132 research outputs found

    Fenomenología del tiempo en la representación visual interactiva

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    Este artículo trata de la representación del tiempo en la imagen interactiva, cuáles son sus formas y qué remediaciones podemos extraer mediante la interacción tanto en su comprensión como en su representación. Para ello, analizaremos primero algunos de los factores que intervienen en la estructuración del concepto del tiempo en la cultura

    Developing Interaction 3D Models for E-Learning Applications

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    Some issues concerning the development of interactive 3D models for e-learning applications are considered. Given that 3D data sets are normally large and interactive display demands high performance computation, a natural solution would be placing the computational burden on the client machine rather than on the server. Mozilla and Google opted for a combination of client-side languages, JavaScript and OpenGL, to handle 3D graphics in a web browser (Mozilla 3D and O3D respectively). Based on the O3D model, core web technologies are considered and an example of the full process involving the generation of a 3D model and their interactive visualization in a web browser is described. The challenging issue of creating realistic 3D models of objects in the real world is discussed and a method based on line projection for fast 3D reconstruction is presented. The generated model is then visualized in a web browser. The experiments demonstrate that visualization of 3D data in a web browser can provide quality user experience. Moreover, the development of web applications are facilitated by O3D JavaScript extension allowing web designers to focus on 3D contents generation

    Temporalidades presentes en las experiencias cinemáticas interactivas

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    En aquest article es presenten i discuteixen diverses obres interactives que mostren diferents representacions «d'imatges-temps» en què passat i present es fusionen en un mateix espai de representació. Les experiències cinemàtiques d'aquests treballs ofereixen relacions de percepció i consciència temporals singulars en relació amb el cinema, vinculades a la interacció física dels participants amb la imatge digital. A partir d'una aproximació fenomenològica i cognitiva del paper del cos en la construcció de la percepció, s’estudien les temporalitats vinculades a la manipulació de la imatge digital generada en temps real. Estudiar des d'aquesta perspectiva el temps ens apropa a noves comprensions de la nostra relació amb les imatges contemporànies. Aquestes representacions digitals s'allunyen de les estructures clàssiques seqüencials en què passat, present i futur són elements que no poden coexistir i oferint estructures més complexes de representació i vivència temporal.This article presents and discusses a selection of interactive works that use different representations of time-images in which past and present merge into a single space of representation. These cinematic experiences generate singular relationships of temporal perception and consciousness in relation to cinema, connected to the participant’s physical interaction with the digital image. Through a phenomenological and cognitive approach to the role of the body in the construction of perception, the article explores the temporalities involved in processing digital images generated in real time. This way of approaching the study of time leads us to new readings of our relationship with contemporary images. These digital representations are no longer tied to traditional sequential structures in which the elements of past, present and future cannot coexist and instead provide more complex structures for the representation and experience of time.En este artículo se introducen y discuten varias obras interactivas que muestran diferentes representaciones «de imágenes-tiempo» en las que pasado y presente se fusionan en un mismo espacio de representación. Las experiencias cinemáticas de estos trabajos ofrecen relaciones de percepción y conciencia temporales singulares en relación con el cine, vinculadas a la interacción física de los participantes con la imagen digital. A partir de una aproximación fenomenológica y cognitiva del papel del cuerpo en la construcción de la percepción, se estudian las temporalidades vinculadas a la manipulación de la imagen digital generada en tiempo real. Estudiar el tiempo desde esta perspectiva nos acerca a nuevas comprensiones de nuestra relación con las imágenes contemporáneas. Estas representaciones digitales se alejan de las estructuras clásicas secuenciales donde pasado, presente y futuro son elementos que no pueden coexistir y ofrecen estructuras más complejas de representación y vivencia temporal

    High-resolution, real-time three-dimensional shape measurement on graphics processing unit

