23 research outputs found

    Share - Publish - Store - Preserve. Methodologies, Tools and Challenges for 3D Use in Social Sciences and Humanities

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    Through this White Paper, which gathers contributions from experts of 3D data as well as professionals concerned with the interoperability and sustainability of 3D research data, the PARTHENOS project aims at highlighting some of the current issues they have to face, with possible specific points according to the discipline, and potential practices and methodologies to deal with these issues. During the workshop, several tools to deal with these issues have been introduced and confronted with the participants experiences, this White Paper now intends to go further by also integrating participants feedbacks and suggestions of potential improvements. Therefore, even if the focus is put on specific tools, the main goal is to contribute to the development of standardized good practices related to the sharing, publication, storage and long-term preservation of 3D data

    Fifth Biennial Report : June 1999 - August 2001

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    Sixth Biennial Report : August 2001 - May 2003

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    Spatial Interaction for Immersive Mixed-Reality Visualizations

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    Growing amounts of data, both in personal and professional settings, have caused an increased interest in data visualization and visual analytics. Especially for inherently three-dimensional data, immersive technologies such as virtual and augmented reality and advanced, natural interaction techniques have been shown to facilitate data analysis. Furthermore, in such use cases, the physical environment often plays an important role, both by directly influencing the data and by serving as context for the analysis. Therefore, there has been a trend to bring data visualization into new, immersive environments and to make use of the physical surroundings, leading to a surge in mixed-reality visualization research. One of the resulting challenges, however, is the design of user interaction for these often complex systems. In my thesis, I address this challenge by investigating interaction for immersive mixed-reality visualizations regarding three core research questions: 1) What are promising types of immersive mixed-reality visualizations, and how can advanced interaction concepts be applied to them? 2) How does spatial interaction benefit these visualizations and how should such interactions be designed? 3) How can spatial interaction in these immersive environments be analyzed and evaluated? To address the first question, I examine how various visualizations such as 3D node-link diagrams and volume visualizations can be adapted for immersive mixed-reality settings and how they stand to benefit from advanced interaction concepts. For the second question, I study how spatial interaction in particular can help to explore data in mixed reality. There, I look into spatial device interaction in comparison to touch input, the use of additional mobile devices as input controllers, and the potential of transparent interaction panels. Finally, to address the third question, I present my research on how user interaction in immersive mixed-reality environments can be analyzed directly in the original, real-world locations, and how this can provide new insights. Overall, with my research, I contribute interaction and visualization concepts, software prototypes, and findings from several user studies on how spatial interaction techniques can support the exploration of immersive mixed-reality visualizations.Zunehmende Datenmengen, sowohl im privaten als auch im beruflichen Umfeld, fĂŒhren zu einem zunehmenden Interesse an Datenvisualisierung und visueller Analyse. Insbesondere bei inhĂ€rent dreidimensionalen Daten haben sich immersive Technologien wie Virtual und Augmented Reality sowie moderne, natĂŒrliche Interaktionstechniken als hilfreich fĂŒr die Datenanalyse erwiesen. DarĂŒber hinaus spielt in solchen AnwendungsfĂ€llen die physische Umgebung oft eine wichtige Rolle, da sie sowohl die Daten direkt beeinflusst als auch als Kontext fĂŒr die Analyse dient. Daher gibt es einen Trend, die Datenvisualisierung in neue, immersive Umgebungen zu bringen und die physische Umgebung zu nutzen, was zu einem Anstieg der Forschung im Bereich Mixed-Reality-Visualisierung gefĂŒhrt hat. Eine der daraus resultierenden Herausforderungen ist jedoch die Gestaltung der Benutzerinteraktion fĂŒr diese oft komplexen Systeme. In meiner Dissertation beschĂ€ftige ich mich mit dieser Herausforderung, indem ich die Interaktion fĂŒr immersive Mixed-Reality-Visualisierungen im Hinblick auf drei zentrale Forschungsfragen untersuche: 1) Was sind vielversprechende Arten von immersiven Mixed-Reality-Visualisierungen, und wie können fortschrittliche Interaktionskonzepte auf sie angewendet werden? 2) Wie profitieren diese Visualisierungen von rĂ€umlicher Interaktion und wie sollten solche Interaktionen gestaltet werden? 3) Wie kann rĂ€umliche Interaktion in diesen immersiven Umgebungen analysiert und ausgewertet werden? Um die erste Frage zu beantworten, untersuche ich, wie verschiedene Visualisierungen wie 3D-Node-Link-Diagramme oder Volumenvisualisierungen fĂŒr immersive Mixed-Reality-Umgebungen angepasst werden können und wie sie von fortgeschrittenen Interaktionskonzepten profitieren. FĂŒr die zweite Frage untersuche ich, wie insbesondere die rĂ€umliche Interaktion bei der Exploration von Daten in Mixed Reality helfen kann. Dabei betrachte ich die Interaktion mit rĂ€umlichen GerĂ€ten im Vergleich zur Touch-Eingabe, die Verwendung zusĂ€tzlicher mobiler GerĂ€te als Controller und das Potenzial transparenter Interaktionspanels. Um die dritte Frage zu beantworten, stelle ich schließlich meine Forschung darĂŒber vor, wie Benutzerinteraktion in immersiver Mixed-Reality direkt in der realen Umgebung analysiert werden kann und wie dies neue Erkenntnisse liefern kann. Insgesamt trage ich mit meiner Forschung durch Interaktions- und Visualisierungskonzepte, Software-Prototypen und Ergebnisse aus mehreren Nutzerstudien zu der Frage bei, wie rĂ€umliche Interaktionstechniken die Erkundung von immersiven Mixed-Reality-Visualisierungen unterstĂŒtzen können

