101 research outputs found

    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

    A Smartphone-Based System for Outdoor Data Gathering Using a Wireless Beacon Network and GPS Data: From Cyber Spaces to Senseable Spaces

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    Information and Communication Technologies (ICTs) and mobile devices are deeply influencing all facets of life, directly affecting the way people experience space and time. ICTs are also tools for supporting urban development, and they have also been adopted as equipment for furnishing public spaces. Hence, ICTs have created a new paradigm of hybrid space that can be defined as Senseable Spaces. Even if there are relevant cases where the adoption of ICT has made the use of public open spaces more “smart”, the interrelation and the recognition of added value need to be further developed. This is one of the motivations for the research presented in this paper. The main goal of the work reported here is the deployment of a system composed of three different connected elements (a real-world infrastructure, a data gathering system, and a data processing and analysis platform) for analysis of human behavior in the open space of Cardeto Park, in Ancona, Italy. For this purpose, and because of the complexity of this task, several actions have been carried out: the deployment of a complete real-world infrastructure in Cardeto Park, the implementation of an ad-hoc smartphone application for the gathering of participants’ data, and the development of a data pre-processing and analysis system for dealing with all the gathered data. A detailed description of these three aspects and the way in which they are connected to create a unique system is the main focus of this paper.This work has been supported by the Cost Action TU1306, called CYBERPARKS: Fostering knowledge about the relationship between Information and Communication Technologies and Public Spaces supported by strategies to improve their use and attractiveness, the Spanish Ministry of Economy and Competitiveness under the ESPHIA project (ref. TIN2014-56042-JIN) and the TARSIUS project (ref. TIN2015-71564-C4-4-R), and the Basque Country Department of Education under the BLUE project (ref. PI-2016-0010). The authors would also like to thank the staff of UbiSive s.r.l. for the support in developing the application

    GRAPH CNN WITH RADIUS DISTANCE FOR SEMANTIC SEGMENTATION OF HISTORICAL BUILDINGS TLS POINT CLOUDS

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    Abstract. Point clouds obtained via Terrestrial Laser Scanning (TLS) surveys of historical buildings are generally transformed into semantically structured 3D models with manual and time-consuming workflows. The importance of automatizing this process is widely recognized within the research community. Recently, deep neural architectures have been applied for semantic segmentation of point clouds, but few studies have evaluated them in the Cultural Heritage domain, where complex shapes and mouldings make this task challenging. In this paper, we describe our experiments with the DGCNN architecture to semantically segment historical buildings point clouds, acquired with TLS. We propose a variation of the original approach where a radius distance based technique is used instead of K-Nearest Neighbors (KNN) to represent the neighborhood of points. We show that our approach provides better results by evaluating it on two real TLS point clouds, representing two Italian historical buildings: the Ducal Palace in Urbino and the Palazzo Ferretti in Ancona

    3D visualization tools to explore ancient architectures in South America

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    [EN] Chan Chan is a wide archaeological site located in Peru. Its knowledge is limited to the visit of Palacio Tschudi, the only restored up to now, whilst the majority of the site remains unknown to the visitors. The reasons are manifold. The site is very large and difficult to visit. Some well-conserved architectures, such as Huaca Arco Iris, are very far from the core centre. Furthermore, there are heavy factors of decay, mainly caused by illegal excavations, by marine salt and by the devastating phenomenon of El Niño. For these reasons, the majority of the decorative elements are protected by new mud brick walls. Finally, the vastness of the buildings makes difficult to understand their real value, even through a direct visit of the site. In order to overcome the aforesaid problems, we designed, developed and realized the museum exhibition presented in this paper. We named Esquina Multimedia an installation where every corner is aimed to solve a specific problem, providing the tourists with interactive and enjoyable applications. The virtual tour allows reaching also the unreachable areas. An Augmented Reality (AR) application has been developed in order to show ancient artefacts covered by the earth. A web-browser has been specifically designed to show bas-reliefs, with HD visualization, anaglyph stereoscopic view and a 3D virtual model of both the structures and the bas-reliefs. At the same time, a wall-mounted panel representing a metric 3D reconstruction of the building helps the user to find the artefact position. Descriptions of the hardware components and of the software details are presented, with particular focus regarding the implementation of the application, arguing how the digital approach could represent the only answer towards a full exploitation of archaeological sites. The paper also deals with the implementation of a web tool, specifically designed to display and browse 3D-Models.Pierdicca, R.; Malinverni, ES.; Frontoni, E.; Colosi, F.; Orazi, R. (2016). 3D visualization tools to explore ancient architectures in South America. Virtual Archaeology Review. 7(15):44-53. doi:10.4995/var.2016.5904.SWORD445371

