DH2015 - Track 2
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Item Color and Hyperspectral Image Segmentation for Historical Documents(IEEE, 2015) Ciortan, Irina Mihaela; Deborah, Hilda; George, Sony; Hardeberg, Jon Yngve; Gabriele Guidi and Roberto Scopigno and Pere BrunetSeveral historical documents from the collection of the National Library of Oslo were acquired using a hyperspectral scanner. While each of the documents has its specific characteristics, requiring different image preprocessing steps, the common goal for all documents is to increase their legibility. The aim of this study is to show the advantage of hyperspectral imaging compared to traditional color imaging, in particular for the task of ink separation using distance-based classification method.Item Digital Panorama(IEEE, 2015) Borra, Davide; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn 1787 it was Robert Barker to invent the term Panorama, still used to today all over the world to determine a large view, up until 360 degrees. His show has traveled European cities and the American new frontier, letting visitors enter into far painted cities or ancient history episodes. The Cinema Museum, in the movies archaeology section, digitally proposes the same experience. A small cylindrical cave houses the Digital Panorama, a semi-immersive environment, which creates visual and audio panoramas and back in time journeys into Turin cinema history. The visual-tactile interface design is of note because it has been designed to be equally available both by blind and seeing people, as for the Cinema Museum philosophy a museum for all. This paper illustrates the project critical points, the choices operated during the operating process and the interface reviews.Item Augmented Reality and Storytelling in Heritage - Application to Public Gardens(IEEE, 2015) Guimaraes, Francisco; Figueiredo, Mauto; Rodrigues, Jose; Gabriele Guidi and Roberto Scopigno and Pere BrunetGardens, given its location, history, fauna, flora and environmental scenography, are places that are part of a natural heritage with its own cultural identity. These places are object of preservation, study and dissemination, such as cultural heritage, but in this case with a collection of natural artifacts exhibition alive and dynamic that allows user's natural immersion in the exhibition space. To create a personal user interaction with this natural heritage space is important to capture the story and aesthetics, and find other ways to immerse the user in the space. To that end, this article combines Augmented Reality technologies and concepts of Transmedia Storytelling applied to Gardens as a framework of media-art digital artifact applied to Caloust Gulbenkian Foundation Garden in Lisbon / Portugal.Item High-Quality Point Based Rendering Using Fast Single Pass Interpolation(IEEE, 2015) Schütz, Markus; Wimmer, Michael; Gabriele Guidi and Roberto Scopigno and Pere BrunetWe present a method to improve the visual quality of point cloud renderings through a nearest-neighbor-like interpolation of points. This allows applications to render points at larger sizes in order to reduce holes, without reducing the readability of fine details due to occluding points. The implementation requires only few modifications to existing shaders, making it eligible to be integrated in software applications without major design changes.Item Engaging Community Members with Digitally Curated Social Media Content at an Arts Festival(IEEE, 2015) Shih, Patrick C.; Han, Kyungsik; Carroll, John; Gabriele Guidi and Roberto Scopigno and Pere BrunetCapturing, uploading, and presenting social media content online have become the standard way for people to share their experiences with friends, family members, and others. In this paper, we describe our effort to extract, aggregate, and visualize, in a smartphone app, real-time and historical hyperlocal social media discussions and photos created at a regional arts festival that attracted over 100,000 visitors over a period of 5 days. Participants reported that the resulting content enriched their festival experience, and that it helped to create a social scaffold encouraging them to further engage and interact with others both physically and virtually through sharing even more user-contributed content.Item Inside AR Application - Bringing Art Closer to Citizens by Promoting the Use of Smartphones and Tablets(IEEE, 2015) Sánchez, José Antonio; Fernández, Marcos; Gutiérrez, Javier; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper describes the design, development and testing of an augmented reality application for smartphones and tablets that has the main objective of bringing art closer to citizens. The application makes use of an automated recognition and tracking system to identify the paintings being aimed at with the camera and overlaps digital images obtained by means of different technologies (infrared, THz, ultraviolet, X-rays, etc.) in order to unveil some details hidden beneath the outer layers of the painting. The overlapping fits perfectly on top of the original painting thanks to the registration process and it helps to go deeper into the knowledge of the artwork. Once the painting is recognised, the user can access information related to the author, chronology and history as well as additional insights provided by art experts and not commonly included in the