streams and scalar data are commonly used. In these fields, one of the most important magnitudes to be collected and controlled is the light intensity in different scene spots. So, it is extremely important to be able to deploy a network of light sensors which are usually integrated in a more general Wireless Multimedia Sensor Network (WMSN). If many light measurements have to be acquired, the simpler and cheaper the sensor, the more affordable theWMSN will be. In this paper we propose the use of a set of very cheap light sensors (photodiodes) and to spectrally and directionally correct their measurements using mathematical methods. A real testing of the proposed solution has been accomplished, obtaining quite accurate light measurements. Testing results are also presented throughout the paper.Telefonica Chair "Intelligence in Networks" of the University of Seville (Spain

    Design of an FPGA-based smart camera and its application towards object tracking : a thesis presented in partial fulfilment of the requirements for the degree of Master of Engineering in Electronics and Computer Engineering at Massey University, Manawatu, New Zealand

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    Smart cameras and hardware image processing are not new concepts, yet despite the fact both have existed several decades, not much literature has been presented on the design and development process of hardware based smart cameras. This thesis will examine and demonstrate the principles needed to develop a smart camera on hardware, based on the experiences from developing an FPGA-based smart camera. The smart camera is applied on a Terasic DE0 FPGA development board, using Terasic’s 5 megapixel GPIO camera. The algorithm operates at 120 frames per second at a resolution of 640x480 by utilising a modular streaming approach. Two case studies will be explored in order to demonstrate the development techniques established in this thesis. The first case study will develop the global vision system for a robot soccer implementation. The algorithm will identify and calculate the positions and orientations of each robot and the ball. Like many robot soccer implementations each robot has colour patches on top to identify each robot and aid finding its orientation. The ball is comprised of a single solid colour that is completely distinct from the colour patches. Due to the presence of uneven light levels a YUV-like colour space labelled YC1C2 is used in order to make the colour values more light invariant. The colours are then classified using a connected components algorithm to segment the colour patches. The shapes of the classified patches are then used to identify the individual robots, and a CORDIC function is used to calculate the orientation. The second case study will investigate an improved colour segmentation design. A new HSY colour space is developed by remapping the Cartesian coordinate system from the YC1C2 to a polar coordinate system. This provides improved colour segmentation results by allowing for variations in colour value caused by uneven light patterns and changing light levels
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