    ESQUINA MULTIMEDIA – MUSEUM EXHIBITION FOR THE VISUALIZATION OF CHAN CHAN ARCHAEOLOGICAL SITE

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    [EN] Chan Chan, an archaeological site located at Trujillo, Peru, is a huge historical settlement very large and difficult to visit and some well-conserved architecture, like Huaca Arco Iris, is very far from the core centre of the site. Furthermore many other heavy factors, as illegal excavations, marine salt transported by the wind and the sometime devastating phenomenon of the Niño, are the reasons of the lost of many decorative elements, which are covered due to conservation issues. To overcome the aforesaid problems, we designed, developed and realized the museum exhibition called “Esquina Multimedia”, providing the tourists with interactive and enjoyable applications. An Augmented Reality application has been developed in order to discover ancient artefacts that are invisible because covered by the earth (or by protection structures). A web-browser has been specifically designed to show bas-relieves, with HD visualization and with anaglyph stereoscopic view. Herewith, a wall-mounted panel representing a metric 3D reconstruction by an accurate survey of the building helps the user to find the artefact position.Pierdicca, R.; Malinverni, ES.; Frontoni, E.; Colosi, F.; Orazi, R. (2016). ESQUINA MULTIMEDIA – MUSEUM EXHIBITION FOR THE VISUALIZATION OF CHAN CHAN ARCHAEOLOGICAL SITE. En 8th International congress on archaeology, computer graphics, cultural heritage and innovation. Editorial Universitat Politècnica de València. 274-276. https://doi.org/10.4995/arqueologica8.2016.3191OCS27427

    Vehicle trajectory prediction and generation using LSTM models and GANs

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    Vehicles’ trajectory prediction is a topic with growing interest in recent years, as there are applications in several domains ranging from autonomous driving to traffic congestion prediction and urban planning. Predicting trajectories starting from Floating Car Data (FCD) is a complex task that comes with different challenges, namely Vehicle to Infrastructure (V2I) interaction, Vehicle to Vehicle (V2V) interaction, multimodality, and generalizability. These challenges, especially, have not been completely explored by state-of-the-art works. In particular, multimodality and generalizability have been neglected the most, and this work attempts to fill this gap by proposing and defining new datasets, metrics, and methods to help understand and predict vehicle trajectories. We propose and compare Deep Learning models based on Long Short-Term Memory and Generative Adversarial Network architectures; in particular, our GAN-3 model can be used to generate multiple predictions in multimodal scenarios. These approaches are evaluated with our newly proposed error metrics N-ADE and N-FDE, which normalize some biases in the standard Average Displacement Error (ADE) and Final Displacement Error (FDE) metrics. Experiments have been conducted using newly collected datasets in four large Italian cities (Rome, Milan, Naples, and Turin), considering different trajectory lengths to analyze error growth over a larger number of time-steps. The results prove that, although LSTM-based models are superior in unimodal scenarios, generative models perform best in those where the effects of multimodality are higher. Space-time and geographical analysis are performed, to prove the suitability of the proposed methodology for real cases and management services

    Augmented reality experience: from high-resolution acquisition to real time augmented contents

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    This paper presents results of a research project "dUcale" that experiments ICT solutions for the museum of Palazzo Ducale (Urbino). In this project, the famed painting the "Città Ideale" becomes a case to exemplify a specific approach to the digital mediation of cultural heritage. An augmented reality (AR) mobile application, able to enhance the museum visit experience, is presented. The computing technologies involved in the project (websites, desktop and social applications, mobile software, and AR) constitute a persuasive environment for the artwork knowledge. The overall goal of our research is to provide to cultural institutions best practices efficiently on low budgets. Therefore, we present a low cost method for high-resolution acquisition of paintings; the image is used as a base in AR approach. The proposed methodology consists of an improved SIFT extractor for real time image. The other novelty of this work is the multipoint probabilistic layer. Experimental results demonstrated the robustness of the proposed approach with extensive use of the AR application in front of the "Città Ideale" painting. To prove the usability of the application and to ensure a good user experience, we also carried out several users tests in the real scenario

    Mo.Se.: Segmentación de mosaico de imágenes basado en aprendizaje profundo en cascada

