19,593 research outputs found
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
Building with Drones: Accurate 3D Facade Reconstruction using MAVs
Automatic reconstruction of 3D models from images using multi-view
Structure-from-Motion methods has been one of the most fruitful outcomes of
computer vision. These advances combined with the growing popularity of Micro
Aerial Vehicles as an autonomous imaging platform, have made 3D vision tools
ubiquitous for large number of Architecture, Engineering and Construction
applications among audiences, mostly unskilled in computer vision. However, to
obtain high-resolution and accurate reconstructions from a large-scale object
using SfM, there are many critical constraints on the quality of image data,
which often become sources of inaccuracy as the current 3D reconstruction
pipelines do not facilitate the users to determine the fidelity of input data
during the image acquisition. In this paper, we present and advocate a
closed-loop interactive approach that performs incremental reconstruction in
real-time and gives users an online feedback about the quality parameters like
Ground Sampling Distance (GSD), image redundancy, etc on a surface mesh. We
also propose a novel multi-scale camera network design to prevent scene drift
caused by incremental map building, and release the first multi-scale image
sequence dataset as a benchmark. Further, we evaluate our system on real
outdoor scenes, and show that our interactive pipeline combined with a
multi-scale camera network approach provides compelling accuracy in multi-view
reconstruction tasks when compared against the state-of-the-art methods.Comment: 8 Pages, 2015 IEEE International Conference on Robotics and
Automation (ICRA '15), Seattle, WA, US
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
Enabling Self-aware Smart Buildings by Augmented Reality
Conventional HVAC control systems are usually incognizant of the physical
structures and materials of buildings. These systems merely follow pre-set HVAC
control logic based on abstract building thermal response models, which are
rough approximations to true physical models, ignoring dynamic spatial
variations in built environments. To enable more accurate and responsive HVAC
control, this paper introduces the notion of "self-aware" smart buildings, such
that buildings are able to explicitly construct physical models of themselves
(e.g., incorporating building structures and materials, and thermal flow
dynamics). The question is how to enable self-aware buildings that
automatically acquire dynamic knowledge of themselves. This paper presents a
novel approach using "augmented reality". The extensive user-environment
interactions in augmented reality not only can provide intuitive user
interfaces for building systems, but also can capture the physical structures
and possibly materials of buildings accurately to enable real-time building
simulation and control. This paper presents a building system prototype
incorporating augmented reality, and discusses its applications.Comment: This paper appears in ACM International Conference on Future Energy
Systems (e-Energy), 201
Data-Driven Shape Analysis and Processing
Data-driven methods play an increasingly important role in discovering
geometric, structural, and semantic relationships between 3D shapes in
collections, and applying this analysis to support intelligent modeling,
editing, and visualization of geometric data. In contrast to traditional
approaches, a key feature of data-driven approaches is that they aggregate
information from a collection of shapes to improve the analysis and processing
of individual shapes. In addition, they are able to learn models that reason
about properties and relationships of shapes without relying on hard-coded
rules or explicitly programmed instructions. We provide an overview of the main
concepts and components of these techniques, and discuss their application to
shape classification, segmentation, matching, reconstruction, modeling and
exploration, as well as scene analysis and synthesis, through reviewing the
literature and relating the existing works with both qualitative and numerical
comparisons. We conclude our report with ideas that can inspire future research
in data-driven shape analysis and processing.Comment: 10 pages, 19 figure
The Need to Support of Data Flow Graph Visualization of Forensic Lucid Programs, Forensic Evidence, and their Evaluation by GIPSY
Lucid programs are data-flow programs and can be visually represented as data
flow graphs (DFGs) and composed visually. Forensic Lucid, a Lucid dialect, is a
language to specify and reason about cyberforensic cases. It includes the
encoding of the evidence (representing the context of evaluation) and the crime
scene modeling in order to validate claims against the model and perform event
reconstruction, potentially within large swaths of digital evidence. To aid
investigators to model the scene and evaluate it, instead of typing a Forensic
Lucid program, we propose to expand the design and implementation of the Lucid
DFG programming onto Forensic Lucid case modeling and specification to enhance
the usability of the language and the system and its behavior. We briefly
discuss the related work on visual programming an DFG modeling in an attempt to
define and select one approach or a composition of approaches for Forensic
Lucid based on various criteria such as previous implementation, wide use,
formal backing in terms of semantics and translation. In the end, we solicit
the readers' constructive, opinions, feedback, comments, and recommendations
within the context of this short discussion.Comment: 11 pages, 7 figures, index; extended abstract presented at VizSec'10
at http://www.vizsec2010.org/posters ; short paper accepted at PST'1
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