62 research outputs found

    REVISIÓN DE LAS TÉCNICAS DE REALIDAD AUMENTADA Y REALIDAD VIRTUAL EN EL ARTE RUPESTRE

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    [EN] The usage of augmented reality (AR) and virtual reality (VR) technologies began to grow when smartphones appeared. Until then, the number of portable devices capable of incorporating these technologies was reduced. Video games are the main field where these technologies are applied, but in other fields such as in archaeology, these technologies can offer many advantages. Ruins reconstruction, ancient life simulation, highly detailed 3D models visualisation of valuable objects from the past or even user free movement in missing places are just some examples found in literature. This paper reviews the latest visualisation technologies and their applicability to the rock art field. The main purpose is to disseminate rock art paintings through AR and VR applications. After the image-based three-dimensional (3D) modelling is obtained, an interactive visit to a shelter for displaying rock art paintings is presented. This is one of examples developed in this paper that pretends to apply the revised AR and VR techniques. In addition, an example of AR is developed that can be easily adapted to further applications displaying rock art paintings.[ES] El uso de las tecnologías de realidad virtual (RV) y realidad aumentada (RA) comenzó a crecer con la aparición de los teléfonos inteligentes. Hasta entonces, había pocos dispositivos portátiles capaces de incorporar estas tecnologías. Principalmente estas tecnologías se aplican en la creación de videojuegos, aunque en otros campos como la arqueología, estas tecnologías tienen mucho que ofrecer. Con estas tecnologías es posible mostrar la reconstrucción de ruinas, la simulación de otra época, modelos 3D altamente detallados de objetos de valor del pasado o incluso trasladar al usuario a lugares que ya no existen. Este trabajo presenta una revisión de las últimas tecnologías de visualización y su aplicabilidad en el campo del arte rupestre, con el objetivo de divulgar las pinturas rupestres a través de aplicaciones de RA y RV. Después del modelado 3D basado en imágenes, se presenta una visita interactiva a un refugio para la visualización de las pinturas rupestres. Este es uno de los ejemplos desarrollados en este trabajo que pretende aplicar las técnicas revisadas de RA y RV. Además, se detalla un sencillo ejemplo de RA que puede fácilmente adaptarse a otras aplicaciones que muestren pinturas rupestres.Blanco Pons, S.; Carrión Ruiz, B.; Lerma, JL. (2016). REVIEW OF AUGMENTED REALITY AND VIRTUAL REALITY TECHNIQUES IN ROCK ART. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 176-183. https://doi.org/10.4995/arqueologica8.2016.3561OCS17618

    Towards a Synesthesia Laboratory: Real-time Localization and Visualization of a Sound Source for Virtual Reality Applications

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    In this paper, we present our findings related to the problem of localization and visualization of a sound source placed in the same room as the listener. The particular effect that we aim to investigate is called synesthesia—the act of experiencing one sense modality as another, e.g., a person may vividly experience flashes of colors when listening to a series of sounds. Towards that end, we apply a series of recently developed methods for detecting sound source in a three-dimensional space around the listener.We also apply a Kalman filter to smooth out the perceived motion. Further, we transform the audio signal into a series of visual shapes, such that the size of each shape is determined by theloudness of the sound source, and its color is determined by the dominant spectral component of the sound. The developed prototype is verified in real time. The prototype configuration is described and some initial experimental results are reported and discussed. Some ideas for further development are also presented

    Towards a Synesthesia Laboratory: Real-time Localization and Visualization of a Sound Source for Virtual Reality Applications

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    In this paper, we present our findings related to the problem of localization and visualization of a sound source placed in the same room as the listener. The particular effect that we aim to investigate is called synesthesia—the act of experiencing one sense modality as another, e.g., a person may vividly experience flashes of colors when listening to a series of sounds. Towards that end, we apply a series of recently developed methods for detecting sound source in a three-dimensional space around the listener.We also apply a Kalman filter to smooth out the perceived motion. Further, we transform the audio signal into a series of visual shapes, such that the size of each shape is determined by theloudness of the sound source, and its color is determined by the dominant spectral component of the sound. The developed prototype is verified in real time. The prototype configuration is described and some initial experimental results are reported and discussed. Some ideas for further development are also presented

    Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage

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    Tesis por compendio[ES] La RA consiste en la superposición de elementos virtuales sobre el entorno real, de manera que el usuario percibe estos elementos como si formaran parte de la realidad que está visualizando. Las aplicaciones de RA en dispositivos móviles permiten visualizar el contenido virtual a través de la cámara del dispositivo. La RA es una herramienta de divulgación muy potente ya que permite añadir a la realidad cualquier tipo de información, desde un simple texto informativo a un modelo 3D interactivo. Tiene infinitas utilidades, puede servir de guía en un museo, puede mostrar la recreación de un monumento destruido, o como en el caso de estudio aquí presentado, ayudar a la interpretación de pinturas rupestres. Esta tesis parte de la idea de que la RA puede mejorar mucho la interpretación del arte rupestre sin alterar ni dañar las pinturas. Puede servir para atraer a un público mayor, dar a conocer la historia de las pinturas rupestres y que al mismo tiempo el visitante tenga una experiencia mucho más enriquecedora. A lo largo de la tesis se ha estudiado en profundidad la técnica de visualización de RA mediante dispositivos móviles. Se han analizado las diferentes librerías de programación mediante casos de estudio en entornos reales y examinado los factores que pueden afectar al reconocimiento de las pinturas. Se ha desarrollado una aplicación de RA aplicada a un caso real de pinturas rupestres y posteriormente ha sido evaluada por un grupo de personas. Finalmente, se ha estudiado el efecto de la luz solar y sus cambios a lo largo del día sobre el reconocimiento de imágenes en entornos al aire libre. Este trabajo proporciona un punto de partida para el desarrollo de aplicaciones de RA aplicadas a la difusión del patrimonio cultural, especialmente centrado en el arte rupestre, un entorno que sufre de unas dificultades añadidas debido a su localización, dificultad de reconocimiento de puntos característicos en las pinturas y los cambios en la luz solar, problemas que se han tratado de resolver a lo largo del estudio. Las principales conclusiones han sido muy favorables, partiendo de librerías de programación disponibles y gratuitas. Se han podido desarrollar un conjunto de aplicaciones de RA en diferentes lugares. Las valoraciones han sido muy positivas, los usuarios que han probado las aplicaciones afirman que la interpretación de las pinturas les resulta más fácil y consiguen entender mejor el propósito de las mismas. El principal inconveniente encontrado es la falta de conocimiento sobre esta técnica y la pérdida de realismo en algunos casos debido a la oclusión, es decir, que los objetos virtuales no se posicionen por detrás de los objetos reales. La buena noticia es que esta tecnología evoluciona muy rápido y durante el desarrollo de la tesis ha habido avances muy grandes, entre ellos, el desarrollo de nuevas librerías de programación desarrolladas por Google y Apple, que proporcionan las herramientas necesarias para crear aplicaciones muy potentes e immersivas, donde el usuario se sentirá parte de los entornos creados.[CA] La RA consisteix en la superposició d'elements virtuals sobre l'entorn real, de manera que l'usuari percep aquests elements com si formaren part de la realitat que està visualitzant. Les aplicacions de RA en dispositius mòbils permeten visualitzar el contingut virtual a través de la cambra del dispositiu. La RA és una eina de divulgació molt potent ja que permet afegir a la realitat qualsevol tipus d'informació, des d'un simple text informatiu a un model 3D interactiu. Té infinites utilitats, pot servir de guia en un museu, pot mostrar la recreació d'un monument destruït, o com en el cas d'estudi ací presentat, ajudar a la interpretació de pintures rupestres. Aquesta tesi parteix de la idea que la RA pot millorar molt la interpretació de l'art rupestre sense alterar ni danyar les pintures. Pot servir per a atraure a un públic major, donar a conéixer la història de les pintures rupestres i que al mateix temps el visitant tinga una experiència molt més enriquidora. Al llarg de la tesi s'ha estudiat en profunditat la tècnica de visualització de RA mitjançant dispositius mòbils. S'han analitzat les diferents llibreries de programació mitjançant casos d'estudi en entorns reals i analitzat els factors que poden afectar el reconeixement de les pintures. S'ha desenvolupat una aplicació de RA aplicada a un cas real de pintures rupestres i posteriorment ha