22 research outputs found

    CICHMKG: a large-scale and comprehensive Chinese intangible cultural heritage multimodal knowledge graph

    Get PDF
    Intangible Cultural Heritage (ICH) witnesses human creativity and wisdom in long histories, composed of a variety of immaterial manifestations. The rapid development of digital technologies accelerates the record of ICH, generating a sheer number of heterogenous data but in a state of fragmentation. To resolve that, existing studies mainly adopt approaches of knowledge graphs (KGs) which can provide rich knowledge representation. However, most KGs are text-based and text-derived, and incapable to give related images and empower downstream multimodal tasks, which is also unbeneficial for the public to establish the visual perception and comprehend ICH completely especially when they do not have the related ICH knowledge. Hence, aimed at that, we propose to, taking the Chinese nation-level ICH list as an example, construct a large-scale and comprehensive Multimodal Knowledge Graph (CICHMKG) combining text and image entities from multiple data sources and give a practical construction framework. Additionally, in this paper, to select representative images for ICH entities, we propose a method composed of the denoising algorithm (CNIFA) and a series of criteria, utilizing global and local visual features of images and textual features of captions. Extensive empirical experiments demonstrate its effectiveness. Lastly, we construct the CICHMKG, consisting of 1,774,005 triples, and visualize it to facilitate the interactions and help the public dive into ICH deeply

    Fine Art Pattern Extraction and Recognition

    Get PDF
    This is a reprint of articles from the Special Issue published online in the open access journal Journal of Imaging (ISSN 2313-433X) (available at: https://www.mdpi.com/journal/jimaging/special issues/faper2020)

    Approaching Reality: Integrating Image-based 3D Modelling and Complex Spatial Data in Archaeological Field Recording