guides, contributing to making art more appealing. Furthermore, the developed application includes also audio guides to facilitate the access to art for users with visual impairments, concentrating a great amount of different functionalities into one single device.Item Heritage Move. A Natural and Lightweight Navigation Schema for Low-Cost, Non-Stationary Immersive Virtual Environments(IEEE, 2015) Olbrich, Manuel; Keil, Jens; Makiela, Thomas; Gabriele Guidi and Roberto Scopigno and Pere BrunetExperiencing 3D models of historical reconstructions and places is still an active issue considering the wide variety of displaying and interaction devices for immersive Virtual Reality. Moreover, as standards are missing, the sheer endless possibilities to map e.g. gestural input and other input reads to particular needs in navigation and selection, leave an open field of finding the right balance between functionality, usability (especially in an exhibition context), and user experience. In our paper we focus on creating a low-cost, fully immersive and nonstationary Virtual Reality setup, based on novel HMD and sensing devices that allow users to intuitively experience such virtual environments. Our approach enables users to freely walk around inside the virtual space, while keeping them physically inside a limited interaction and sensing space. Our contribution addresses challenges of balancing between system mobility and tracking, freedom of interaction, limited physical spaces and immersion. The goal is to keep position and interaction tracking and display technologies economically and technically affordable for the use in the museum context.Item Mobile Onsite Exploration of Parallel Realities with Oculus Rift(IEEE, 2015) Davies, Chris; Miller, Alan; Fawcett, Richard; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper reports experience in developing a parallel reality system which allows its user to observe and move around their real environment whilst wearing a stereoscopic 3D head mounted display imbued with video-see through capabilities, with their position and gaze tracked by an indoor positioning system and head tracker, allowing them to alternately view their real environment and an immersive virtual reality environment from the equivalent vantage point. In so doing the challenge of the vacancy problem is addressed by lightening the cognitive load needed to switch between realities and to navigate the virtual environment. Evaluation of the usability, system performance and value of the system are undertaken in the context of a cultural heritage application; users are able to compare a reconstruction of an important 15th century chapel with its present day instantiation.Item The Etruscans and the Afterlife - An Engaging Exhibition with Accurate Scientific, Technological and Communicative Requirements(IEEE, 2015) Guidazzoli, Antonella; Imboden, Silvano; Luca, Daniele De; Liguori, Maria Chiara; Verri, Luigi; Bellavia, Giovanni; Russo, Alfonsina; Lucia, Maria Anna De; Cosentino, Rita; Gabriele Guidi and Roberto Scopigno and Pere BrunetThe communication of museums, with the aim to engage and attract a wider audience, is undergoing a radical change, seeking in ICT a help. The joint exhibition ''The Etruscans and the Afterlife'', hosted by the National Etruscan Museum of Villa Giulia and the Museum of the History of Bologna - Genus Bononiae - presents a strong commitment towards a renewed communicational effort of this kind, merging a traditional display of archaeological findings and spectacular technological applications. The paper presents the three digital applications developed by VisitLab Cineca for the exhibition: a projection show combining 3D architectural mapping, with 10 coordinated projectors, and a holographic projection of the Sarcophagus of the Spouses; the holographic projection of the bronze vase called ''Situla della Certosa''; a Computer Graphics short movie, ''Ati at the discovery of Veii''.Item Interactive Experiences in the Stedelijk Museum, A Living Lab Experiment with the CHESS Framework(IEEE, 2015) Vayanou, Maria; Katifori, Akrivi; Kourtis, Vassilis; Bomers, Erna; Jong, Niels de; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper reports on a small-scale experiment conducted in the Stedelijk Museum Amsterdam (SMA), showcasing the effective use of CHESS research prototype for the creation and provision of personalized interactive museum experiences and highlighting the main results reached.Item The Lion's Gate and the Persian Wall in Byblos - Opening the Doors of Digital Representation to the Cultural Heritage of a Resilient City in Lebanon(IEEE, 2015) Garagnani, Simone; Bravo, Luisa; Madrigal, José Manuel Pagés; Gabriele Guidi and Roberto Scopigno and Pere BrunetByblos, modern Jbeil, is a northern Lebanese city considered as one of the oldest continuously inhabited cities since Neolithic times, designated as a UNESCO World Heritage site in 1984. Thus, the archaeological area, strictly surrounded by city boundaries, is the result of several civilizations that came over the centuries producing many layers of architectural buildings now in precarious state of conservation. The recent nomination of Byblos as one of the ''100 Resilient Cities'', a project pioneered by the Rockefeller Foundation, fostered some new intents aimed at the preservation of the urban space and the archaeological site. In order