    Eight Biennial Report : April 2005 – March 2007

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    Study of the interaction with a virtual 3D environment displayed on a smartphone

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    Les environnements virtuels Ă  3D (EV 3D) sont de plus en plus utilisĂ©s dans diffĂ©rentes applications telles que la CAO, les jeux ou la tĂ©lĂ©opĂ©ration. L'Ă©volution des performances matĂ©rielles des Smartphones a conduit Ă  l'introduction des applications 3D sur les appareils mobiles. En outre, les Smartphones offrent de nouvelles capacitĂ©s bien au-delĂ  de la communication vocale traditionnelle qui sont consentis par l'intĂ©gritĂ© d'une grande variĂ©tĂ© de capteurs et par la connectivitĂ© via Internet. En consĂ©quence, plusieurs intĂ©ressantes applications 3D peuvent ĂȘtre conçues en permettant aux capacitĂ©s de l'appareil d'interagir dans un EV 3D. Sachant que les Smartphones ont de petits et aplatis Ă©crans et que EV 3D est large, dense et contenant un grand nombre de cibles de tailles diffĂ©rentes, les appareils mobiles prĂ©sentent certaines contraintes d'interaction dans l'EV 3D comme : la densitĂ© de l'environnement, la profondeur de cibles et l'occlusion. La tĂąche de sĂ©lection fait face Ă  ces trois problĂšmes pour sĂ©lectionner une cible. De plus, la tĂąche de sĂ©lection peut ĂȘtre dĂ©composĂ©e en trois sous-tĂąches : la Navigation, le Pointage et la Validation. En consĂ©quence, les chercheurs dans un environnement virtuel 3D ont dĂ©veloppĂ© de nouvelles techniques et mĂ©taphores pour l'interaction en 3D afin d'amĂ©liorer l'utilisation des applications 3D sur les appareils mobiles, de maintenir la tĂąche de sĂ©lection et de faire face aux problĂšmes ou facteurs affectant la performance de sĂ©lection. En tenant compte de ces considĂ©rations, cette thĂšse expose un Ă©tat de l'art des techniques de sĂ©lection existantes dans un EV 3D et des techniques de sĂ©lection sur Smartphone. Il expose les techniques de sĂ©lection dans un EV 3D structurĂ©es autour des trois sous-tĂąches de sĂ©lection: navigation, pointage et validation. En outre, il dĂ©crit les techniques de dĂ©sambiguĂŻsation permettant de sĂ©lectionner une cible parmi un ensemble d'objets prĂ©sĂ©lectionnĂ©s. UltĂ©rieurement, il expose certaines techniques d'interaction dĂ©crites dans la littĂ©rature et conçues pour ĂȘtre implĂ©menter sur un Smartphone. Ces techniques sont divisĂ©es en deux groupes : techniques effectuant des tĂąches de sĂ©lection bidimensionnelle sur un Smartphone et techniques exĂ©cutant des tĂąches de sĂ©lection tridimensionnelle sur un Smartphone. Enfin, nous exposons les techniques qui utilisaient le Smartphone comme un pĂ©riphĂ©rique de saisie. Ensuite, nous discuterons la problĂ©matique de sĂ©lection dans un EV 3D affichĂ©e sur un Smartphone. Il expose les trois problĂšmes identifiĂ©s de sĂ©lection : la densitĂ© de l'environnement, la profondeur des cibles et l'occlusion. Ensuite, il Ă©tablit l'amĂ©lioration offerte par chaque technique existante pour la rĂ©solution des problĂšmes de sĂ©lection. Il analyse les atouts proposĂ©s par les diffĂ©rentes techniques, la maniĂšre dont ils Ă©liminent les problĂšmes, leurs avantages et leurs inconvĂ©nients. En outre, il illustre la classification des techniques de sĂ©lection pour un EV 3D en fonction des trois problĂšmes discutĂ©s (densitĂ©, profondeur et occlusion) affectant les performances de sĂ©lection dans un environnement dense Ă  3D. Hormis pour les jeux vidĂ©o, l'utilisation d'environnement virtuel 3D sur Smartphone n'est pas encore dĂ©mocratisĂ©e. Ceci est dĂ» au manque de techniques d'interaction proposĂ©es pour interagir avec un dense EV 3D composĂ© de nombreux objets proches les uns des autres et affichĂ©s sur un petit Ă©cran aplati et les problĂšmes de sĂ©lection pour afficher l' EV 3D sur un petit Ă©cran plutĂŽt sur un grand Ă©cran. En consĂ©quence, cette thĂšse se concentre sur la proposition et la description du fruit de cette Ă©tude : la technique d'interaction DichotoZoom. Elle compare et Ă©value la technique proposĂ©e Ă  la technique de circulation suggĂ©rĂ©e par la littĂ©rature. L'analyse comparative montre l'efficacitĂ© de la technique DichotoZoom par rapport Ă  sa contrepartie. Ensuite, DichotoZoom a Ă©tĂ© Ă©valuĂ© selon les diffĂ©rentes modalitĂ©s d'interaction disponibles sur les Smartphones. Cette Ă©valuation montre la performance de la technique