7,803 research outputs found

    Pandora: Description of a Painting Database for Art Movement Recognition with Baselines and Perspectives

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    To facilitate computer analysis of visual art, in the form of paintings, we introduce Pandora (Paintings Dataset for Recognizing the Art movement) database, a collection of digitized paintings labelled with respect to the artistic movement. Noting that the set of databases available as benchmarks for evaluation is highly reduced and most existing ones are limited in variability and number of images, we propose a novel large scale dataset of digital paintings. The database consists of more than 7700 images from 12 art movements. Each genre is illustrated by a number of images varying from 250 to nearly 1000. We investigate how local and global features and classification systems are able to recognize the art movement. Our experimental results suggest that accurate recognition is achievable by a combination of various categories.To facilitate computer analysis of visual art, in the form of paintings, we introduce Pandora (Paintings Dataset for Recognizing the Art movement) database, a collection of digitized paintings labelled with respect to the artistic movement. Noting that the set of databases available as benchmarks for evaluation is highly reduced and most existing ones are limited in variability and number of images, we propose a novel large scale dataset of digital paintings. The database consists of more than 7700 images from 12 art movements. Each genre is illustrated by a number of images varying from 250 to nearly 1000. We investigate how local and global features and classification systems are able to recognize the art movement. Our experimental results suggest that accurate recognition is achievable by a combination of various categories.Comment: 11 pages, 1 figure, 6 table

    Digitally interpreting traditional folk crafts

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    The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms

    Virtual Vault

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    This project will develop an alpha level test for an interactive artifact browser to share the ceramics of the Arizona State Museum with educational, academic and public audiences. This application is filed under the National Endowment for the Humanities Digital Start Up grants program

    A texture based approach to reconstruction of archaeological finds

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    Reconstruction of archaeological finds from fragments, is a tedious task requiring many hours of work from the archaeologists and restoration personnel. In this paper we present a framework for the full reconstruction of the original objects using texture and surface design information on the sherd. The texture of a band outside the border of pieces is predicted by inpainting and texture synthesis methods. The confidence of this process is also defined. Feature values are derived from these original and predicted images of pieces. A combination of the feature and confidence values is used to generate an affinity measure of corresponding pieces. The optimization of total affinity gives the best assembly of the piece. Experimental results are presented on real and artificial data

    El reensamblaje y la reposición virtual de un recipiente de beber fragmentado

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    [EN] A key issue in the study of cultural assets is theiroften fragmentary condition. This causes serious problems and questions regarding theirstudy and presentation. Pottery fragments are the most numerous findings in every excavation. Furthermore, pottery plays an essential role for the reconstruction of the past, since it providesinformation for all aspects of life (private, public, religion, death, economy, society, trade,etc.). Therefore,a thorough study and presentation of pottery fragments contribute to a better knowledge of the past.The focus of this work is the visualisation of an ancient Greek drinking vase, a kantharos, which was unearthed during the excavations at the settlement of Karabournaki (ancient Therme) in the area of Thessaloniki (Greece). It dates to the Archaic period (7th-6thc. B.C.) and it was found in fragments among the settlement's architectural remains. The vase is of great archaeological significance due to its peculiarities in terms of shape, decoration and function. Therefore,its digital completion and 3D reconstruction willcontribute to its betterstudy and scholarly publication along with a general contribution to the field of pottery studies.We discuss on the 3D digitisation of the kantharosfragments that werebased onStructure from Motion/Multiple View Stereovision (SfM/MVS) and a custom automated data collection system. A detailed description of the digitisation pipeline is given along with details related to the quality of the 3D digital replicas of the sherds. Furthermore, we presentour manual virtual reassembly and reconstruction pipelineof the kantharosby describing the challenges, issues and ambiguities discovered while analysing the geometrical features of each sherd. A number of photorealistic reconstruction visualisations of the artefact are presented in order to question the applicability of the solution for the actual reconstruction[ES] Una cuestión clave en el estudio de los bienes culturales es su condición amenudo fragmentaria. Estacausa problemas y serias dudas en cuanto a su estudio y presentación. Los fragmentos de cerámica son los hallazgos más frecuentes en una excavación. Además, la cerámica juega un papel esencial para la reconstrucción del pasado, ya que proporciona información acerca de todos los aspectos de la vida (privada, pública, la religión, la muerte, la economía, la sociedad, el comercio, etc.). Por lo tanto, un estudio a fondo y la presentación de los fragmentos de cerámica pueden conducir a un mejor conocimiento del pasado.El objetivo de este trabajo es la visualización de un recipiente griego para beber, un Kantharo (recipiente para bebidas) descubierto en las excavaciones del asentamiento de Karabournaki (antigua Therme) en la zona de Tesalónica (Grecia). El vaso se fecha en el periodo arcaico (VII-VI a.C.) y sus fragmentos se encontraronentre los restos arquitectónicos del asentamiento. El recipiente es de gran importancia arqueológica debido a sus peculiaridades en cuanto a la forma, la decoración y su función. Por lo tanto, su acabado digital y la reconstrucción 3D contribuirán a su mejor estudio y a la publicación además de una aportación genérica enel campo de los estudios de cerámica.Se discute sobre la digitalización en 3D de losfragmentos del kantharos, que estábasadoen StructurefromMotion/Multiple View Stereovision(SfM/MVS) y un sistema automatizado de recogida de datos a medida. Se ofrece una descripción detallada del proceso de digitalización junto con los detalles relacionados con la calidad de las réplicas digitales en 3D de los pedazos. Además, presentamos nuestro manual de reensamblaje virtual y el proceso de reconstrucción virtual del kantharos,mediante la descripción delos desafíos, de los problemas y de las ambigüedades descubiertas durante el análisis de las características geométricas de cada fragmento. Se presentanvisualizaciones fotorrealistas de la reconstrucción del artefacto con el fin de cuestionar la aplicabilidad de la solución a la reconstrucción realThis work was implemented as a Case Study within the framework of the COST-Action TD 1201: Colour and Space in Cultural Heritage (COSCH). COST is supported by the EU Framework Programme Horizon 2020.Tsiafaki, D.; Koutsoudis, A.; Arnaoutoglou, F.; Michailidou, N. (2015). Virtual reassembly and completion of a fragmentary drinking vessel. Virtual Archaeology Review. 7(15):67-76. doi:10.4995/var.2016.5910.SWORD677671

