89 research outputs found

    Living Book of Anatomy Project: See your Insides in Motion!

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    International audienceThe complexity of human anatomy makes learning and understanding it a difficult task.We present the Living Book of Anatomy (LBA) project, an augmented reality system for teaching anatomy. Using a Kinect, we superimpose our 3d highly-detailed anatomical model onto the user's color map and we animate it. By showing our work, we hope to have interesting feedback from Emerging Technologies attendees.See more at http://lba.inrialpes.fr

    Augmented and virtual reality evolution and future tendency

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    Augmented reality and virtual reality technologies are increasing in popularity. Augmented reality has thrived to date mainly on mobile applications, with games like PokĂ©mon Go or the new Google Maps utility as some of its ambassadors. On the other hand, virtual reality has been popularized mainly thanks to the videogame industry and cheaper devices. However, what was initially a failure in the industrial field is resurfacing in recent years thanks to the technological improvements in devices and processing hardware. In this work, an in-depth study of the different fields in which augmented and virtual reality have been used has been carried out. This study focuses on conducting a thorough scoping review focused on these new technologies, where the evolution of each of them during the last years in the most important categories and in the countries most involved in these technologies will be analyzed. Finally, we will analyze the future trend of these technologies and the areas in which it is necessary to investigate to further integrate these technologies into society.Universidad de Sevilla, Spain Telefonica Chair “Intelligence in Networks

    Educational Technology and Education Conferences, January to June 2016

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    Educational Technology and Related Education Conferences for June to December 2015

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    The 33rd edition of the conference list covers selected events that primarily focus on the use of technology in educational settings and on teaching, learning, and educational administration. Only listings until December 2015 are complete as dates, locations, or Internet addresses (URLs) were not available for a number of events held from January 2016 onward. In order to protect the privacy of individuals, only URLs are used in the listing as this enables readers of the list to obtain event information without submitting their e-mail addresses to anyone. A significant challenge during the assembly of this list is incomplete or conflicting information on websites and the lack of a link between conference websites from one year to the next

    Community detection applied on big linked data

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    The Linked Open Data (LOD) Cloud has more than tripled its sources in just six years (from 295 sources in 2011 to 1163 datasets in 2017). The actual Web of Data contains more then 150 Billions of triples. We are assisting at a staggering growth in the production and consumption of LOD and the generation of increasingly large datasets. In this scenario, providing researchers, domain experts, but also businessmen and citizens with visual representations and intuitive interactions can significantly aid the exploration and understanding of the domains and knowledge represented by Linked Data. Various tools and web applications have been developed to enable the navigation, and browsing of the Web of Data. However, these tools lack in producing high level representations for large datasets, and in supporting users in the exploration and querying of these big sources. Following this trend, we devised a new method and a tool called H-BOLD (High level visualizations on Big Open Linked Data). H-BOLD enables the exploratory search and multilevel analysis of Linked Open Data. It offers different levels of abstraction on Big Linked Data. Through the user interaction and the dynamic adaptation of the graph representing the dataset, it will be possible to perform an effective exploration of the dataset, starting from a set of few classes and adding new ones. Performance and portability of H-BOLD have been evaluated on the SPARQL endpoint listed on SPARQL ENDPOINT STATUS. The effectiveness of H-BOLD as a visualization tool is described through a user study

    Phasmagraphy: A potential future for artistic imaging

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    In recent years, a rising interest in scientific imaging has become apparent, in art production and in thematic exhibitions, as well as in popular media and advertising. Images captured by, and supposedly read through, machines open up a new era – not only for an as-yet-undefined aesthetic journey, but also to reveal insight into a normally invisible layer of reality. A wide range of techniques is already well established – not only in science, but also in an artistic context. Based on an overview of different media and their applications, the term phasmagraphy is introduced to be applied to the expanded boundaries of the visible photographic spectrum to the adjacent wavelengths beyond full-spectrum photography.Accepted versio

    Attention-Based Recurrent Autoencoder for Motion Capture Denoising

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    To resolve the problem of massive loss of MoCap data from optical motion capture, we propose a novel network architecture based on attention mechanism and recurrent network. Its advantage is that the use of encoder-decoder enables automatic human motion manifold learning, capturing the hidden spatial-temporal relationships in motion sequences. In addition, by using the multi-head attention mechanism, it is possible to identify the most relevant corrupted frames with specific position information to recovery the missing markers, which can lead to more accurate motion reconstruction. Simulation experiments demonstrate that the network model we proposed can effectively handle the large-scale missing markers problem with better robustness, smaller errors and more natural recovered motion sequence compared to the reference method

    Hardware Accelerators for Animated Ray Tracing

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    Future graphics processors are likely to incorporate hardware accelerators for real-time ray tracing, in order to render increasingly complex lighting effects in interactive applications. However, ray tracing poses difficulties when drawing scenes with dynamic content, such as animated characters and objects. In dynamic scenes, the spatial datastructures used to accelerate ray tracing are invalidated on each animation frame, and need to be rapidly updated. Tree update is a complex subtask in its own right, and becomes highly expensive in complex scenes. Both ray tracing and tree update are highly memory-intensive tasks, and rendering systems are increasingly bandwidth-limited, so research on accelerator hardware has focused on architectural techniques to optimize away off-chip memory traffic. Dynamic scene support is further complicated by the recent introduction of compressed trees, which use low-precision numbers for storage and computation. Such compression reduces both the arithmetic and memory bandwidth cost of ray tracing, but adds to the complexity of tree update.This thesis proposes methods to cope with dynamic scenes in hardware-accelerated ray tracing, with focus on reducing traffic to external memory. Firstly, a hardware architecture is designed for linear bounding volume hierarchy construction, an algorithm which is a basic building block in most state-of-the-art software tree builders. The algorithm is rearranged into a streaming form which reduces traffic to one-third of software implementations of the same algorithm. Secondly, an algorithm is proposed for compressing bounding volume hierarchies in a streaming manner as they are output from a hardware builder, instead of performing compression as a postprocessing pass. As a result, with the proposed method, compression reduces the overall cost of tree update rather than increasing it. The last main contribution of this thesis is an evaluation of shallow bounding volume hierarchies, common in software ray tracing, for use in hardware pipelines. These are found to be more energy-efficient than binary hierarchies. The results in this thesis both conïŹrm that dynamic scene support may become a bottleneck in real time ray tracing, and add to the state of the art on tree update in terms of energy-efficiency, as well as the complexity of scenes that can be handled in real time on resource-constrained platforms

    Skyler and Bliss

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    Hong Kong remains the backdrop to the science fiction movies of my youth. The city reminds me of my former training in the financial sector. It is a city in which I could have succeeded in finance, but as far as art goes it is a young city, and I am a young artist. A frustration emerges; much like the mould, the artist also had to develop new skills by killing off his former desires and manipulating technology. My new series entitled HONG KONG surface project shows a new direction in my artistic research in which my technique becomes ever simpler, reducing the traces of pixelation until objects appear almost as they were found and photographed. Skyler and Bliss presents tectonic plates based on satellite images of the Arctic. Working in a hot and humid Hong Kong where mushrooms grow ferociously, a city artificially refrigerated by climate control, this series provides a conceptual image of a imaginary typographic map for survival. (Laurent Segretier
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