23,986 research outputs found

    Recreating Daily life in Pompeii

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    [EN] We propose an integrated Mixed Reality methodology for recreating ancient daily life that features realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. We aim to go further from traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations and allow for 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup. This is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with real-time, clothed virtual humans that are dynamically superimposed on live camera input, animated and acting based on a predefined, historically correct scenario. We demonstrate such a real-time case study on the actual site of ancient Pompeii.The work presented has been supported by the Swiss Federal Office for Education and Science and the EU IST programme, in frame of the EU IST LIFEPLUS 34545 and EU ICT INTERMEDIA 38417 projects.Magnenat-Thalmann, N.; Papagiannakis, G. (2010). Recreating Daily life in Pompeii. Virtual Archaeology Review. 1(2):19-23. https://doi.org/10.4995/var.2010.4679OJS192312P. MILGRAM, F. KISHINO, (1994) "A Taxonomy of Mixed Reality Visual Displays", IEICE Trans. Information Systems, vol. E77-D, no. 12, pp. 1321-1329R. AZUMA, Y. BAILLOT, R. BEHRINGER, S. FEINER, S. JULIER, B. MACINTYRE, (2001) "Recent Advances in Augmented Reality", IEEE Computer Graphics and Applications, November/December http://dx.doi.org/10.1109/38.963459D. STRICKER, P. DÄHNE, F. SEIBERT, I. CHRISTOU, L. ALMEIDA, N. IOANNIDIS, (2001) "Design and Development Issues for ARCHEOGUIDE: An Augmented Reality-based Cultural Heritage On-site Guide", EuroImage ICAV 3D Conference in Augmented Virtual Environments and Three-dimensional Imaging, Mykonos, Greece, 30 May-01 JuneW. WOHLGEMUTH, G. TRIEBFÜRST, (2000)"ARVIKA: augmented reality for development, production and service", DARE 2000 on Designing augmented reality environments, Elsinore, Denmark http://dx.doi.org/10.1145/354666.354688H. TAMURA, H. YAMAMOTO, A. KATAYAMA, (2001) "Mixed reality: Future dreams seen at the border between real and virtual worlds", Computer Graphics and Applications, vol.21, no.6, pp.64-70 http://dx.doi.org/10.1109/38.963462M. PONDER, G. PAPAGIANNAKIS, T. MOLET, N. MAGNENAT-THALMANN, D. THALMANN, (2003) "VHD++ Development Framework: Towards Extendible, Component Based VR/AR Simulation Engine Featuring Advanced Virtual Character Technologies", IEEE Computer Society Press, CGI Proceedings, pp. 96-104 http://dx.doi.org/10.1109/cgi.2003.1214453Archaeological Superintendence of Pompeii (2009), http://www.pompeiisites.orgG. PAPAGIANNAKIS, S. SCHERTENLEIB, B. O'KENNEDY , M. POIZAT, N.MAGNENAT-THALMANN, A. STODDART, D.THALMANN, (2005) "Mixing Virtual and Real scenes in the site of ancient Pompeii",Journal of CAVW, p 11-24, Volume 16, Issue 1, John Wiley and Sons Ltd, FebruaryEGGES, A., PAPAGIANNAKIS, G., MAGNENAT-THALMANN, N., (2007) "Presence and Interaction in Mixed Reality", The Visual Computer, Springer-Verlag Volume 23, Number 5, MaySEO H., MAGNENAT-THALMANN N. (2003), An Automatic Modeling of Human Bodies from Sizing Parameters. In ACM SIGGRAPH, Symposium on Interactive 3D Graphics, pp19-26, pp234. http://dx.doi.org/10.1145/641480.641487VOLINO P., MAGNENAT-THALMANN N. (2006), Resolving Surface Collisions through Intersection Contour Minimization. In ACM Transactions on Graphics (Siggraph 2006 proceedings), 25(3), pp 1154-1159. http://dx.doi.org/10.1145/1179352.1142007http://dx.doi.org/10.1145/1141911.1142007PAPAGIANNAKIS, G., SINGH, G., MAGNENAT-THALMANN, N., (2008) "A survey of mobile and wireless technologies for augmented reality systems", Journal of Computer Animation and Virtual Worlds, John Wiley and Sons Ltd, 19, 1, pp. 3-22, February http://dx.doi.org/10.1002/cav.22

    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

    The Limited Effect of Graphic Elements in Video and Augmented Reality on Children’s Listening Comprehension

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    There is currently significant interest in the use of instructional strategies in learning environments thanks to the emergence of new multimedia systems that combine text, audio, graphics and video, such as augmented reality (AR). In this light, this study compares the effectiveness of AR and video for listening comprehension tasks. The sample consisted of thirty-two elementary school students with different reading comprehension. Firstly, the experience, instructions and objectives were introduced to all the students. Next, they were divided into two groups to perform activities—one group performed an activity involving watching an Educational Video Story of the Laika dog and her Space Journey available by mobile devices app Blue Planet Tales, while the other performed an activity involving the use of AR, whose contents of the same history were visualized by means of the app Augment Sales. Once the activities were completed participants answered a comprehension test. Results (p = 0.180) indicate there are no meaningful differences between the lesson format and test performance. But there are differences between the participants of the AR group according to their reading comprehension level. With respect to the time taken to perform the comprehension test, there is no significant difference between the two groups but there is a difference between participants with a high and low level of comprehension. To conclude SUS (System Usability Scale) questionnaire was used to establish the measure usability for the AR app on a smartphone. An average score of 77.5 out of 100 was obtained in this questionnaire, which indicates that the app has fairly good user-centered design

    A Comparison of Visualisation Methods for Disambiguating Verbal Requests in Human-Robot Interaction

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    Picking up objects requested by a human user is a common task in human-robot interaction. When multiple objects match the user's verbal description, the robot needs to clarify which object the user is referring to before executing the action. Previous research has focused on perceiving user's multimodal behaviour to complement verbal commands or minimising the number of follow up questions to reduce task time. In this paper, we propose a system for reference disambiguation based on visualisation and compare three methods to disambiguate natural language instructions. In a controlled experiment with a YuMi robot, we investigated real-time augmentations of the workspace in three conditions -- mixed reality, augmented reality, and a monitor as the baseline -- using objective measures such as time and accuracy, and subjective measures like engagement, immersion, and display interference. Significant differences were found in accuracy and engagement between the conditions, but no differences were found in task time. Despite the higher error rates in the mixed reality condition, participants found that modality more engaging than the other two, but overall showed preference for the augmented reality condition over the monitor and mixed reality conditions
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