89 research outputs found

    Senseable Spaces: from a theoretical perspective to the application in augmented environments

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    openGrazie all’ enorme diffusione di dispositivi senzienti nella vita di tutti i giorni, nell’ ultimo decennio abbiamo assistito ad un cambio definitivo nel modo in cui gli utenti interagiscono con lo spazio circostante. Viene coniato il termine Spazio Sensibile, per descrivere quegli spazi in grado di fornire servizi contestuali agli utenti, misurando e analizzando le dinamiche che in esso avvengono, e di reagire conseguentemente a questo continuo flusso di dati bidirezionale. La ricerca è stata condotta abbracciando diversi domini di applicazione, le cui singole esigenze hanno reso necessario testare il concetto di Spazi Sensibili in diverse declinazioni, mantenendo al centro della ricerca l’utente, con la duplice accezione di end-user e manager. Molteplici sono i contributi rispetto allo stato dell’ arte. Il concetto di Spazio Sensibile è stato calato nel settore dei Beni Culturali, degli Spazi Pubblici, delle Geosciences e del Retail. I casi studio nei musei e nella archeologia dimostrano come l’ utilizzo della Realtà Aumentata possa essere sfruttata di fronte a un dipinto o in outdoor per la visualizzazione di modelli complessi, In ambito urbano, il monitoraggio di dati generati dagli utenti ha consentito di capire le dinamiche di un evento di massa, durante il quale le stesse persone fruivano di servizi contestuali. Una innovativa applicazione di Realtà Aumentata è stata come servizio per facilitare l’ ispezione di fasce tampone lungo i fiumi, standardizzando flussi di dati e modelli provenienti da un Sistema Informativo Territoriale. Infine, un robusto sistema di indoor localization è stato istallato in ambiente retail, per scopi classificazione dei percorsi e per determinare le potenzialità di un punto vendita. La tesi è inoltre una dimostrazione di come Space Sensing e Geomatica siano discipline complementari: la geomatica consente di acquisire e misurare dati geo spaziali e spazio temporali a diversa scala, lo Space Sensing utilizza questi dati per fornire servizi all’ utente precisi e contestuali.Given the tremendous growth of ubiquitous services in our daily lives, during the last few decades we have witnessed a definitive change in the way users' experience their surroundings. At the current state of art, devices are able to sense the environment and users’ location, enabling them to experience improved digital services, creating synergistic loop between the use of the technology, and the use of the space itself. We coined the term Senseable Space, to define the kinds of spaces able to provide users with contextual services, to measure and analyse their dynamics and to react accordingly, in a seamless exchange of information. Following the paradigm of Senseable Spaces as the main thread, we selected a set of experiences carried out in different fields; central to this investigation there is of course the user, placed in the dual roles of end-user and manager. The main contribution of this thesis lies in the definition of this new paradigm, realized in the following domains: Cultural Heritage, Public Open Spaces, Geosciences and Retail. For the Cultural Heritage panorama, different pilot projects have been constructed from creating museum based installations to developing mobile applications for archaeological settings. Dealing with urban areas, app-based services are designed to facilitate the route finding in a urban park and to provide contextual information in a city festival. We also outlined a novel application to facilitate the on-site inspection by risk managers thanks to the use of Augmented Reality services. Finally, a robust indoor localization system has been developed, designed to ease customer profiling in the retail sector. The thesis also demonstrates how Space Sensing and Geomatics are complementary to one another, given the assumption that the branches of Geomatics cover all the different scales of data collection, whilst Space Sensing gives one the possibility to provide the services at the correct location, at the correct time.INGEGNERIA DELL'INFORMAZIONEembargoed_20181001Pierdicca, RobertoPierdicca, Robert

    Senseable Spaces: from a theoretical perspective to the application in augmented environments