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    A three-dimensional (3-D) shape measurement system that can simultaneously achieve 3-D shape acquisition, reconstruction, and display at 30 frames per second (fps) with 480,000 measurement points per frame is presented. The entire processing pipeline was realized on a graphics processing unit (GPU) without the need of substantial central processing unit (CPU) power, making it achievable on a portable device, namely a laptop computer. Furthermore, the system is extremely inexpensive compared with similar state-of-art systems, making it possible to be accessed by the general public. Specifically, advanced GPU techniques such as multipass rendering and offscreen rendering were used in conjunction with direct memory access to achieve the aforementioned performance. The developed system, implementation details, and experimental results to verify the performance of the proposed technique are presented

    3D Scanning of Highly Reflective Surfaces: Issues in Scanning the Museums Sheffield Metalwork Collection

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    In this presentation we describe the 3D digitization of Museums Sheffield Metalwork Collection and cogitate on a number of issues related to reflective surfaces. We describe the initial approach and how we had to radically change the strategy resulting in a much higher effort than initially anticipated. The project used state-of-the-art 3D laser scanning technologies and 3D models were exported to the open standard COLLADA format and made suitable for visualization over the Internet with standard web browsers. The project has been successful and its outcomes leave a permanent digital record of representative items from the Museums Sheffield Metalwork Collection. The scanned collection is a component of the city’s collaborative ambition to celebrate Sheffield’s unique place in the world history of metal-making under the banner of Created and Made in Sheffield – a project to enhance knowledge, culture and understanding of the city’s contemporary and historical contribution to the development of national economy and culture with a strong community focus. Along these lines we also comment on our key work on 3D scanning the “Man of Steel” a landmark sculpture for the Sheffield region that has gained planning permission and recently made the headlines. The scanned model has allowed Axis Architects to model a virtual environment helping to visualize and determine the final appearance of the 30m sculpture overlooking the M1 in Sheffield

    Moedor de Pixels : interfaces, interações e audiovisual

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    Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Programa de Pós-Graduação em Arte, 2016.Moedor de Pixels: interfaces, interações e audiovisual é uma pesquisa teórica e prática sobre obras de arte que empregam meios audiovisuais e computacionais em contextos onde a participação e a interação do público tornam-se o centro da experiência estética. O estudo sugere que a videoarte envolve novos procedimentos na tecnologia do vídeo que deram impulso para explorações mais extensas no campo da arte mídia interativa. A pesquisa também destaca como a inclusão dos meios digitais fornece experiências de interação audiovisual mais híbridas e iversificadas. E com o reconhecimento de diferentes estratégias para a construção de interfaces interativas, a pesquisa conta com a construção dos projetos Tv Descarga e Moedor de Pixels. Baseados em tecnologias livres (Linux, Arduíno e Pure Data) os projetos se dedicam à exploração de relações inusitadas entre meios digitais e objetos de uso cotidiano. Tv Descarga é um televisor adaptado que propõe a intervenção do público na construção de poesias aleatórias geradas por computador. Moedor de Pixels é um controlador audiovisual que combina em uma mesma interface moedor de carne, oscilador gráfico sonoro e efeito de retroalimentação de vídeo. Ambas são capazes de conceber dinâmicas audiovisuais diretamente ligadas a processos interativos mediados por computador.Pixels Grinder: interfaces, interactions, audiovisual is a theoretical and practical research investigating works of art that use audiovisual and computer media in contexts where participation and interaction of the public become the aesthetic experience center. The study suggests that video art involves new procedures in video technology that drove for more extensive explorations in the field of interactive media art. The research also highlights the inclusion of digital media provides audiovisual interaction experiences more hybrid and diverse. With the recognition of different strategies for the construction of interactive interfaces, this work includes the production of two projects, Flush TV and Pixels Grinder. Based on free technologies (Linux, Arduino and Pure Data) projects experience unusual relationship between digital media and everyday objects. Flush TV is an adapted television set proposing the intervention of the public in the construction of random computer-generated poetry. Pixels Grinder is an audiovisual controller that combines in a single interface: meat grinder, sound graphic oscillator and the effect of video feedback. Both of them provide dynamic audiovisual directly linked to interactive processes mediated by computer