sigut avaluada per un grup de persones. Finalment, s'ha estudiat l'efecte de la llum solar i els seus canvis al llarg del dia sobre el reconeixement d'imatges en entorns a l'aire lliure. Aquest treball proporciona un punt de partida per al desenvolupament d'aplicacions de RA aplicades a la difusió del patrimoni cultural, especialment centrat en l'art rupestre, un entorn que pateix d'unes dificultats afegides a causa de la seua localització, dificultat de reconeixement de punts característics en les pintures i els canvis en la llum solar, problemes que s'han tractat de resoldre al llarg de l'estudi. Les principals conclusions han sigut molt favorables, partint de llibreries de programació disponibles i gratuïtes. S'han pogut desenvolupar un conjunt d'aplicacions de RA en diferents llocs. Les valoracions han sigut molt positives, els usuaris que han provat les aplicacions afirmen que la interpretació de les pintures els resulta més fàcil i aconsegueixen entendre millor el propòsit d'aquestes. El principal inconvenient trobat és la falta de coneixement sobre aquesta tècnica i la perduda de realisme en alguns casos a causa de l'oclusió, és a dir, que els objectes virtuals no es posicionen per darrere dels objectes reals. La bona notícia és que aquesta tecnologia evoluciona molt ràpid i durant el desenvolupament de la tesi hi ha hagut avanços molt grans, entre ells, el desenvolupament de noves llibreries de programació per Google i Apple, que proporcionen les eines necessàries per a crear aplicacions molt potents i immersives, on l'usuari se sentirà part dels entorns creats.[EN] AR consists of superimposing virtual elements on the real environment, so that the user perceives these elements as if they were part of the reality they are looking at. AR applications on smartphones allow virtual content to be visualised through the device's camera. AR is a very powerful tool for dissemination as it allows any type of information to be added to reality, from a simple informative text to an interactive 3D model. It can be used as a guide in a museum, it can show the recreation of a destroyed monument, or, as in the case study presented here, it can help in the interpretation of cave paintings. This thesis is based on the idea that AR can greatly enhance the interpretation of rock art without affecting or damaging the paintings. It can be used to attract a wider audience, to introduce the history of the rock art paintings and at the same time provide the visitor with a much more enriching experience. Throughout the thesis, the technique of AR visualisation using mobile devices has been studied in-depth. The different programming libraries have been analysed by means of case studies in real environments as well as the factors that can affect the paintings recognition. An AR application applied to a real case of rock art paintings has been developed and subsequently evaluated by a group of people. Finally, the effect of sunlight and its changes throughout the day on image recognition in outdoor environments has been studied. This work provides a starting point for the AR applications development applied to the dissemination of cultural heritage, especially focused on rock art, an environment that suffers from additional difficulties due to its location, the difficulty of characteristic points recognition and changes in sunlight, problems that have been tried to solve throughout the study. The main outcomes have been very favourable, using freely available programming libraries, and it has been possible to develop a set of AR applications in different places. The evaluations have been very positive, with users who have tested the applications confirming that the interpretation of the paintings is easier for them and they can better understand the purpose of the paintings. The major drawback is the lack of knowledge about this technique and the loss of realism in some cases due to occlusion, i.e. the virtual objects are not positioned behind the real objects. The good news is that this technology is evolving very fast and during the development of the thesis there have been great advances, among them, the development of new programming libraries developed by Google and Apple, which provide the necessary tools to create very powerful and immersive applications, where the user will feel part of the virtual environments created.Blanco Pons, S. (2021). Analysis and Development of Augmented Reality Applications for the Dissemination of Cultural Heritage [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/178895TESISCompendi

