108 research outputs found

    ARTYCUL: A Privacy-Preserving ML-Driven Framework to Determine the Popularity of a Cultural Exhibit on Display.

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    We present ARTYCUL (ARTifact popularitY for CULtural heritage), a machine learning(ML)-based framework that graphically represents the footfall around an artifact on display at a museum or a heritage site. The driving factor of this framework was the fact that the presence of security cameras has become universal, including at sites of cultural heritage. ARTYCUL used the video streams of closed-circuit televisions (CCTV) cameras installed in such premises to detect human figures, and their coordinates with respect to the camera frames were used to visualize the density of visitors around the specific display items. Such a framework that can display the popularity of artifacts would aid the curators towards a more optimal organization. Moreover, it could also help to gauge if a certain display item were neglected due to incorrect placement. While items of similar interest can be placed in vicinity of each other, an online recommendation system may also use the reputation of an artifact to catch the eye of the visitors. Artificial intelligence-based solutions are well suited for analysis of internet of things (IoT) traffic due to the inherent veracity and volatile nature of the transmissions. The work done for the development of ARTYCUL provided a deeper insight into the avenues for applications of IoT technology to the cultural heritage domain, and suitability of ML to process real-time data at a fast pace. While we also observed common issues that hinder the utilization of IoT in the cultural domain, the proposed framework was designed keeping in mind the same obstacles and a preference for backward compatibility

    Image enhancement in embedded devices for internet of things

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    This paper proposes a new color interpolation method which can be used in embedded devices for IoT system. In this work, we use regression approach for generating and designing filters to restore color image. The filters are designed with four sizes, 5x5 training filter, 7x7 training filter, 9x9 training filter, and 11x11 training filter. The obtained filters are tested in 25 LC dataset to assess the performance. Experimental results inform that the proposed filters provide outstanding performance when they are compared with conventional methods. As compared with the other methods, the proposed filters produce the best average interpolation performance both objectively and visually

    Digital transformation and art: a market evolution analysis.

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    Digitalization and digital technologies are a growing and developing trend, able to invest all markets, included the art sector. The convergence of art and digital transformation is leading and will lead in the future to change the rules of this market and the players operating in it will have to innovate to keep in line with their competitors and meet the needs of a new, broad and multiform audience. The primary objective of this thesis is to represent and analyze the evolution over the years of the art market, focusing on the influence that the process of technological innovation, an increasingly important and indispensable factor for this traditional sector, has had. In order to do this, the structure is organized according to four chapters, starting with the two main themes, the digital transformation and the art market, and then representing the combination of these two worlds, both from a theoretical and empirical point of view.Digitalization and digital technologies are a growing and developing trend, able to invest all markets, included the art sector. The convergence of art and digital transformation is leading and will lead in the future to change the rules of this market and the players operating in it will have to innovate to keep in line with their competitors and meet the needs of a new, broad and multiform audience. The primary objective of this thesis is to represent and analyze the evolution over the years of the art market, focusing on the influence that the process of technological innovation, an increasingly important and indispensable factor for this traditional sector, has had. In order to do this, the structure is organized according to four chapters, starting with the two main themes, the digital transformation and the art market, and then representing the combination of these two worlds, both from a theoretical and empirical point of view

    Computational methods and rural cultural & natural heritage: A review

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    Cultural and Natural Heritage (CNH) are both irreplaceable sources of life and inspiration, according to the UNESCO definition. Rural areas represent outstanding examples of cultural, either tangible or intangible, and natural heritage. While rural areas are facing a socio-economic and demographic crisis all over the world, CNH need not only to be safeguarded, but also promoted as a driver for competitiveness, growth and sustainable and inclusive development. This paper goes deeper into the study of computational methods (CMs) applied to modelling CNH in rural areas by looking at how computational methods can support CNH promotion and valorisation to transform rural areas into laboratories for the demonstration of sustainable development through improving the unique potential of their heritage. To this end, different computational methods have been studied and classified according to their scope and application area parameters, showing some correlation among the said parameters and the class of computational method. Apart from how CMs have been applied, wehether it is possible to scale up these CMs elsewhere has also been considered

    "Arte Factus" : estudo e co-design socialmente consciente de artefatos digitais socioenativos