    Developing 3D contents for e-learning applications

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    Some issues concerning the development of interactive 3D models for e-learning applications are considered. Given that 3D data sets are normally large and interactive display demands high performance computation, a natural solution would be placing the computational burden on the client machine rather than on the server. Mozilla and Google opted for a combination of client-side languages, JavaScript and OpenGL, to handle 3D graphics in a web browser (Mozilla 3D and O3D respectively). Based on the O3D model, core web technologies are considered and an example of the full process involving the generation of a 3D model and their interactive visualization in a web browser is described. The challenging issue of creating realistic 3D models of objects in the real world is discussed and a method based on line projection for fast 3D reconstruction is presented. The generated model is then visualized in a web browser. The experiments demonstrate that visualization of 3D data in a web browser can provide quality user experience. Moreover, the development of web applications are facilitated by O3D JavaScript extension allowing web designers to focus on 3D contents generation

    Displays take new shape: An agenda for future interactive surfaces

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    This workshop provides a forum for discussing emerging trends in interactive surfaces that leverage alternative display types and form factors to enable more expressive interaction with information. The goal of the workshop is to push the current discussion forward towards a synthesis of emerging visualization and interaction concepts in the area of improvised, minimal, curved and malleable interactive surfaces. By doing so, we aim to generate an agenda for future research and development in interactive surfaces

    3D Post Processing Methods for Web Based Integration

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    Adding
 interactive
 3D
 contents
 to
 a
 web
 application
 can
 significantly
 enhance
 the
 learning
 experience.
 The
 difficulty
 with
 current
 technology
 is
 that
 it
 is
 not
 fast
 enough
 to
 provide
 the
 same
 level
 of
 experience
 as
 with
 current
 2D
 images
 and
 video
 streams,
 so
 most
 3D
 contents
 on
 the
 Web
 are
 simulated,
 or
 “flat”
 3D.
 OpenGL
 is
 the
 standard
 graphics
 library
 for
 3D
 visualization
 and
 it
 comes
 pre‐ installed
 on
 all
 operating
 systems
 (Windows,
 Mac,
 Linux,
 and
 Unix).
 JavaScript
 is
 the
 most
 popular
 scripting
 language
 on
 the
 Internet
 and
 it
 is
 compatible
 with
 all
 browsers.
 Standards
 for
 3D
 contents
 are
 evolving
 and
 by
 early
 2010
 Mozilla
 will
 release
their
open
standards
based
on
JavaScript
and
OpenGL,
which
will
not
require
 additional
 plug‐ins.
 Google
 O3D
 is
 based
 on
 the
 same
 concepts
 of
 using
 JavaScript
 for
 developing
 dynamic
 content
 and
 then
 interfacing
 these
 to
 the
 underlying
 OpenGL
libraries
taking
full
advantage
of
client’s
hardware.

 This
 tutorial
 will
 cover
 an
 introduction
 to
 JavaScript
 and
 the
 development
 of
 3D
 models
 using
 tools
 such
 as
 Google
 SketchUp
 and
 the
 display
 of
 interactive
 scenes
 within
a
web
browser
using
O3D.
Once
a
model
is
created
using
a
3D
modelling
tool
 (e.g.
SketchUp,
Studio
Max,
or
Maya)
it
can
then
be
exported
to
COLLADA
file
format
 and
converted
into
a
compressed
file
that
can
be
loaded
by
O3D
and
displayed
in
the
 web
 browser.
 By
 using
 the
 mouse,
 the
 user
 can
 rotate,
 zoom‐in
 and
 out,
 and
 translate
 the
 scene
 in
 a
 very
 responsive
 way.
 A
 3D
 scene
 can
 be
 as
 elaborated
 as
 desired
including
texture
and
light
effects

    A Vision for the future

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    For the past 40 years, computer scientists and engineers have been building technology that has allowed machine vision to be used in high value applications from factory automation to Mars rovers. However, until now the availability of computational power has limited the application of these technologies to niches with a strong enough need to overcome the cost and power hurdles. This is changing rapidly as the computational means have now become available to bring computer vision to mass market applications in mobile phones, tablets, wearables, drones and robots enabling brand new user-experiences within the cost, power and volumetric constraints of mobile platforms
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