6,626 research outputs found
Virtual Valcamonica: collaborative exploration of prehistoric petroglyphs and their surrounding environment in multi-user virtual reality
In this paper, we present a novel, multi-user, virtual reality environment for the interactive, collaborative 3D analysis of large 3D scans and the technical advancements that were necessary to build it: a multi-view rendering system for large 3D point clouds, a suitable display infrastructure and a suite of collaborative 3D interaction techniques. The cultural heritage site of Valcamonica in Italy with its large collection of prehistoric rock-art served as an exemplary use case for evaluation. The results show that our output-sensitive level-of-detail rendering system is capable of visualizing a 3D dataset with an aggregate size of more than 14 billion points at interactive frame rates. The system design in this exemplar application results from close exchange with a small group of potential users: archaeologists with expertise in rock-art and allows them to explore the prehistoric art and its spatial context with highly realistic appearance. A set of dedicated interaction techniques was developed to facilitate collaborative visual analysis. A multi-display workspace supports the immediate comparison of geographically distributed artifacts. An expert review of the final demonstrator confirmed the potential for added value in rock-art research and the usability of our collaborative interaction techniques
3D-in-2D Displays for ATC.
This paper reports on the efforts and accomplishments
of the 3D-in-2D Displays for ATC project at the end of Year 1.
We describe the invention of 10 novel 3D/2D visualisations that
were mostly implemented in the Augmented Reality ARToolkit.
These prototype implementations of visualisation and interaction
elements can be viewed on the accompanying video. We have
identified six candidate design concepts which we will further
research and develop. These designs correspond with the early
feasibility studies stage of maturity as defined by the NASA
Technology Readiness Level framework. We developed the
Combination Display Framework from a review of the literature,
and used it for analysing display designs in terms of display
technique used and how they are combined. The insights we
gained from this framework then guided our inventions and the
human-centered innovation process we use to iteratively invent.
Our designs are based on an understanding of user work
practices. We also developed a simple ATC simulator that we
used for rapid experimentation and evaluation of design ideas.
We expect that if this project continues, the effort in Year 2 and 3
will be focus on maturing the concepts and employment in a
operational laboratory settings
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
Visual and interactive tool for product development process enhancement: towards intuitive support of co-located project review
Part 2: PLM EcosystemInternational audienceProduct life management refers to every method or tools which participate to the collaboration of actors involved along the product life. The main topic concerns the organization of this cycle by mastering the evolution between its various phases. Collaboration is a main bottleneck since every phase will involve different experts. The main issue in collaboration is to ensure a good understanding of requirements and constraints of collaborators and to manage conflicts between different experts. Negotiations are expected to solve potential conflicts. This is usually done in project review where the experts must converge towards a common solution. In this paper we investigate the efficiency of a tool formalizing and structuring the project review activity. This tool takes advantage of emerging technologies, here a multi-touch table. We illustrate the discussion with a use case concerning the development of personal computer housing
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
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