5,395 research outputs found

    Exploring the Design Space of Immersive Urban Analytics

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    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

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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

    Collaborative Representation based Classification for Face Recognition

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    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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