187 research outputs found

    Dynamic Anamorphosis as a Special, Computer-Generated User Interface

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    A classical or static anamorphic image requires a specific, usually a highly oblique view direction, from which the observer can see the anamorphosis in its correct form. This paper explains dynamic anamorphosis which adapts itself to the changing position of the observer so that wherever the observer moves, he sees the same undeformed image. This dynamic changing of the anamorphic deformation in concert with the movement of the observer requires from the system to track the 3D position of the observer’s eyes and the re-computation of the anamorphic deformation in real time. This is achieved using computer vision methods which consist of face detection and tracking the 3D position of the selected observer. An application of this system of dynamic anamorphosis in the context of an interactive art installation is described. We show that anamorphic deformation is also useful for improving eye contact in videoconferencing. Other possible applications involve novel user interfaces where the user can freely move and observe perspectively undeformed images

    Dynamic Anamorphosis as a Special, Computer-Generated User Interface

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    A classical or static anamorphic image requires a specific, usually a highly oblique view direction, from which the observer can see the anamorphosis in its correct form. This paper explains dynamic anamorphosis which adapts itself to the changing position of the observer so that wherever the observer moves, he sees the same undeformed image. This dynamic changing of the anamorphic deformation in concert with the movement of the observer requires from the system to track the 3D position of the observer’s eyes and the re-computation of the anamorphic deformation in real time. This is achieved using computer vision methods which consist of face detection and tracking the 3D position of the selected observer. An application of this system of dynamic anamorphosis in the context of an interactive art installation is described. We show that anamorphic deformation is also useful for improving eye contact in videoconferencing. Other possible applications involve novel user interfaces where the user can freely move and observe perspectively undeformed images

    User interface for a better eye contact in videoconferencing

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    Piano Crossing – Walking on a Keyboard

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    Piano Crossing is an interactive art installation which turns a pedestrian crossing marked with white stripes into a piano keyboard so that pedestrians can generate music by walking over it. Matching tones are created when a pedestrian steps on a particular stripe or key. A digital camera is directed at the crossing from above. A special computer vision application was developed, which maps the stripes of the pedestrian crossing to piano keys and detects by means of an image over which key the center of gravity of each pedestrian is placed at any given moment. Black stripes represent the black piano keys. The application consists of two parts: (1) initialization, where the model of the abstract piano keyboard is mapped to the image of the pedestrian crossing, and (2) the detection of pedestrians at the crossing, so that musical tones can be generated according to their locations. The art installation Piano crossing was presented to the public for the first time during the 51st Jazz Festival in Ljubljana in July 2010

    Beyond Perception: an interaction between graphic design and anamorphosis

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    Este relatório mostra uma nova forma para, os designers e criadores de conteúdos, apresentarem o seu trabalho e interagirem com o público. Centra-se na criação do efeito anamórfico criado através de software de modelação 3D. O efeito anamórfico é conseguido através da utilização de meios bidimensionais para simular um resultado tridimensional que só pode ser percepcionado de um ponto de vista. Este processo criativo é descrito passo a passo para ajudar outros criativos conseguir esta ilusão, tendo em conta que este relatório se centra apenas na forma de obter o resultado para criar o efeito anamórfico. Outros pontos-chave e terminologia serão mencionados para dar um relatório mais abrangente. Esta ilusão digital pode ser apresentada de várias formas, mas a nossa atenção centrou-se na exploração da sua iteração com um projetor. A este meio de apresentação estão associadas características importantes, tais como: a capacidade de adaptar as imagens a qualquer superfície, a boa mobilidade e o baixo custo. Isto permitiu que as maquetas criadas fossem apresentadas não numa, mas em duas superfícies, o que ajudou este relatório a ser mais exponencial e permitiu uma exploração mais complexa desta técnica do ponto de vista do designer para desenvolver e mostrar exemplos do que poderia ser feito no design de comunicação. Para além destas simulações, são analisados outros exemplos de aplicações reais para demonstrar o que foi feito e o que pode ser alcançado quando existe colaboração entre diferentes áreas que utilizam esta técnica para criar o fator “uau” que a maioria dos criadores de conteúdos e nós, designers, procuramos sempre

    Artistic creation and computer interactive multisensory simulation force feedback gesture transducers

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    International audienceThe team built up from 1976 with fundamental aims motivated by the computer entering in several fields of artistic creation. The deep mutation represented by the computer, regarding the technology history, required a new and fundamental analysis of the role of the material tools in artistic creation as well as the role of the computer itself as tool. New concepts and theories were necessary that cannot be simply deduced from the previous. The computer was then envisaged to introduce explicitly a new mediation level in the creation process, through the paradigm of the interactive and multisensory simulation (IMS) of physical objects. This principle and its correlated techniques are the core of the computer creation tool envisaged. The higher level functionality being built from this base

    Anamorfična projekcija na poljubno neravno površino

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    Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning

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    [EN] In recent years a growing amount of research has shown interest in studying how virtual reality (VR) could be relevant in many fields. In this respect, VR has gained consideration throughout many applications such as education. Among other aims for its use in education, serious games based on VR were used to promote heritage and make students experience either far or inaccessible scenarios. Until now, VR-based applications have been mainly implemented using head mounted displays (HMD), which actually reduced their circulation. This gap is particularly remarkable in the current Sars-CoV19 pandemic because students, being at home or being at school without sharing equipment, cannot exploit educational programs based on this technology. The current paper proposes a web-based platform on which VR applications could be accessed on any device, either desktop- or mobile-based. The serious game was initially set up on a computer with a specialized software using a HMD, while the process of turning it into a web-based platform is described so that the used methodology could be available to those, who would like to follow it. This project is probably also able to cope with the general aim of making inaccessible objects available to students and, thus, to make the application useful even beyond the current pandemic emergency.The VAR.HEE. project – Virtual and Augmented Reality for Heritage and art Education in school and museum Experiences – was funded by the Free University of Bozen/Bolzano with a competitive call for proposals by the Central Research Commission in 2017. The project lasts three years, started in January 2018 and will end in December 2020 (June 2021, after Covid-19 health emergency).Luigini, A.; Fanini, B.; Basso, A.; Basso, D. (2020). Heritage education through serious games. A web-based proposal for primary schools to cope with distance learning. VITRUVIO - International Journal of Architectural Technology and Sustainability. 5(2):73-85. https://doi.org/10.4995/vitruvio-ijats.2020.14665OJS73855

    Intelligent Systems in Cartography

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    Computer Assisted Relief Generation - a Survey

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    In this paper we present an overview of the achievements accomplished to date in the field of computer aided relief generation. We delineate the problem, classify the different solutions, analyze similarities, investigate the evelopment and review the approaches according to their particular relative strengths and weaknesses. In consequence this survey is likewise addressed to researchers and artists through providing valuable insights into the theory behind the different concepts in this field and augmenting the options available among the methods presented with regard to practical application
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