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    [EN] Mosaic is an ancient type of art used to create decorative images or patterns combining small components. A digital version of a mosaic can be useful for archaeologists, scholars and restorers who are interested in studying, comparing and preserving mosaics. Nowadays, archaeologists base their studies mainly on manual operation and visual observation that, although still fundamental, should be supported by an automatized procedure of information extraction. In this context, this research explains improvements which can change the manual and time-consuming procedure of mosaic tesserae drawing. More specifically, this paper analyses the advantages of using Mo.Se. (Mosaic Segmentation), an algorithm that exploits deep learning and image segmentation techniques; the methodology combines U-Net 3 Network with the Watershed algorithm. The final purpose is to define a workflow which establishes the steps to perform a robust segmentation and obtain a digital (vector) representation of a mosaic. The detailed approach is presented, and theoretical justifications are provided, building various connections with other models, thus making the workflow both theoretically valuable and practically scalable for medium or large datasets. The automatic segmentation process was tested with the high-resolution orthoimage of an ancient mosaic by following a close-range photogrammetry procedure. Our approach has been tested in the pavement of St. Stephen's Church in Umm ar-Rasas, a Jordan archaeological site, located 30 km southeast of the city of Madaba (Jordan). Experimental results show that this generalized framework yields good performances, obtaining higher accuracy compared with other state-of-the-art approaches. Mo.Se. has been validated using publicly available datasets as a benchmark, demonstrating that the combination of learning-based methods with procedural ones enhances segmentation performance in terms of overall accuracy, which is almost 10% higher. This study’s ambitious aim is to provide archaeologists with a tool which accelerates their work of automatically extracting ancient geometric mosaics.Highlights:A Mo.Se. (Mosaic Segmentation) algorithm is described with the purpose to perform robust image segmentation to automatically detect tesserae in ancient mosaics.This research aims to overcome manual and time-consuming procedure of tesserae segmentation by proposing an approach that uses deep learning and image processing techniques, obtaining a digital replica of a mosaic.Extensive experiments show that the proposed framework outperforms state-of-the-art methods with higher accuracy, even compared with publicly available datasets.[ES] El mosaico es un tipo de arte antiguo utilizado para crear imágenes decorativas o patrones de pequeños componentes. Una versión digital de un mosaico puede ser útil a los arqueólogos, estudiosos y restauradores que están interesados en el estudio, la comparación y la preservación de los mosaicos. Hoy en día, los arqueólogos basan sus estudios principalmente en la operación manual y la observación visual que, aunque sigue siendo fundamental, debe ser apoyada con la ayuda de un procedimiento automatizado de extracción de la información. En este contexto, esta investigación tiene la intención de superar el procedimiento manual y lento del dibujo de teselas en mosaico proponiendo Mo.Se. (Mosaic Segmentation), un algoritmo que explota técnicas de aprendizaje profundo y segmentación de imagen; específicamente, la metodología combina la red U-Net 3 con el algoritmo Watershed. El propósito final es definir un flujo de trabajo que establezca los pasos para realizar una segmentación robusta y obtener una representación digital (vectorial) de un mosaico. Se presenta el procedimiento detallado y se proporcionan justificaciones teóricas, construyendo varias conexiones con otros modelos, haciendo que el flujo de trabajo sea teóricamente valioso y prácticamente escalable en conjuntos de datos medianos o grandes. El proceso de segmentación automática se probó con la ortoimagen de alta resolución de un mosaico antiguo, siguiendo un procedimiento de fotogrametría de objeto cercano. Nuestro enfoque se ha probado en el pavimento de la Iglesia de San Esteban en Umm ar-Rasas, un sitio arqueológico de Jordania, ubicado a 30 km al sureste de la ciudad de Madaba (Jordania). Los resultados experimentales muestran que este marco generalizado produce buenos rendimientos, obteniendo una mayor precisión en comparación con otros enfoques de vanguardia. Mo.Se. se ha validado utilizando conjuntos de datos disponibles públicamente como punto de referencia, lo que demuestra que la combinación de métodos basadosen el aprendizaje con métodos procedimentales mejora el rendimiento de la segmentación en casi un 10% en términos de exactitud en general. El ambicioso objetivo de este estudio es proporcionar a los arqueólogos una herramienta que acelere su trabajo de extracción automática de mosaicos geométricos antiguos.This work was partially found within the framework of the project Innovative technologies and training activities for the conservation and enhancement of the archaeological site of Umm er-Rasas (Jordan) funded by Ministero degli Affari Esteri e della Cooperazione Internazionale. The authors would like to express their gratitude to the ISPC CNR and in particular to Dott. Roberto Gabrielli (project leader) and Alessandra Albiero for providing the dataset.Felicetti, A.; Paolanti, M.; Zingaretti, P.; Pierdicca, R.; Malinverni, ES. (2021). Mo.Se.: Mosaic image segmentation based on deep cascading learning. Virtual Archaeology Review. 12(24):25-38. https://doi.org/10.4995/var.2021.14179OJS25381224Bartoli, A., Fenu, G., Medvet, E., Pellegrino, F. A., & Timeus, N. (2016, November). Segmentation of Mosaic Images Based on Deformable Models Using Genetic Algorithms. In International Conference on Smart Objects and Technologies for Social Good (pp. 233-242). Springer, Cham. https://doi.org/10.1007/978-3-319-61949-1_25Battiato, S., Di Blasi, G., Farinella, G. M., & Gallo, G. (2007, December). Digital mosaic frameworks‐an overview. In computer graphics forum (Vol. 26, No. 4, pp. 794-812). Oxford, UK: Blackwell Publishing Ltd. https://doi.org/10.1111/j.1467-8659.2007.01021.xBeucher, S., & Lantuéjoul, C. (1979). Use of watersheds in contour detection. International workshop on image processing: Real-time edge and motion detection/estimation. Rennes, France.Benyoussef, L., & Derrode, S. (2011). Analysis of ancient mosaic images for dedicated applications. Digital Imaging for Cultural Heritage Preservation: Analysis, Restoration, and Reconstruction of Ancient Artworks, 385.Bonfigli, R., Felicetti, A., Principi, E., Fagiani, M., Squartini, S., & Piazza, F. (2018). Denoising autoencoders for non-intrusive load monitoring: improvements and comparative evaluation. Energy and Buildings, 158. https://doi.org/10.1016/j.enbuild.2017.11.054Bordoni, L., & Mele, F. (Eds.). (2016). Artificial intelligence for cultural heritage. Cambridge Scholars Publishing.Bourke, P. (2014, December). Novel imaging of heritage objects and sites. In 2014 International Conference on Virtual Systems & Multimedia (VSMM) (pp. 25-30). IEEE. 10.1109/VSMM.2014.7136666Çiçek, Ö., Abdulkadir, A., Lienkamp, S. S., Brox, T., & Ronneberger, O. (2016, October). 3D U-Net: learning dense volumetric segmentation from sparse annotation. 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Mohamed V, Maroc.Falk, T., Mai, D., Bensch, R., Çiçek, Ö., Abdulkadir, A., Marrakchi, Y., Böhm, A., Deubner, J., Jäckel, Z., Seiwald, K., & Dovzhenko, A. (2019). U-Net: deep learning for cell counting, detection, and morphometry. Nature methods, 16(1), 67-70. https://doi.org/10.1038/s41592-018-0261-2Felicetti, A., Albiero, A., Gabrielli, R., Pierdicca, R., Paolanti, M., Zingaretti, P., & Malinverni, E. S. (2018). Automatic Mosaic Digitalization: a Deep Learning approach to tessera segmentation. In METROARCHEO, IEEE International Conference on Metrology for Archaeology and Cultural Heritage. Cassino. https://doi.org/10.1109/MetroArchaeo43810.2018.13606Fenu, G., Jain, N., Medvet, E., Pellegrino, F. A., & Namer, M. P. (2015, March). On the Assessment of Segmentation Methods for Images of Mosaics. In VISAPP (3) (pp. 130-137). https://doi.org/10.13140/RG.2.1.3025.6489Fenu, G., Medvet, E., Panfilo, D., & Pellegrino, F. A. (2020). Mosaic Images Segmentation using U-net. 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    Comparing Machine and Deep Learning Methods for Large 3D Heritage Semantic Segmentation

