192 research outputs found
ISAR: Ein Autorensystem fĂŒr Interaktive Tische
Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem fĂŒr Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren
Methods and tools to enjoy and to study inaccessible Heritage
Our research on a multi-purpose survey of cultural Heritage located in UNESCO Historical Centre of Naples has the following goals: to test some innovative strategies to improve public enjoyment for inaccessible sites; to explore the use of some interactive systems to study heritage in remote; to explore how to access the information system through AR applications. In this paper we are going to focus on comparison between interactive system to access 3D data and photogrammetric processing of panoramic images. We investigated on: a. the use of 360° panorama for 3D restitutions; b. the use of 360° panorama as an interface to 3D data to extract real 3D coordinates and accurately measure distances; c. the use of 3D PDF to access a 3D database
Artifact-Based Rendering: Harnessing Natural and Traditional Visual Media for More Expressive and Engaging 3D Visualizations
We introduce Artifact-Based Rendering (ABR), a framework of tools,
algorithms, and processes that makes it possible to produce real, data-driven
3D scientific visualizations with a visual language derived entirely from
colors, lines, textures, and forms created using traditional physical media or
found in nature. A theory and process for ABR is presented to address three
current needs: (i) designing better visualizations by making it possible for
non-programmers to rapidly design and critique many alternative data-to-visual
mappings; (ii) expanding the visual vocabulary used in scientific
visualizations to depict increasingly complex multivariate data; (iii) bringing
a more engaging, natural, and human-relatable handcrafted aesthetic to data
visualization. New tools and algorithms to support ABR include front-end
applets for constructing artifact-based colormaps, optimizing 3D scanned meshes
for use in data visualization, and synthesizing textures from artifacts. These
are complemented by an interactive rendering engine with custom algorithms and
interfaces that demonstrate multiple new visual styles for depicting point,
line, surface, and volume data. A within-the-research-team design study
provides early evidence of the shift in visualization design processes that ABR
is believed to enable when compared to traditional scientific visualization
systems. Qualitative user feedback on applications to climate science and brain
imaging support the utility of ABR for scientific discovery and public
communication.Comment: Published in IEEE VIS 2019, 9 pages of content with 2 pages of
references, 12 figure
Parametric BIM-based Design Review
This research addressed the need for a new design review technology and method to express the tangible and intangible qualities of architectural experience of parametric BIM-based design projects. The research produced an innovative presentation tool by which parametric design is presented systematically. Focus groups provided assessments of the tool to reveal the usefulness of a parametric BIM-based design review method.
The way in which we visualize architecture affects the way we design and perceive architectural form and performance. Contemporary architectural forms and systems are very complex, yet most architects who use Building Information Modeling (BIM) and generative design methods still embrace the two-dimensional 15th-century Albertian representational methods to express and review design projects. However, architecture cannot be fully perceived through a set of drawings that mediate our perception and evaluation of the built environment.
The systematic and conventional approach of traditional architectural representation, in paper-based and slide-based design reviews, is not able to visualize phenomenal experience nor the inherent variation and versioning of parametric models. Pre-recorded walk-throughs with high quality rendering and imaging have been in use for decades, but high verisimilitude interactive walk-throughs are not commonly used in architectural presentations. The new generations of parametric and BIM systems allow for the quick production of variations in design by varying design parameters and their relationships. However, there is a lack of tools capable of conducting design reviews that engage the advantages of parametric and BIM design projects. Given the multitude of possibilities of in-game interface design, game-engines provide an opportunity for the creation of an interactive, parametric, and performance-oriented experience of architectural projects with multi-design options.