de sĂ©lection proposĂ©e basĂ©e sur les quatre modalitĂ©s d'interaction suivantes : utilisation de boutons physiques ou sous forme de composants graphiques, utilisation d'interactions gestuelles via l'Ă©cran tactile ou le dĂ©placement de l'appareil lui-mĂȘme. Enfin, cette thĂšse Ă©numĂšre nos contributions dans le domaine des techniques d'interaction 3D utilisĂ©es dans un environnement virtuel 3D dense affichĂ© sur de petits Ă©crans et propose des travaux futurs.3D Virtual Environments (3D VE) are more and more used in different applications such as CAD, games, or teleoperation. Due to the improvement of smartphones hardware performance, 3D applications were also introduced to mobile devices. In addition, smartphones provide new computing capabilities far beyond the traditional voice communication. They are permitted by the variety of built-in sensors and the internet connectivity. In consequence, interesting 3D applications can be designed by enabling the device capabilities to interact in a 3D VE. Due to the fact that smartphones have small and flat screens and that a 3D VE is wide and dense with a large number of targets of various sizes, mobile devices present some constraints in interacting on the 3D VE like: the environment density, the depth of targets and the occlusion. The selection task faces these three problems to select a target. In addition, the selection task can be decomposed into three subtasks: Navigation, Pointing and Validation. In consequence, researchers in 3D virtual environment have developed new techniques and metaphors for 3D interaction to improve 3D application usability on mobile devices, to support the selection task and to face the problems or factors affecting selection performance. In light of these considerations, this thesis exposes a state of the art of the existing selection techniques in 3D VE and the selection techniques on smartphones. It exposes the selection techniques in 3D VE structured around the selection subtasks: navigation, pointing and validation. Moreover, it describes disambiguation techniques providing the selection of a target from a set of pre-selected objects. Afterward, it exposes some interaction techniques described in literature and designed for implementation on Smartphone. These techniques are divided into two groups: techniques performing two-dimensional selection tasks on smartphones, and techniques performing three-dimensional selection tasks on smartphones. Finally, we expose techniques that used the smartphone as an input device. Then, we will discuss the problematic of selecting in 3D VE displayed on a Smartphone. It exposes the three identified selection problems: the environment density, the depth of targets and the occlusion. Afterward, it establishes the enhancement offered by each existing technique in solving the selection problems. It analysis the assets proposed by different techniques, the way they eliminates the problems, their advantages and their inconvenient. Furthermore, it illustrates the classification of the selection techniques for 3D VE according to the three discussed problems (density, depth and occlusion) affecting the selection performance in a dense 3D VE. Except for video games, the use of 3D virtual environment (3D VE) on Smartphone has not yet been popularized. This is due to the lack of interaction techniques to interact with a dense 3D VE composed of many objects close to each other and displayed on a small and flat screen and the selection problems to display the 3D VE on a small screen rather on a large screen. Accordingly, this thesis focuses on defining and describing the fruit of this study: DichotoZoom interaction technique. It compares and evaluates the proposed technique to the Circulation technique, suggested by the literature. The comparative analysis shows the effectiveness of DichotoZoom technique compared to its counterpart. Then, DichotoZoom was evaluated in different modalities of interaction available on Smartphones. It reports on the performance of the proposed selection technique based on the following four interaction modalities: using physical buttons, using graphical buttons, using gestural interactions via touchscreen or moving the device itself. Finally, this thesis lists our contributions to the field of 3D interaction techniques used in a dense 3D virtual environment displayed on small screens and proposes some future works