    Get PDF
    This thesis finalises a 5+3 PhD project within the joint doctoral programme in Digital Heritage established in collaboration between History, Archaeology and Classical Studies, Graduate School, the Faculty of Arts, Aarhus University and the University of York. The thesis deals with the overarching theme of spatial data in archaeological excavation recording. Spatial data are at the core of all archaeological observations, and are expressed in numerous ways, ranging from traditional hand drawings to digital two- and three-dimensional representations in Geographic Information Systems and proprietary 3D software. Yet, despite technological advances, state-of-the art digital spatial data are almost equally detached from textual archaeological interpretation as they were using conventional tools decades ago. The thesis presents a study of how technological advances influence archaeological excavation traditions and methodologies. Special emphasis is directed at exploring how the increased use of image-based 3D documentation may contribute to increased quality of field recording and, in particular, what theoretical conceptualisations and technical developments are needed to harness its full potential. The thesis is composed of four articles, which constitute individual chapters (2-5). Each chapter covers a theme within the underlying topic of integrating spatial data in archaeology, supplemented by an introductory chapter (1), a synthesis (6) and a conclusion (7). The first article (chapter 2) provides an introduction to the overarching research questions and their methodological and historical background. It offers some rudimentary impressions of differing excavation and recording traditions in Britain and Denmark, to critically assess the use of GIS in archaeology and the negotiation between state-of-the-art technology and archaeological practice. The article discusses how the adaptation of GIS may have contributed significantly to the detrimental effect of creating stand-alone silos of spatial data that are rarely fully integrated with non-spatial, textual data, and has acted to stifle the development of digital standards of recording by perpetuating outmoded analogue recording conventions from a previous century. The chapter outlines the potential of born-digital 3D recording technologies such as Structure From Motion (SFM), GPS, and laser scanning in current practice, while advocating for a conceptualisation of new types of data and data representation in archaeological documentation. This, however, requires changes in archaeological methodologies and workflows and that we redefine more explicitly what we actually want to do with spatial data in archaeology. The second article (chapter 3) seeks to advance the conceptual framework of 3D models within archaeological excavation recording. 3D documentation advocates for a new workflow with a more three-dimensional reasoning, allowing for the utilisation of 3D as a tool for continuous progress planning and evaluation of an excavation and its results. Just like the general use of models to form hypotheses, it is possible to use 3D models as spatial hypotheses of an ongoing excavation. This allows us to visually realise or spatially conceptualise our hypotheses as a virtual reconstruction and to combine it with our observational data. The article presents first-hand experiences of working with 3D reconstruction and visualisations during the excavations at Viking Age site Jelling, and explores how the concept of authenticity may facilitate negotiations between visualising what we know, and what we think we know. The third article (chapter 4) further addresses the challenges inherent to the integration of 3D documentation: specifically its inability to convey archaeological interpretations. Image-based 3D modelling is generally considered a superior tool for generating geometrically accurate and photo-realistic recording of an excavation, but does not immediately encourage reflexive or interpretative practice. This is a direct consequence of the technical limitations of currently available tools, but also reflects an archaeological methodology and spatial conceptualisation based on two-dimensional abstractions. Using the example of the excavations at the Iron Age site Alken Enge, this article takes a more technical approach to exploring how new tools developed for segmenting field-recorded 3D geometry allow embedding archaeological interpretations directly in the 3D model, thereby augmenting its semantic value considerably. This is considered a precondition for the successful integration of 3D models as archaeological documentation. Furthermore, the article explores how web-based 3D platforms may facilitate collaborative exchange of 3D excavation content and how the integration of spatial and attribute data into one common event-based data model may be advantageous. The event-based approach is used for conceptualising how digital spatial data are created, derived and evolve throughout the documentation and post-excavation process. This effectively means building a conceptualisation of excavation recording procedures and seeing them through to the data model implementation itself. The fourth and last article (chapter 5) further explores the technologies outlined in chapters two and four. In particular, it focuses on evaluating analytical capabilities and alternative visualisation end-goals for 3D excavation recording. The chapter presents a simple case study, demonstrating the pipeline from excavating an archaeological feature, through image-based documentation and processing, to volumetric visual representation, while exploring the potential of machine learning to aid in feature recognition and classification. Chapter six acts as a synopsis, which provides added context to the results of the preceding chapters and furthermore discusses archaeological data models in general, conceptual reference models and, finally, presents the data model and implementation developed during the research project. The research introduces several novel approaches and technical developments aimed at aggregating the fragmented excavation data throughout the archaeological sector. This includes developing software for harvesting 2D GIS data from file storage at local archaeological institutions, functions for 3D semantic segmentation, automated processes for pattern recognition (SVM), machine learning and volumetric visualisation, and database mappings to web-services such as the MUD excavation database - all of which feed into the development of the Archaeo Framework. The online database \url{www.archaeo.dk} provides an implementation of the proposed data model for complex spatial field recorded data, and demonstrates the achieved data management capabilities, analytical queries, various spatial and visual representations and data interoperability functions. The Archaeo Framework acts as a data repository for excavation data, and provides long-awaited integration of spatial and textual data in Denmark. The benefits of spatial integration are clearly evident, notably having all information in one system, available online for research, dissemination and data re-use. For the first time, it is possible to perform large-scale validation of digital excavation plans against the written record, and perform complex spatial queries at a much deeper level than merely a site on a map. This research frames the basis for further developments of dynamic data management approaches to the integration of complex spatial data in field archaeology. The data model is expected to assist archaeologists in implementing better conceptualised excavation data models, and to facilitate a better understanding and use of 3D for archaeological documentation and analysis. Ultimately, the implementation provides access to the inaccessible dimensions of archaeological recording by joining hitherto isolated and fragmentary archaeological datasets - spatial and textual. Future areas of investigation should seek to advance this further in order to facilitate the persistence of complex spatial data as integrated components of archaeological data models

    A Framework For Abstracting, Designing And Building Tangible Gesture Interactive Systems

