28 research outputs found

    Natural Gesture Interaction In Archaeological Virtual Environments: Work In Progress

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    Archaeological data are heterogeneous (i.e., data-sheets and pictures, stratigraphic data, 3D models), and innovative virtual reconstructions help to visualize and study those data. In this short paper, we describe our work in progress in the design of an innovative way to interact with the complexity of a virtual reconstruction, using natural gestures and advanced machine learning, in close collaboration with archaeologists.Los datos arqueológicos son heterogéneos (por ejemplo, ficha técnica e imágenes, datos estratigráficos y modelos 3D), y las nuevas tecnologías pueden ser capaces de ayudar en la visualizacion y el estudio de dichos datos. En este documento se presenta nuestro trabajo en curso que describe el diseño de una forma innovadora de interactuar con la complejidad de una reconstrucción virtual, mediante gestos naturales y avanzadas técnicas de aprendizaje, en directa colaboración con los arqueólogos

    INTERACCIÓN GESTUAL PARA ENTORNOS DE INMERSIÓN ARQUEOLÓGICOS: TRABAJO EN CURSO

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    [EN] Archaeological data are heterogeneous (i.e., data-sheets and pictures, stratigraphic data, 3D models), and innovative virtual reconstractuions helps to visualize and study those data. In this short paper, we describe our work in progress in the design of an innovative way to interact with the complexity of a virtual reconstruction, using natural gestures and advanced machine learning, in close collaboration with archeaeologists.[ES] Los datos arqueológicos son heterogéneos (por ejemplo, ficha técnica e imágenes, datos estratigráficos y modelos 3D), y las nuevas tecnologías pueden ser capaces de ayudar en la visualizacion y el estudio de dichos datos. En este documento se presenta nuestro trabajo en curso que describe el diseño de una forma innovadora de interactuar con la complejidad de una reconstrucción virtual, mediante gestos naturales y avanzadas técnicas de aprendizaje, en directa colaboración con los arqueólogos.Albertini, N.; Brogni, A.; Caramiaux, B.; Gillies, M.; Olivito, R.; Taccola, E. (2016). NATURAL GESTURE INTERACTION IN ARCHAEOLOGICAL VIRTUAL ENVIRONMENTS: WORK IN PROGRESS. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 284-287. https://doi.org/10.4995/arqueologica8.2016.3400OCS28428

    Designing natural gesture interaction for archaeological data in immersive environments

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    Archaeological data are heterogeneous, making it difficult to correlate and combine different types. Datasheets and pictures, stratigraphic data and 3D models, time and space mixed together: these are only a few of the categories a researcher has to deal with. New technologies may be able to help in this process and trying to solve research related problems needs innovative solutions. In this paper, we describe the whole process for the design and development of a prototype application that uses an Immersive Virtual Reality system to acces archaeological excavation 3D data through the Gesture Variation Follower (GVF) algorithm. This makes it possible to recognise which gesture is being performed and how it is performed. Archaeologists have participated actively in the design of the interface and the set of gestures used for triggering the different tasks. Interactive machine learning techniques have been used for the real time detection of the gestures. As a case study the agora of Segesta (Sicily, Italy) has been selected. Indeed, due to the complex architectural features and the still ongoing fieldwork activities, Segesta represents an ideal context where to test and develop a research approach integrating both traditional and more innovative tools and methods

    Pervasive Services and Mobile Devices May Support Human Memory and Enhance Daily Efficiency

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    The recent developments in mobile devices may be exploited to deliver to human users a host of efficiency enhancement services. Among all the possible services, we argue that support for human memory is definitely a critical one, as a matter of fact memory is at the basis of most cognitive skills. The building of a service capable of supporting human memory requires complex computational tasks that are still beyond the capabilities of current mobile devices, however the ready availability of broadband connectivity allows weaving together server side computational power with client side rich content delivery. In this paper we provide a complete description of the different components of the 4W (what-where-when-who) project and its reference implementation system. The system provides a service capable of mitigating the negative effects of stress or aging on the memorization capability of humans leveraging both client side and server side state of the art solutions. The 4W (what-where-whenwho) prototype is capable of capturing user needs and to-dos, reason to identify where those needs and tasks can be fulfilled/performed in an efficient way and provide timely and localized hints about the identified sweet-spots. We have tested with real users both the general efficacy of the system and the different level of efficiency of several hint-notification modes, thus we present of our results and we provide a discussion of our findings
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