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    In recent years semantic segmentation of 3D point clouds has been an argument that involves different fields of application. Cultural heritage scenarios have become the subject of this study mainly thanks to the development of photogrammetry and laser scanning techniques. Classification algorithms based on machine and deep learning methods allow to process huge amounts of data as 3D point clouds. In this context, the aim of this paper is to make a comparison between machine and deep learning methods for large 3D cultural heritage classification. Then, considering the best performances of both techniques, it proposes an architecture named DGCNN-Mod+3Dfeat that combines the positive aspects and advantages of these two methodologies for semantic segmentation of cultural heritage point clouds. To demonstrate the validity of our idea, several experiments from the ArCH benchmark are reported and commented

    Identifying the use of a park based on clusters of visitors\u27 movements from mobile phone data

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    Planning urban parks is a burdensome task, requiring knowledge of countless variables that are impossible to consider all at the same time. One of these variables is the set of people who use the parks. Despite information and communication technologies being a valuable source of data, a standardized method which enables landscape planners to use such information to design urban parks is still broadly missing. The objective of this study is to design an approach that can identify how an urban green park is used by its visitors in order to provide planners and the managing authorities with a standardized method. The investigation was conducted by exploiting tracking data from an existing mobile application developed for Cardeto Park, an urban green area in the heart of the old town of Ancona, Italy. A trajectory clustering algorithm is used to infer the most common trajectories of visitors, exploiting global positioning system and sensor-based tracks. The data used are made publicly available in an open dataset, which is the first one based on real data in this field. On the basis of these user-generated data, the proposed data-driven approach can determine the mission of the park by processing visitors\u27 trajectories whilst using a mobile application specifically designed for this purpose. The reliability of the clustering method has also been confirmed by an additional statistical analysis. This investigation reveals other important user behavioral patterns or trends
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