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    Grazie all’ enorme diffusione di dispositivi senzienti nella vita di tutti i giorni, nell’ ultimo decennio abbiamo assistito ad un cambio definitivo nel modo in cui gli utenti interagiscono con lo spazio circostante. Viene coniato il termine Spazio Sensibile, per descrivere quegli spazi in grado di fornire servizi contestuali agli utenti, misurando e analizzando le dinamiche che in esso avvengono, e di reagire conseguentemente a questo continuo flusso di dati bidirezionale. La ricerca è stata condotta abbracciando diversi domini di applicazione, le cui singole esigenze hanno reso necessario testare il concetto di Spazi Sensibili in diverse declinazioni, mantenendo al centro della ricerca l’utente, con la duplice accezione di end-user e manager. Molteplici sono i contributi rispetto allo stato dell’ arte. Il concetto di Spazio Sensibile è stato calato nel settore dei Beni Culturali, degli Spazi Pubblici, delle Geosciences e del Retail. I casi studio nei musei e nella archeologia dimostrano come l’ utilizzo della Realtà Aumentata possa essere sfruttata di fronte a un dipinto o in outdoor per la visualizzazione di modelli complessi, In ambito urbano, il monitoraggio di dati generati dagli utenti ha consentito di capire le dinamiche di un evento di massa, durante il quale le stesse persone fruivano di servizi contestuali. Una innovativa applicazione di Realtà Aumentata è stata come servizio per facilitare l’ ispezione di fasce tampone lungo i fiumi, standardizzando flussi di dati e modelli provenienti da un Sistema Informativo Territoriale. Infine, un robusto sistema di indoor localization è stato istallato in ambiente retail, per scopi classificazione dei percorsi e per determinare le potenzialità di un punto vendita. La tesi è inoltre una dimostrazione di come Space Sensing e Geomatica siano discipline complementari: la geomatica consente di acquisire e misurare dati geo spaziali e spazio temporali a diversa scala, lo Space Sensing utilizza questi dati per fornire servizi all’ utente precisi e contestuali.Given the tremendous growth of ubiquitous services in our daily lives, during the last few decades we have witnessed a definitive change in the way users' experience their surroundings. At the current state of art, devices are able to sense the environment and users’ location, enabling them to experience improved digital services, creating synergistic loop between the use of the technology, and the use of the space itself. We coined the term Senseable Space, to define the kinds of spaces able to provide users with contextual services, to measure and analyse their dynamics and to react accordingly, in a seamless exchange of information. Following the paradigm of Senseable Spaces as the main thread, we selected a set of experiences carried out in different fields; central to this investigation there is of course the user, placed in the dual roles of end-user and manager. The main contribution of this thesis lies in the definition of this new paradigm, realized in the following domains: Cultural Heritage, Public Open Spaces, Geosciences and Retail. For the Cultural Heritage panorama, different pilot projects have been constructed from creating museum based installations to developing mobile applications for archaeological settings. Dealing with urban areas, app-based services are designed to facilitate the route finding in a urban park and to provide contextual information in a city festival. We also outlined a novel application to facilitate the on-site inspection by risk managers thanks to the use of Augmented Reality services. Finally, a robust indoor localization system has been developed, designed to ease customer profiling in the retail sector. The thesis also demonstrates how Space Sensing and Geomatics are complementary to one another, given the assumption that the branches of Geomatics cover all the different scales of data collection, whilst Space Sensing gives one the possibility to provide the services at the correct location, at the correct time

    Scalable Exploration of Complex Objects and Environments Beyond Plain Visual Replication​

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    Digital multimedia content and presentation means are rapidly increasing their sophistication and are now capable of describing detailed representations of the physical world. 3D exploration experiences allow people to appreciate, understand and interact with intrinsically virtual objects. Communicating information on objects requires the ability to explore them under different angles, as well as to mix highly photorealistic or illustrative presentations of the object themselves with additional data that provides additional insights on these objects, typically represented in the form of annotations. Effectively providing these capabilities requires the solution of important problems in visualization and user interaction. In this thesis, I studied these problems in the cultural heritage-computing-domain, focusing on the very common and important special case of mostly planar, but visually, geometrically, and semantically rich objects. These could be generally roughly flat objects with a standard frontal viewing direction (e.g., paintings, inscriptions, bas-reliefs), as well as visualizations of fully 3D objects from a particular point of views (e.g., canonical views of buildings or statues). Selecting a precise application domain and a specific presentation mode allowed me to concentrate on the well defined use-case of the exploration of annotated relightable stratigraphic models (in particular, for local and remote museum presentation). My main results and contributions to the state of the art have been a novel technique for interactively controlling visualization lenses while automatically maintaining good focus-and-context parameters, a novel approach for avoiding clutter in an annotated model and for guiding users towards interesting areas, and a method for structuring audio-visual object annotations into a graph and for using that graph to improve guidance and support storytelling and automated tours. We demonstrated the effectiveness and potential of our techniques by performing interactive exploration sessions on various screen sizes and types ranging from desktop devices to large-screen displays for a walk-up-and-use museum installation. KEYWORDS - Computer Graphics, Human-Computer Interaction, Interactive Lenses, Focus-and-Context, Annotated Models, Cultural Heritage Computing

