5,395 research outputs found
Exploring the Design Space of Immersive Urban Analytics
Recent years have witnessed the rapid development and wide adoption of
immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft
HoloLens. These immersive devices have the potential to significantly extend
the methodology of urban visual analytics by providing critical 3D context
information and creating a sense of presence. In this paper, we propose an
theoretical model to characterize the visualizations in immersive urban
analytics. Further more, based on our comprehensive and concise model, we
contribute a typology of combination methods of 2D and 3D visualizations that
distinguish between linked views, embedded views, and mixed views. We also
propose a supporting guideline to assist users in selecting a proper view under
certain circumstances by considering visual geometry and spatial distribution
of the 2D and 3D visualizations. Finally, based on existing works, possible
future research opportunities are explored and discussed.Comment: 23 pages,11 figure
Developing serious games for cultural heritage: a state-of-the-art review
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
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
Collaborative Representation based Classification for Face Recognition
By coding a query sample as a sparse linear combination of all training
samples and then classifying it by evaluating which class leads to the minimal
coding residual, sparse representation based classification (SRC) leads to
interesting results for robust face recognition. It is widely believed that the
l1- norm sparsity constraint on coding coefficients plays a key role in the
success of SRC, while its use of all training samples to collaboratively
represent the query sample is rather ignored. In this paper we discuss how SRC
works, and show that the collaborative representation mechanism used in SRC is
much more crucial to its success of face classification. The SRC is a special
case of collaborative representation based classification (CRC), which has
various instantiations by applying different norms to the coding residual and
coding coefficient. More specifically, the l1 or l2 norm characterization of
coding residual is related to the robustness of CRC to outlier facial pixels,
while the l1 or l2 norm characterization of coding coefficient is related to
the degree of discrimination of facial features. Extensive experiments were
conducted to verify the face recognition accuracy and efficiency of CRC with
different instantiations.Comment: It is a substantial revision of a previous conference paper (L.
Zhang, M. Yang, et al. "Sparse Representation or Collaborative
Representation: Which Helps Face Recognition?" in ICCV 2011
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