7 research outputs found

    3D Reconstruction of Fishes Using Coded Structured Light

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    3D reconstruction of fishes provides the capability of extracting geometric measurements, which are valuable in the field of Aquaculture. In this paper, a novel method for 3D reconstruction of fishes using the Coded Structured Light technique is presented. In this framework, a binary image, called pattern, consisting of white geometric shapes, namely symbols, on a black background is projected onto the surface of a number of fishes, which belong to different species. A camera captures the resulting images, and the various symbols in these images are decoded to uniquely identify them on the pattern. For this purpose, a number of steps, such as the binarization of the images captured by the camera, symbol classification, and the correction of misclassifications, are realized. The proposed methodology for 3D reconstructions is adapted to the specific geometric and morphological characteristics of the considered fishes with fusiform body shape, something which is implemented for the first time. Using the centroids of the symbols as feature points, the symbol correspondences immediately result in point correspondences between the pattern and the images captured by the camera. These pairs of corresponding points are exploited for the final 3D reconstructions of the fishes. The extracted 3D reconstructions provide all the geometric information which is related to the real fishes. The experimentation demonstrates the high efficiency of the techniques adopted in each step of the proposed methodology. As a result, the final 3D reconstructions provide sufficiently accurate approximations of the real fishes

    Methods for 3D digitization of Cultural Heritage

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    Complete digital recording of Cultural Heritage is a multidimensional process. It depends highly on the nature of the subject of recording as well as the purpose of its recording. The whole process involves the three-dimensional digitization, digital data processing and storage, archival and management, representation and reproduction. In this paper we briefly review methods for three-dimensional digitization that are applicable to cultural heritage recording

    Design and evaluation of smart-exhibit systems that enrich cultural heritage experiences for the visually impaired

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    <p>Haptic contact is usually prohibited when exploring cultural heritage content. This inevitably results in an incomplete experience for the visually impaired as tactile exploration is the dominant substitute of sight. In this paper, we focus on Information and Communication Technologies utilisation to enable cultural heritage content to become more accessible to visually impaired both physically as well as intellectually and thus help foster social inclusion. We have developed three prototype systems that are based on the <i>smart exhibit</i> concept. This involves features that are common in <a href="https://www.sciencedirect.com/topics/social-sciences/internet-of-things">Internet of Things</a> devices such as single board computers, microcontrollers, RFIDs and proximity sensors. We combine these features in a cost-effective manner to produce haptic accessible replicas through 3D digitisation and printing that are further enriched with on-demand modular narrations. More specifically, we present <i>aptos.Exhibit</i>: a multi-user smart exhibition system, <i>aptos.Map</i>: a stand-alone interactive tactile map and <i>aptos.myExhibit</i>: a 3D printed miniatures and narration-based system to enable cultural reserve exploration at users' own space and time. We describe in detail the functionality of each prototype and discuss on their implementation properties. The cultural content presented through the three prototypes derived from previous 3D digitisation projects of religious monuments located in Northern Greece. Evaluation sessions were organised with 25 visually impaired users who experienced all three systems and provided feedback. The participants opinions and suggestions were collected by using questionnaires and interviews. We present in detail the reported feedback related to the prototypes general assessment, usability, robustness and the overall offered experience of accessing the encapsulated cultural and historical content. We drive our conclusions from their responses in relation to content, interaction and experience. We further discuss on our findings related to enabling visually impaired to interactively access cultural content by fusing technologies such as Internet of Things, 3D digitisation, printing and on-demand narration</p&gt
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