    Um jogo digital em ambientes imersivos no apoio às vítimas do acidente vascular cerebral

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    A sociedade moderna está a testemunhar um aumento do envelhecimento médio populacional, graças à melhoria da qualidade dos serviços de saúde e de medicação. No entanto, o envelhecimento cria outros problemas como doenças físicas ou mentais com grandes taxas de incidência. O acidente vascular cerebral (AVC) é uma das doenças que afeta sobretudo a população idosa, e o processo de reabilitação é doloroso e difícil de percorrer, sendo que a forma mais eficaz de tratar o doente é na atuação rápida e eficaz da fisioterapia. O consumo de videojogos pela população sénior está a aumentar, sendo que é cada vez mais viável a introdução de novos artefactos digitais no processo de recuperação cerebral e motora pela vítima de AVC. Os programas tradicionais de recuperação para um paciente que tenha sofrido um AVC são organizados em tratamento fisioterapêutico longo e monótono, com a possibilidade de envolver tarefas domésticas desmotivadoras. No entanto existem soluções tecnológicas que monitorizam as tarefas repetitivas de movimento. O aparelho de monitorização aliado a um jogo digital tem a possibilidade de estimular o paciente nas melhorias motoras e cognitivas como uma alternativa ao tratamento fisioterapêutico tradicional. As soluções desenvolvidas até ao momento são escassas, sendo que existe uma grande margem para mudar essa realidade. O principal objetivo desta pesquisa é o de explorar caraterísticas relacionadas com o display, interface gestual, narrativa, género, estilo gráfico, dificuldade, e linguagem que um jogo digital possa ter, para complementar as sessões de fisioterapia na recuperação do AVC pela população sénior, através da criação de um protótipo experimental. Esta investigação empírica tem um carácter exploratório e tem como base a metodologia Development Research (Van den Akker, Branch, Gustafson, Nieveen, & Plomp, 1999). Os resultados indicam que o controlador de movimento – leap motion – é um dispositivo que pode ser adaptado à fisioterapia orientada ao AVC, através de movimentos específicos e contextualizados no ambiente de jogo. Adicionalmente, foi possível observar uma rejeição elevada no uso de Head Mounted Displays devido a dores oculares e perda de orientação.Modern society is witnessing a general population ageing increase in average life expectancy thanks to better health services and medication. However, ageing creates life quality problems, such has several disabilities, diseases, or mental illness with high incidence rates. Stroke patients are a main concern for such ages, and the rehabilitation process is painful and shows very small recovery improvements over time, unless treated in a fast manner. The consumption of videogames by the senior population is increasing, and it is feasible to introduce new digital artefacts for the process of recovering from brain damage and low motricity for the stroke victim. Typical rehabilitation programs for stroke patients are organized in long and monotonous physiotherapy treatment, with the possibility of involving domestic tasks, which can increase the risk of treatment withdrawal derived from low motivation. However, there are some technological solutions that can effectively help in the supervision of those repetitive tasks. A monitoring device connected to a digital game can effectively stimulate a person in cognitive and physical improvements as an alternative to traditional physiotherapy treatment. There is room for improvement in order to change the reality of stroke rehabilitation. The main objective of this research is to explore characteristics related to display, gesture interface device, narrative, genre, game art design, difficulty, and language that can be included in a digital game to complement physiotherapy sessions for stroke rehabilitation, through the creation of a functional prototype. The empirical research has an exploratory character and is based on the methodology “Development Research” (Van den Akker et al., 1999). The results indicate that the motion controller - leap motion - is a device that can be adapted to stroke-oriented physiotherapy through specific movements and contextualized in the game environment. Additionally, it was possible to observe a high rejection in the use of Head Mounted Displays due to ocular pain and orientation loss.Mestrado em Comunicação Multimédi

    Proceedings of the 10th international conference on disability, virtual reality and associated technologies (ICDVRAT 2014)

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    The proceedings of the conferenc
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