189 research outputs found

    USING VIRTUAL OR AUGMENTED REALITY for the TIME-BASED STUDY of COMPLEX UNDERWATER ARCHAEOLOGICAL EXCAVATIONS

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    International audienceCultural Heritage (CH) resources are partial, heterogeneous, discontinuous, and subject to ongoing updates and revisions. The use of semantic web technologies associated with 3D graphical tools is proposed to improve access, exploration, exploitation and enrichment of these CH data in a standardized and more structured form. This article presents the monitoring work developed for more than ten years on the excavation of the Xlendi site. Around an exceptional shipwreck, the oldest from the Archaic period in the Western Mediterranean, we have set up a unique excavation at a depth of 110m assisted by a rigorous and continuous photogrammetry campaign. All the collected results are modelled by an ontology and visualized with virtual and augmented reality tools that allow a bidirectional link between the proposed graphical representations and the non-graphical archaeological data. It is also important to highlight the development of an innovative 3D mobile app that lets users study and understand the site as well as experience sensations close to those of a diver visiting the site

    Grimoire Spring 1975

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    https://digitalcommons.lasalle.edu/grimoire/1054/thumbnail.jp

    Deep Fakes: A Looming Challenge for Privacy, Democracy, and National Security

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    Harmful lies are nothing new. But the ability to distort reality has taken an exponential leap forward with “deep fake” technology. This capability makes it possible to create audio and video of real people saying and doing things they never said or did. Machine learning techniques are escalating the technology’s sophistication, making deep fakes ever more realistic and increasingly resistant to detection. Deep-fake technology has characteristics that enable rapid and widespread diffusion, putting it into the hands of both sophisticated and unsophisticated actors. While deep-fake technology will bring with it certain benefits, it also will introduce many harms. The marketplace of ideas already suffers from truth decay as our networked information environment interacts in toxic ways with our cognitive biases. Deep fakes will exacerbate this problem significantly. Individuals and businesses will face novel forms of exploitation, intimidation, and personal sabotage. The risks to our democracy and to national security are profound as well. Our aim is to provide the first in-depth assessment of the causes and consequences of this disruptive technological change, and to explore the existing and potential tools for responding to it. We survey a broad array of responses, including: the role of technological solutions; criminal penalties, civil liability, and regulatory action; military and covert-action responses; economic sanctions; and market developments. We cover the waterfront from immunities to immutable authentication trails, offering recommendations to improve law and policy and anticipating the pitfalls embedded in various solutions

    Maine Campus January 27 1984

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    A Return to Integrity in Animation: A Liberal Arts Approach to Improving the Academic & Spiritual Influence of Animated Television Shows for Children

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    This study examines the degradation of ethical, academic, and moral subject matter that has been increasing in animation and children’s programing since the 1980s. Prior to that time, cartoons were infused with silly humor, clean jokes, age-appropriate subject matter, and traditional values and morals. However, over the last forty years, cartoons are now including graphic violence and sexual innuendos while promoting the acceptance and tolerance of rebellious behavior, inappropriate language, and crude jokes. Within the last 10 years children’s programing has begun mainstreaming the LGBTQ+ lifestyle while steering away from or even attacking traditional Christian beliefs, principles, and values. Christian animation such as the popular 1950s and 1960s television program Davey and Goliath and the 1990s program VeggieTales deal with subject matter directly from Biblical stories and Scripture. Although these programs illustrate stories and morals from Scripture, they do not portray typical everyday subjects or situations to which non-religious children or families can relate. Although Davey and Goliath did deal with a little boy’s questions and dilemmas, they did this within the format of a Biblical setting. Unfortunately, by their very nature as Christian or religious programs, the format and subject matter of Davey and Goliath and VeggieTales generally has not engaged groups of non-believers, atheists, agnostics, and secular educators and scientists. This study presents the researcher’s characters, the Rollerbots, the Elite 7, and the Librarians of Historical Culture and Knowledge as a viable alternative for the future of animation. A cartoon featuring these characters would fill this void and work together to address these secular worldview issues and situations, not only from a child’s viewpoint but those of an adolescent and adult as well. Topics and information will be brought forth with scholarly answers to questions from a Christian worldview allowing the truth and principles of the Scriptures to penetrate young hearts and minds without the overtly religious overtone that may alienate non-religious viewers

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems

    VR Technologies in Cultural Heritage

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    This open access book constitutes the refereed proceedings of the First International Conference on VR Technologies in Cultural Heritage, VRTCH 2018, held in Brasov, Romania in May 2018. The 13 revised full papers along with the 5 short papers presented were carefully reviewed and selected from 21 submissions. The papers of this volume are organized in topical sections on data acquisition and modelling, visualization methods / audio, sensors and actuators, data management, restoration and digitization, cultural tourism

    Trinity Tripod, 1971-02-02

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