    Camera based Display Image Quality Assessment

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    This thesis presents the outcomes of research carried out by the PhD candidate Ping Zhao during 2012 to 2015 in Gjþvik University College. The underlying research was a part of the HyPerCept project, in the program of Strategic Projects for University Colleges, which was funded by The Research Council of Norway. The research was engaged under the supervision of Professor Jon Yngve Hardeberg and co-supervision of Associate Professor Marius Pedersen, from The Norwegian Colour and Visual Computing Laboratory, in the Faculty of Computer Science and Media Technology of Gjþvik University College; as well as the co-supervision of Associate Professor Jean-Baptiste Thomas, from The Laboratoire Electronique, Informatique et Image, in the Faculty of Computer Science of Universit®e de Bourgogne. The main goal of this research was to develop a fast and an inexpensive camera based display image quality assessment framework. Due to the limited time frame, we decided to focus only on projection displays with static images displayed on them. However, the proposed methods were not limited to projection displays, and they were expected to work with other types of displays, such as desktop monitors, laptop screens, smart phone screens, etc., with limited modifications. The primary contributions from this research can be summarized as follows: 1. We proposed a camera based display image quality assessment framework, which was originally designed for projection displays but it can be used for other types of displays with limited modifications. 2. We proposed a method to calibrate the camera in order to eliminate unwanted vignetting artifact, which is mainly introduced by the camera lens. 3. We proposed a method to optimize the camera’s exposure with respect to the measured luminance of incident light, so that after the calibration all camera sensors share a common linear response region. 4. We proposed a marker-less and view-independent method to register one captured image with its original at a sub-pixel level, so that we can incorporate existing full reference image quality metrics without modifying them. 5. We identified spatial uniformity, contrast and sharpness as the most important image quality attributes for projection displays, and we used the proposed framework to evaluate the prediction performance of the state-of-the-art image quality metrics regarding these attributes. The proposed image quality assessment framework is the core contribution of this research. Comparing to conventional image quality assessment approaches, which were largely based on the measurements of colorimeter or spectroradiometer, using camera as the acquisition device has the advantages of quickly recording all displayed pixels in one shot, relatively inexpensive to purchase the instrument. Therefore, the consumption of time and resources for image quality assessment can be largely reduced. We proposed a method to calibrate the camera in order to eliminate unwanted vignetting artifact primarily introduced by the camera lens. We used a hazy sky as a closely uniform light source, and the vignetting mask was generated with respect to the median sensor responses over i only a few rotated shots of the same spot on the sky. We also proposed a method to quickly determine whether all camera sensors were sharing a common linear response region. In order to incorporate existing full reference image quality metrics without modifying them, an accurate registration of pairs of pixels between one captured image and its original is required. We proposed a marker-less and view-independent image registration method to solve this problem. The experimental results proved that the proposed method worked well in the viewing conditions with a low ambient light. We further identified spatial uniformity, contrast and sharpness as the most important image quality attributes for projection displays. Subsequently, we used the developed framework to objectively evaluate the prediction performance of the state-of-art image quality metrics regarding these attributes in a robust manner. In this process, the metrics were benchmarked with respect to the correlations between the prediction results and the perceptual ratings collected from subjective experiments. The analysis of the experimental results indicated that our proposed methods were effective and efficient. Subjective experiment is an essential component for image quality assessment; however it can be time and resource consuming, especially in the cases that additional image distortion levels are required to extend the existing subjective experimental results. For this reason, we investigated the possibility of extending subjective experiments with baseline adjustment method, and we found that the method could work well if appropriate strategies were applied. The underlying strategies referred to the best distortion levels to be included in the baseline, as well as the number of them

