38,088 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
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
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
This paper presents a survey of ocean simulation and rendering methods in
computer graphics. To model and animate the ocean's surface, these methods
mainly rely on two main approaches: on the one hand, those which approximate
ocean dynamics with parametric, spectral or hybrid models and use empirical
laws from oceanographic research. We will see that this type of methods
essentially allows the simulation of ocean scenes in the deep water domain,
without breaking waves. On the other hand, physically-based methods use
Navier-Stokes Equations (NSE) to represent breaking waves and more generally
ocean surface near the shore. We also describe ocean rendering methods in
computer graphics, with a special interest in the simulation of phenomena such
as foam and spray, and light's interaction with the ocean surface
Painterly rendering techniques: A state-of-the-art review of current approaches
In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. While previous surveys concentrate on the broader subject of non-photorealistic rendering, the focus of this paper is firmly placed on painterly rendering techniques. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel. Whereas some methods demand a high level of interaction using a skilled artist, others require simple parameters provided by a user with little or no artistic experience. Many methods attempt to provide more automation with the use of varying forms of reference data. This reference data can range from still photographs, video, 3D polygonal meshes or even 3D point clouds. The techniques presented here endeavour to provide tools and styles that are not traditionally available to an artist. Copyright © 2012 John Wiley & Sons, Ltd
Levitating Particle Displays with Interactive Voxels
Levitating objects can be used as the primitives in a new type of display. We present levitating particle displays and show how research into object levitation is enabling a new way of presenting and interacting with information. We identify novel properties of levitating particle displays and give examples of the interaction techniques and applications they allow. We then discuss design challenges for these displays, potential solutions, and promising areas for future research
Unwind: Interactive Fish Straightening
The ScanAllFish project is a large-scale effort to scan all the world's
33,100 known species of fishes. It has already generated thousands of
volumetric CT scans of fish species which are available on open access
platforms such as the Open Science Framework. To achieve a scanning rate
required for a project of this magnitude, many specimens are grouped together
into a single tube and scanned all at once. The resulting data contain many
fish which are often bent and twisted to fit into the scanner. Our system,
Unwind, is a novel interactive visualization and processing tool which
extracts, unbends, and untwists volumetric images of fish with minimal user
interaction. Our approach enables scientists to interactively unwarp these
volumes to remove the undesired torque and bending using a piecewise-linear
skeleton extracted by averaging isosurfaces of a harmonic function connecting
the head and tail of each fish. The result is a volumetric dataset of a
individual, straight fish in a canonical pose defined by the marine biologist
expert user. We have developed Unwind in collaboration with a team of marine
biologists: Our system has been deployed in their labs, and is presently being
used for dataset construction, biomechanical analysis, and the generation of
figures for scientific publication
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