    Role of Artificial Intelligence (AI) art in care of ageing society: focus on dementia

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    open access articleBackground: Art enhances both physical and mental health wellbeing. The health benefits include reduction in blood pressure, heart rate, pain perception and briefer inpatient stays, as well as improvement of communication skills and self-esteem. In addition to these, people living with dementia benefit from reduction of their noncognitive, behavioural changes, enhancement of their cognitive capacities and being socially active. Methods: The current study represents a narrative general literature review on available studies and knowledge about contribution of Artificial Intelligence (AI) in creative arts. Results: We review AI visual arts technologies, and their potential for use among people with dementia and care, drawing on similar experiences to date from traditional art in dementia care. Conclusion: The virtual reality, installations and the psychedelic properties of the AI created art provide a new venue for more detailed research about its therapeutic use in dementia

    CLAYmb: The Development and Assessment of an Interactive Learning Application for Pottery Making

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    This study aimed to design and develop an interactive learning application called CLAYmb, utilizing the phases of the SDLC, and evaluated its technical and quality aspects using ISO 25010 software standards. The study utilized a developmental research design, with IT experts and end-users as respondents, and the results demonstrated that the SDLC model was suitable for developing the system, and the respondents highly accepted it. The study's recommendations include conducting further research to evaluate the long-term effectiveness of CLAYmb, involving a more diverse set of respondents, and improving the system's usability through user testing and feedback analysis. Valuable insights into the development and evaluation of interactive learning applications using SDLC and ISO 25010 software standards are presented in this study. It emphasizes the significance of involving users in the design and development process and underscores the need for continuous evaluation and enhancement of such systems. These findings can serve as a basis for improving the technical quality and quality of using interactive learning applications in the future

    Optimization for automated assembly of puzzles

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    The puzzle assembly problem has many application areas such as restoration and reconstruction of archeological findings, repairing of broken objects, solving jigsaw type puzzles, molecular docking problem, etc. The puzzle pieces usually include not only geometrical shape information but also visual information such as texture, color, and continuity of lines. This paper presents a new approach to the puzzle assembly problem that is based on using textural features and geometrical constraints. The texture of a band outside the border of pieces is predicted by inpainting and texture synthesis methods. Feature values are derived from these original and predicted images of pieces. An affinity measure of corresponding pieces is defined and alignment of the puzzle pieces is formulated as an optimization problem where the optimum assembly of the pieces is achieved by maximizing the total affinity measure. An fft based image registration technique is used to speed up the alignment of the pieces. Experimental results are presented on real and artificial data sets
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