    3D Recording and Interpretation for Maritime Archaeology

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    This open access peer-reviewed volume was inspired by the UNESCO UNITWIN Network for Underwater Archaeology International Workshop held at Flinders University, Adelaide, Australia in November 2016. Content is based on, but not limited to, the work presented at the workshop which was dedicated to 3D recording and interpretation for maritime archaeology. The volume consists of contributions from leading international experts as well as up-and-coming early career researchers from around the globe. The content of the book includes recording and analysis of maritime archaeology through emerging technologies, including both practical and theoretical contributions. Topics include photogrammetric recording, laser scanning, marine geophysical 3D survey techniques, virtual reality, 3D modelling and reconstruction, data integration and Geographic Information Systems. The principal incentive for this publication is the ongoing rapid shift in the methodologies of maritime archaeology within recent years and a marked increase in the use of 3D and digital approaches. This convergence of digital technologies such as underwater photography and photogrammetry, 3D sonar, 3D virtual reality, and 3D printing has highlighted a pressing need for these new methodologies to be considered together, both in terms of defining the state-of-the-art and for consideration of future directions. As a scholarly publication, the audience for the book includes students and researchers, as well as professionals working in various aspects of archaeology, heritage management, education, museums, and public policy. It will be of special interest to those working in the field of coastal cultural resource management and underwater archaeology but will also be of broader interest to anyone interested in archaeology and to those in other disciplines who are now engaging with 3D recording and visualization

    IKUWA6. Shared Heritage

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    Celebrating the theme ‘Shared heritage’, IKUWA6 (the 6th International Congress for Underwater Archaeology), was the first such major conference to be held in the Asia-Pacific region, and the first IKUWA meeting hosted outside Europe since the organisation’s inception in Germany in the 1990s. A primary objective of holding IKUWA6 in Australia was to give greater voice to practitioners and emerging researchers across the Asia and Pacific regions who are often not well represented in northern hemisphere scientific gatherings of this scale; and, to focus on the areas of overlap in our mutual heritage, techniques and technology. Drawing together peer-reviewed presentations by delegates from across the world who converged in Fremantle in 2016 to participate, this volume covers a stimulating diversity of themes and niche topics of value to maritime archaeology practitioners, researchers, students, historians and museum professionals across the world

    Remote Sensing and Geosciences for Archaeology

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    This book collects more than 20 papers, written by renowned experts and scientists from across the globe, that showcase the state-of-the-art and forefront research in archaeological remote sensing and the use of geoscientific techniques to investigate archaeological records and cultural heritage. Very high resolution satellite images from optical and radar space-borne sensors, airborne multi-spectral images, ground penetrating radar, terrestrial laser scanning, 3D modelling, Geographyc Information Systems (GIS) are among the techniques used in the archaeological studies published in this book. The reader can learn how to use these instruments and sensors, also in combination, to investigate cultural landscapes, discover new sites, reconstruct paleo-landscapes, augment the knowledge of monuments, and assess the condition of heritage at risk. Case studies scattered across Europe, Asia and America are presented: from the World UNESCO World Heritage Site of Lines and Geoglyphs of Nasca and Palpa to heritage under threat in the Middle East and North Africa, from coastal heritage in the intertidal flats of the German North Sea to Early and Neolithic settlements in Thessaly. Beginners will learn robust research methodologies and take inspiration; mature scholars will for sure derive inputs for new research and applications
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