    Get PDF
    This thesis discusses tangible gesture interaction, a novel paradigm for interacting with computer that blends concepts from the more popular fields of tangible interaction and gesture interaction. Taking advantage of the human innate abilities to manipulate physical objects and to communicate through gestures, tangible gesture interaction is particularly interesting for interacting in smart environments, bringing the interaction with computer beyond the screen, back to the real world. Since tangible gesture interaction is a relatively new field of research, this thesis presents a conceptual framework that aims at supporting future work in this field. The Tangible Gesture Interaction Framework provides support on three levels. First, it helps reflecting from a theoretical point of view on the different types of tangible gestures that can be designed, physically, through a taxonomy based on three components (move, hold and touch) and additional attributes, and semantically, through a taxonomy of the semantic constructs that can be used to associate meaning to tangible gestures. Second, it helps conceiving new tangible gesture interactive systems and designing new interactions based on gestures with objects, through dedicated guidelines for tangible gesture definition and common practices for different application domains. Third, it helps building new tangible gesture interactive systems supporting the choice between four different technological approaches (embedded and embodied, wearable, environmental or hybrid) and providing general guidance for the different approaches. As an application of this framework, this thesis presents also seven tangible gesture interactive systems for three different application domains, i.e., interacting with the In-Vehicle Infotainment System (IVIS) of the car, the emotional and interpersonal communication, and the interaction in a smart home. For the first application domain, four different systems that use gestures on the steering wheel as interaction means with the IVIS have been designed, developed and evaluated. For the second application domain, an anthropomorphic lamp able to recognize gestures that humans typically perform for interpersonal communication has been conceived and developed. A second system, based on smart t-shirts, recognizes when two people hug and reward the gesture with an exchange of digital information. Finally, a smart watch for recognizing gestures performed with objects held in the hand in the context of the smart home has been investigated. The analysis of existing systems found in literature and of the system developed during this thesis shows that the framework has a good descriptive and evaluative power. The applications developed during this thesis show that the proposed framework has also a good generative power.Questa tesi discute l’interazione gestuale tangibile, un nuovo paradigma per interagire con il computer che unisce i principi dei più comuni campi di studio dell’interazione tangibile e dell’interazione gestuale. Sfruttando le abilità innate dell’uomo di manipolare oggetti fisici e di comunicare con i gesti, l’interazione gestuale tangibile si rivela particolarmente interessante per interagire negli ambienti intelligenti, riportando l’attenzione sul nostro mondo reale, al di là dello schermo dei computer o degli smartphone. Poiché l’interazione gestuale tangibile è un campo di studio relativamente recente, questa tesi presenta un framework (quadro teorico) che ha lo scopo di assistere lavori futuri in questo campo. Il Framework per l’Interazione Gestuale Tangibile fornisce supporto su tre livelli. Per prima cosa, aiuta a riflettere da un punto di vista teorico sui diversi tipi di gesti tangibili che possono essere eseguiti fisicamente, grazie a una tassonomia basata su tre componenti (muovere, tenere, toccare) e attributi addizionali, e che possono essere concepiti semanticamente, grazie a una tassonomia di tutti i costrutti semantici che permettono di associare dei significati ai gesti tangibili. In secondo luogo, il framework proposto aiuta a concepire nuovi sistemi interattivi basati su gesti tangibili e a ideare nuove interazioni basate su gesti con gli oggetti, attraverso linee guida per la definizione di gesti tangibili e una selezione delle migliore pratiche per i differenti campi di applicazione. Infine, il framework aiuta a implementare nuovi sistemi interattivi basati su gesti tangibili, permettendo di scegliere tra quattro differenti approcci tecnologici (incarnato e integrato negli oggetti, indossabile, distribuito nell’ambiente, o ibrido) e fornendo una guida generale per la scelta tra questi differenti approcci. Come applicazione di questo framework, questa tesi presenta anche sette sistemi interattivi basati su gesti tangibili, realizzati per tre differenti campi di applicazione: l’interazione con i sistemi di infotainment degli autoveicoli, la comunicazione interpersonale delle emozioni, e l’interazione nella casa intelligente. Per il primo campo di applicazione, sono stati progettati, sviluppati e testati quattro differenti sistemi che usano gesti tangibili effettuati sul volante come modalità di interazione con il sistema di infotainment. Per il secondo campo di applicazione, è stata concepita e sviluppata una lampada antropomorfica in grado di riconoscere i gesti tipici dell’interazione interpersonale. Per lo stesso campo di applicazione, un secondo sistema, basato su una maglietta intelligente, riconosce quando due persone si abbracciano e ricompensa questo gesto con uno scambio di informazioni digitali. Infine, per l’interazione nella casa intelligente, è stata investigata la realizzazione di uno smart watch per il riconoscimento di gesti eseguiti con oggetti tenuti nella mano. L’analisi dei sistemi interattivi esistenti basati su gesti tangibili permette di dimostrare che il framework ha un buon potere descrittivo e valutativo. Le applicazioni sviluppate durante la tesi mostrano che il framework proposto ha anche un valido potere generativo