    Multi-Sensory Interaction for Blind and Visually Impaired People

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    This book conveyed the visual elements of artwork to the visually impaired through various sensory elements to open a new perspective for appreciating visual artwork. In addition, the technique of expressing a color code by integrating patterns, temperatures, scents, music, and vibrations was explored, and future research topics were presented. A holistic experience using multi-sensory interaction acquired by people with visual impairment was provided to convey the meaning and contents of the work through rich multi-sensory appreciation. A method that allows people with visual impairments to engage in artwork using a variety of senses, including touch, temperature, tactile pattern, and sound, helps them to appreciate artwork at a deeper level than can be achieved with hearing or touch alone. The development of such art appreciation aids for the visually impaired will ultimately improve their cultural enjoyment and strengthen their access to culture and the arts. The development of this new concept aids ultimately expands opportunities for the non-visually impaired as well as the visually impaired to enjoy works of art and breaks down the boundaries between the disabled and the non-disabled in the field of culture and arts through continuous efforts to enhance accessibility. In addition, the developed multi-sensory expression and delivery tool can be used as an educational tool to increase product and artwork accessibility and usability through multi-modal interaction. Training the multi-sensory experiences introduced in this book may lead to more vivid visual imageries or seeing with the mind’s eye

    The BIM process for the architectural heritage: New communication tools based on AR/VR Case study: Palazzo di Città

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    The present study aims at presenting the application of the Building Information Modeling methodology to the case study of Palazzo di Città, the Turin City Hall, investigating the possibilities of integration of new technologies in Cultural Heritage preservation and valorization. From the survey phase to the communication of the CH to end-users, BIM methodology, combined with the latest digital innovations (AR, VR, 3d Laser Scanner and much more), allows a fast and highly communicative representation of buildings to both professionals and common visitors who interact with the building life-cycle. An important objective of this work is moreover to demonstrate the advantages of adopting and integrating this technologies in Real Estate Management at a national scale, fully testing the adaptability of parametric software and Virtual Reality modeling to complex and highly decorated buildings, confirming the potentiality of BIM software upon an uncommon field: the historic buildings. The case study is in fact Palazzo di Città, the baroque, seventieth century City Hall of Turin. The research fully meets the latest directives of European Union and other International Organizations in the field of digitization of archives and Public Property management, participating to the international community effort to overcome the contemporary deep Construction Field crisis. In particular, the methodology has been focused and adapted to the protection and management of our huge Heritage, founding its objectives on the quest of cost-saving processes and instruments, applied to the management of a CH. Through BIM it is in fact possible to increase the communication and cooperation among all the actors involved in the building life-cycle behaving as a common working platform. Draws, 3D model and database are shared by all the actors and integrated in the same digital structure, where control tools and cooperation can prevent the designers from errors, saving time and money in the construction phase. The particularity of the case study, Palazzo di Città, being contemporarily a CH, a public asset and a working space, allows a deep study of the possibilities of BIM applied to a complex building, touching very important aspects of a historic building management: digitization of the historic information, publication of modeling techniques of complex architectonical elements, transformations reconstruction, energy consumption control, Facility Management, dissemination, virtual reconstructions of the lost appearance and accessibility for people with sensory and motor impairments. Moreover, the last chapters of the study focus on the fruition of this paramount Turin CH, making available for all kind of people interesting and not well known aspects of the history of the building and of the city itself. This part of the research suggests a methodology to translate static 2d images and written descriptions of a CH into living and immersive VR environment, presenting in an interactive way the transformation of the Marble Hall, once called Aula Maior: the room where the Mayor meets his citizens. Besides the aspects related to the valorization and preservation of the CH, the study reserves considerable space to the deepening of technical aspects involving advanced parametric modeling techniques, use of BIM software and all the vital procedures necessary to the generation of an efficient management informative platform. The whole work is intended as a guide for future works, structuring a replicable protocol to achieve an efficient digitization of papery resources into a 3d virtual model

    Across Space and Time. Papers from the 41st Conference on Computer Applications and Quantitative Methods in Archaeology, Perth, 25-28 March 2013

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    This volume presents a selection of the best papers presented at the forty-first annual Conference on Computer Applications and Quantitative Methods in Archaeology. The theme for the conference was "Across Space and Time", and the papers explore a multitude of topics related to that concept, including databases, the semantic Web, geographical information systems, data collection and management, and more

    Rethinking Heritage and Photography: Comparative Case Studies from Cyprus and Cambodia