This research has produced a concept for a dynamic presentation and review tool and method intended to meet the needs of parametric design, performance-based evaluation, and optimization of multi-objective design options. The concept is illustrated and tested using a prototype (Parametric Design Review, or PDR) based upon an interactive gaming environment equipped with a novel user interface that simultaneously engages the parametric framework, object parameters, multi-objective optimized design options and their performances with diagrammatic, perspectival, and orthographic representations. The prototype was presented to representative users in multiple focus group sessions. Focus group discussion data reveal that the proposed PDR interface was perceived to be useful if used for design reviews in both academic and professional practice settings
Visualization and Analysis of 3D Microscopic Images
In a wide range of biological studies, it is highly desirable to visualize and analyze three-dimensional (3D) microscopic images. In this primer, we first introduce several major methods for visualizing typical 3D images and related multi-scale, multi-time-point, multi-color data sets. Then, we discuss three key categories of image analysis tasks, namely segmentation, registration, and annotation. We demonstrate how to pipeline these visualization and analysis modules using examples of profiling the single-cell gene-expression of C. elegans and constructing a map of stereotyped neurite tracts in a fruit fly brain
VIRTUAL MUSEUMS FOR LANDSCAPE VALORIZATION AND COMMUNICATION
Research in the domain of landscape virtual reconstructions has been mainly focused on digitization and recording inside GIS
systems, or real time visualization, paying a minor attention to the development of a methodological approach for the landscape
narration, combing different registers, conceptual, emotional incitements and, thus, able to arouse in the public a feeling of emotional
âsensingâ and self- identification. The landscape reflects also the human activities in the territory and the communitiesâ cultural
patterns, their sense of âbelongingâ. In a virtual museum of landscapes, the multidisciplinary approach, the multiplication of
perspectives and voices, storytelling, acquire primary importance. A Virtual Museum of landscapes should integrate both holistic and
delimited visions. The holistic vision requires a diachronic approach, including both present and past phases of life. On the other
side, delimited, or âmonographicâ, representations are useful to go deeper into specific and exemplar stories, regarding specific
groups of people.
Beside, the emergence of new social media enhancing cultural interactions among people induce the creation of specific social
platforms for Cultural Heritage for the active participation of a large number of stakeholders. Co-creation scenarios and tools can be
particularly promising. Aton is an example of front-end VR social platform in the web end, for the efficient streaming of
medium/large landscape, their exploration and characterization.
The Tiber Valley Virtual Museum is an example of sensorial cultural landscape. Starting from the acquisition of topographical data
through integrated technologies, several multi-sensory scenarios have been created, inside which visitors can feel embodied and
involved
Interaction in an immersive virtual Beijing courtyard house
Courtyard housing had been a standard dwelling type in China for more than 3000 years, which integrated tightly with local customs, aesthetics, philosophy, and natural conditions. As the representative of Chinese courtyard housing, Beijing\u27s style has its unique features including structure, plan layout, and urban form. How to present these features effectively is of great importance to understand Beijing courtyard housing. The current major visualization methods in architecture include physical model, digital imaging, and hand drawing. All of them have two common limitations--small dimensions and non-interaction. As an alternative, VR owns two advantages--immersion and interactivity. In a full-immersive VR environment, such as the C6, users can examine virtual buildings at full-scale and operate models interactively at real-time. Thus, this project attempts to implement an interactive simulation of Beijing courtyard house in C6, and find out if architectural knowledge can be presented through this environment. The methodological steps include VR modeling, interaction planning, and C6 implementation. A four-yard house in Beijing was used as the prototype of VR modeling. By generating the model into six versions with different nodes and textures, it was found that the fewer nodes a model has, the quicker it is in C6. The main interaction mechanism is to demonstrate the main hall\u27s structure interactively through menu selection. The sequence to show the structure is based on its constructional process. Each menu item uses the name of structural components, and by clicking a menu item, the corresponding constructional step is shown in C6. There were five viewers invited to see the simulation and comment on the functionality of full-immersion and interactivity in this product. Overall, the results are positive that the full-immersive and interactive VR environment is potentially effective to present architectural knowledge. A major suggestion from the viewers is that more details can be added in the simulation, such as characters and furniture. Upon the accomplishment of this project, a method to implement architectural simulations efficiently in C6 could be found. In the future, this study could involve more complex interactions such as virtual inhabitants, as a means to show the Chinese culture vividly
Organic shape modeling through haptic devices
This paper presents a sketching system for 3D organic shapes modeling and animation using virtual reality devices. On the hardware side, it is based on the Haptic Workstationâą which conveys force feedback on the user arms (upper body limbs), and a head mounted display to present the 3D generated images. On the software side, we use implicit surfaces modeling techniques such as metaballs. In fact, designers feel well comfortable with this kind of primitives due to their ability in the organic shapes creation such as virtual humans. The proposed system provides an efficient alternative to produce advanced 3D shapes sketchin
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