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    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Atualmente, a tecnologia computacional tornou-se cada vez mais pervasiva por meio de computadores de diferentes tamanhos, formas e capacidades. Mas avanços tecnológicos, embora necessários, não são suficientes para tornar a interação com tecnologia computacional mais transparente, como preconizado pela computação ubíqua. Sistemas computacionais atuais ainda exigem um vocabulário técnico de entradas e saídas para serem utilizados. No campo da Interação Humano-Computador (IHC), a adoção da teoria da cognição enativa pode lançar luz sobre um novo paradigma de interação que preenche a lacuna entre ação e percepção. Sistemas computacionais enativos são um promissor tema de pesquisa, mas seu design e avaliação ainda são pouco explorados. Além disso, sistemas enativos, como já proposto na literatura, carecem de consideração do contexto social. O objetivo desta tese de doutorado é contribuir para o design de tecnologia computacional dentro de uma abordagem da cognição enativa, além de também sensível à aspectos sociais. Portanto, esta tese investiga os conceitos de sistemas enativos e socioenativos por meio do co-design de arte interativa e instalações. Para atingir esse objetivo, é proposto um arcabouço teórico-metodológico chamado "Arte Factus" para apoiar o estudo e o co-design socialmente consciente de artefatos digitais. O arcabouço "Arte Factus" foi utilizado em três estudos de design relatados nesta tese: InterArt, InstInt e InsTime. Esses estudos envolveram a participação de 105 estudantes de graduação e pós-graduação em Ciência da Computação e Engenharia de Computação no co-design de 19 instalações. O processo envolveu o uso de tecnologia pervasiva do tipo Faça-Você-Mesmo ("Do-It-Yourself, DIY"), e algumas dessas instalações foram estudadas em oficinas de prática situada que ocorreram em cenários educacionais (escola e museu exploratório de ciências). O arcabouço "Arte Factus", como a principal contribuição desta tese de doutorado, mostrou-se eficaz no apoio ao co-design socialmente consciente de instalações interativas que materializam o conceito de artefatos digitais socioenativos. Além disso, através do estudo dos artefatos criados no contexto desta investigação, esta tese também contribui para a construção teórica do conceito de sistemas socioenativosAbstract: Currently, computational technology has become more and more pervasive with computers of different sizes, shapes, and capacities. But technological advancements, although necessary, are not enough to make the interaction with computational technology more transparent, as preconized by the ubiquitous computing. Current computational systems still require a technical vocabulary of inputs and outputs to be interacted with. Within the field of Human-Computer Interaction (HCI), the adoption of the enactive cognition theory can shed light on a new interaction paradigm that bridges the gap between action and perception. Enactive computational systems are a promising subject of research, but their design and evaluation are still hardly explored. Furthermore, enactive systems as already proposed in the literature lack a social context consideration. The objective of this doctoral thesis is to contribute towards the design of computational technology within an enactive approach to cognition, while also being sensitive to social aspects. Therefore, this thesis investigates the concepts of enactive and socioenactive systems by enabling the co-design of interactive art installations. To achieve this objective, a theoretical-methodological framework named "Arte Factus" is proposed to support the study and socially aware co-design of digital artifacts. The "Arte Factus" framework was used in three design studies reported in this thesis: InterArt, InstInt, and InsTime. These studies involved the participation of 105 Computer Science and Computer Engineering undergraduate and graduate students in the co-design of 19 installations. The process involved the use of pervasive "Do-It-Yourself" (DIY) technology, and some of these installations were further studied in workshops of situated practice that took place in educational scenarios (school and exploratory science museum). The "Arte Factus" framework, as the main contribution of this doctoral thesis, has shown effective in supporting the socially aware co-design of interactive installations that materialize the concept of socioenactive digital artifacts. Moreover, through the study of the artifacts created in the context of this investigation, this thesis also contributes towards the theoretical construction of the concept of socioenactive systemsDoutoradoCiência da ComputaçãoDoutor em Ciência da Computação2017/06762-0FAPESPCAPE

    Data and the city – accessibility and openness. a cybersalon paper on open data

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    This paper showcases examples of bottom–up open data and smart city applications and identifies lessons for future such efforts. Examples include Changify, a neighbourhood-based platform for residents, businesses, and companies; Open Sensors, which provides APIs to help businesses, startups, and individuals develop applications for the Internet of Things; and Cybersalon’s Hackney Treasures. a location-based mobile app that uses Wikipedia entries geolocated in Hackney borough to map notable local residents. Other experiments with sensors and open data by Cybersalon members include Ilze Black and Nanda Khaorapapong's The Breather, a "breathing" balloon that uses high-end, sophisticated sensors to make air quality visible; and James Moulding's AirPublic, which measures pollution levels. Based on Cybersalon's experience to date, getting data to the people is difficult, circuitous, and slow, requiring an intricate process of leadership, public relations, and perseverance. Although there are myriad tools and initiatives, there is no one solution for the actual transfer of that data
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