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    This thesis critically examines the complex interrelationship of heritage and photography, focusing in particular on the photographic life of two heritage sites: Angkor in Cambodia and the town of Famagusta, Cyprus. The core line of enquiry guiding this research concerns the various processes through which photography might be said to ‘shape’ heritage (and vice-versa). To this end I begin by outlining a theoretical framework that addresses the idea of ‘shaping’ from three often-contradictory perspectives: social constructionism, affect, and Massumi’s notion of topological transformation. From this analytical foundation a critical review of the historical intersections of heritage and photography is undertaken. Based on previous scholarship in the field and a critique of select publications, exhibitions and archival productions, this general background research is navigated via six core themes: trace, memory, universality, series, cliché and authenticity. Drawing together heritage and photography in thought provoking ways, these themes also resonate across the subsequent case studies, where the work of John Thomson - who documented both Angkor and Famagusta in the nineteenth century - acts as a point of departure. Following a broadly chronological approach, I go on to discuss the role of photography in colonial and postcolonial heritage constructions, disparate articulations of memory that emerge in the deployment of photography at both locations, and, finally, the affective experience of photography at the sites today. Crucially, throughout this multi-sited archival and ethnographic research photography is understood not simply as a representational form, but as an embodied practice (act), material presence (object), and discursive apparatus (medium). This conceptual and methodological approach allows for a more nuanced understanding of the interconnections between heritage and photography to emerge, taking us beyond issues of representation and towards a recognition of the central role photography has in (re)configuring the values, practices, affective qualities and ethics of heritage writ large

    Discrete Automation - Eyes of the City

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    Observing people’s presence in physical space and deciphering their behaviors have always been critical actions to designers, planners and anyone else who has an interest in exploring how cities work. It was 1961 when Jane Jacobs, in her seminal book “The Death and Life of Great American Cities”, coined a famous expression to convey this idea. According to Jacobs, “the natural proprietors” of a certain part of the metropolis – the people who live, work or spend a substantial amount of time there – become the “eyes on the street.” Their collective, distributed, decentralized gaze becomes the prerequisite to establishing “a marvelous order for maintaining the safety of the streets and the freedom of the city.” Almost half a century later, we find ourselves at the inception of a new chapter in the relationship between the city and digital technologies, which calls for a reexamination of the old “eyes on the street” idea. In the next few years, thanks to the most recent advances in Artificial Intelligence, deep learning and imaging, we are about to reach an unprecedented scenario, the most radical development in the evolution of the Internet-of-Things: architectural space is acquiring the full ability to “see.” Imagine that any room, street or shop in our city can recognize you, and autonomously respond to your presence. With Jacobs’s “eyes on the street,” it was people who looked at other people or the city and interpreted its mechanisms. In this new scenario, buildings and streets similarly acquire the ability to observe and react as urban life unfolds in front of them. After the “eyes on the street,” we are now entering the era of the “Eyes of the City.” What happens, then, to people and the urban landscape when the sensor-imbued city is able to gaze back? What we are currently facing is an “utopia or oblivion” crossroads, to say it with the words of one of the most notable thinkers of the past century, Richard Buckminster Fuller. We believe that one of the fundamental duties of architects and designers today is to grapple with this momentous shift, and engage people in the process. “Eyes of the City” aims to experiment with these emerging scenarios to better comprehend them, deconstructing the potential uses of new technologies in order to make them accessible to everyone and inspire people to form an opinion. Using critical design as a tool, the exhibition seeks to create experiences that will encourage people to get involved in defining the ways in which new technologies will shape their cities in years to come. For this reason, it recognizes in Shenzhen’s Futian high-speed railway station its natural home – a place where to reach a broad, diverse audience of intentional visitors and accidental passersby, and a space where, just like in most other liminal transportation hubs, the impact of an “Eyes of the City” scenario is likely going to be felt the most

    Европейский и национальный контексты в научных исследованиях

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    В настоящем электронном сборнике «Европейский и национальный контексты в научных исследованиях. Технология» представлены работы молодых ученых по геодезии и картографии, химической технологии и машиностроению, информационным технологиям, строительству и радиотехнике. Предназначены для работников образования, науки и производства. Будут полезны студентам, магистрантам и аспирантам университетов.=In this Electronic collected materials “National and European dimension in research. Technology” works in the fields of geodesy, chemical technology, mechanical engineering, information technology, civil engineering, and radio-engineering are presented. It is intended for trainers, researchers and professionals. It can be useful for university graduate and post-graduate students
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