    Stacking of SVMs for Classifying Intangible Cultural Heritage Images

    No full text
    International audienceOur investigation aims at classifying images of the intangible cultural heritage (ICH) in the Mekong Delta, Vietnam. We collect an images dataset of 17 ICH categories and manually annotate them. The comparative study of the ICH image classification is done by the support vector machines (SVM) and many popular vision approaches including the handcrafted features such as the scale-invariant feature transform (SIFT) and the bag-of-words (BoW) model, the histogram of oriented gradients (HOG), the GIST and the automated deep learning of invariant features like VGG19, ResNet50, Inception v3, Xception. The numerical test results on 17 ICH dataset show that SVM models learned from Inception v3 and Xception features give good accuracy of 61.54% and 62.89% respectively. We propose to stack SVM models using different visual features to improve the classification result performed by any single one. Triplets (SVM-Xception, SVM-Inception-v3, SVM-VGG19), (SVM-Xception, SVM-Inception-v3, SVM-SIFT-BoW) achieve 65.32% of the classification correctness

    Kodikologie und Paläographie im digitalen Zeitalter 2 - Codicology and Palaeography in the Digital Age 2

    Get PDF
    Der Einsatz digitaler Technik verändert den wissenschaftlichen Umgang mit der handgeschriebenen Überlieferung. Dieser Band vertieft Fragen zu Digitalisierung und Katalogisierung, zu automatischer Schrifterkennung und Schriftanalyse, und er erweitert eine Diskussion, die mit dem im letzten Jahr erschienenen ersten Band zur digitalen Handschriftenforschung angestossen worden ist: Welche Erkenntnisse können etwa naturwissenschaftliche Methoden liefern? Welche musik- und kunsthistorischen Fragestellungen lassen sich mit Hilfe moderner Informationstechnologien beantworten? Wie lassen sich Methoden einer digitalen Auswertung lateinischer Handschriften auf griechische, glagolithische oder ägyptische Texte anwenden? Der raum-zeitliche Rahmen der hier von einer internationalen Autorenschaft zusammengetragenen 22 wissenschaftlichen Beiträge reicht vom alten Ägypten bis ins Paris der Postmoderne. Mit Beiträgen von: Pádraig Ó Macháin; Armand Tif; Alison Stones, Ken Sochats; Melissa Terras; Silke Schöttle, Ulrike Mehringer; Marilena Maniaci, Paolo Eleuteri; Ezio Ornato; Toby Burrows; Robert Kummer; Lior Wolf, Nachum Dershowitz, Liza Potikha, Tanya German, Roni Shweka, Yacov Choueka; Daniel Deckers, Leif Glaser; Timothy Stinson; Peter Meinlschmidt, Carmen Kämmerer, Volker Märgner; Peter Stokes—Dominique Stutzmann; Stephen Quirke; Markus Diem, Robert Sablatnig, Melanie Gau, Heinz Miklas; Julia Craig-McFeely; Isabelle Schürch, Martin Rüesch; Carole Dornier, Pierre-Yves Buard; Samantha Saidi, Jean-François Bert, Philippe Artières; Elena Pierazzo, Peter Stokes. Einleitung von: Franz Fischer, Patrick Sahle. Unter Mitarbeit von: Bernhard Assmann, Malte Rehbein, Patrick Sahle

    The 8th International Conference on Time Series and Forecasting

    Get PDF
    The aim of ITISE 2022 is to create a friendly environment that could lead to the establishment or strengthening of scientific collaborations and exchanges among attendees. Therefore, ITISE 2022 is soliciting high-quality original research papers (including significant works-in-progress) on any aspect time series analysis and forecasting, in order to motivating the generation and use of new knowledge, computational techniques and methods on forecasting in a wide range of fields

    A COMPARISON BETWEEN MOTIVATIONS AND PERSONALITY TRAITS IN RELIGIOUS TOURISTS AND CRUISE SHIP TOURISTS

    Get PDF
    The purpose of this paper is to analyze the motivations and the personality traits that characterize tourists who choose religious travels versus cruises. Participating in the research were 683 Italian tourists (345 males and 338 females, age range 18–63 years); 483 who went to a pilgrimage travel and 200 who chose a cruise ship in the Mediterranean Sea. Both groups of tourists completed the Travel Motivation Scale and the Big Five Questionnaire. Results show that different motivations and personality traits characterize the different types of tourists and, further, that motivations for traveling are predicted by specific —some similar, other divergent— personality trait
    corecore