to support a possible valorization strategy, the Lion's Gate at the Persian Wall has been chosen as a case study to experiment how digital photogrammetric modeling of meaningful remains can improve dissemination of cultural legacy to remote visitors and transfer knowledge to town planners. This paper presents the preliminary research, which is supposed to be integrated by some more detailed surveys in the near future, in order to populate a shared web repository in which scholars, tourists and planners will find useful information on the archaeological park.Item Engaging and Shared Gesture-based Interaction for Museums - The Case Study of K2R International Expo in Rome(IEEE, 2015) Fanini, Bruno; D'Annibale, Enzo; Demetrescu, Emanuel; Pagano, Alfonsina; Ferdani, Daniele; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper presents a full life-cycle production and standardized workflow to deploy a shared and engaging gesturebased experience within a museum, connecting two different natural interaction applications. The research presented in this paper is specifically focused on Admotum and Holoint, two gesture-based applications developed for the V-Must.net in occasion of ''Keys to Rome'' international exhibition on Roman Culture. The workflow described here includes 3D content production, application design, development and integration within flexible museum setups, together with evaluation activities to explore more on the user's' educational benefits and the potential of such collaborative museum experience.Item Alchemy in 3D - A Digitization for a Journey Through Matter(IEEE, 2015) Callieri, Marco; Pingi, Paolo; Potenziani, Marco; Dellepiane, Matteo; Pavoni, Gaia; Lureau, Aurelia; Scopigno, Roberto; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn this work, we will present the outcomes of the 3D diagnostic investigations carried out on the painting Alchemy by Jackson Pollock. Thanks to an accurate digitization and a careful processing, we were able to generate a very precise high-resolution 3D model that proved to be useful in different stages of the diagnostic and conservation campaign. The 3D model was integrated in the conservation process, along with the other diagnostic investigations; the geometric data was also used to produce images and video sequences for dissemination purposes. The most interesting aspect of the work, however, was the idea of going beyond photo-realism and the use of the scanner-measured geometry to try to interpret and understand the traces and signs on the surface of the painting, in relation with the gestures and techniques used by Pollock while painting this masterpiece. Combining the knowledge of the curators and the metric data gathered in the digitization, we were able to discover and validate several interesting aspects of the painting, in the direction of trying to better understanding the painting process which was, in the idea of the artist, an essential part of the artwork. The 3D model of the artwork played a central role also in the temporary exhibition created for the dissemination of the conservation and the diagnostic campaign to the museum visitors. This was also done following the idea of using the geometry to explain the gestures, actions and techniques of Jackson Pollock at work. The 3D model was used to create an interactive kiosk, to have the visitors navigate the model and access explanations of relevant geometrical details and to produce a 1:1 physical reproduction to give the public the possibility to physically interact with the artwork.Item Travelling Through Space and Time in Lisbon's Religious Buildings(IEEE, 2015) Gouveia, João; Branco, Fernando; Rodrigues, Armanda; Correia, Nuno; Gabriele Guidi and Roberto Scopigno and Pere BrunetProject Lx Conventos aims to study, in a systematic and integrated manner, the impact of the dissolution of religious orders in the dynamics of urban transformation in nineteenth century Lisbon. After the liberal revolution and the civil war, in the 19th century, the dissolution of religious orders led to the alienation, in Lisbon, of nearly 130 religious buildings which were then given profane occupations (mainly public services) or demolished and divided in plots, originating new urban realities. Project Lx Conventos thus aims to show that the extinction of the convents was decisive in the urban development of Lisbon, in the eighteen hundreds. The project stands on a large set of multimedia data which includes historic and contemporary cartography and geo-referenced photos, videos and 3D models, provided by the projects partners, Lisbon Municipality and the Portuguese National Archive, Torre do Tombo. Supported by these materials, the project's team is creating an online system that will implement a spatial and temporal navigation of these resources integrated in an interactive Map of Lisbon. Besides spatially locating and analyzing the data available for each of the religious buildings considered in the project, the tool integrates cutting edge interaction technology for: 1) Enabling a temporal voyage over the available traces of religious buildings; 2) Analyzing the evolution of religious buildings and their surroundings, through available data; 3) Using 3D representations of the buildings for accessing related data, through time. In this paper, the tools developed in the context of Lx Conventos are described, as well as the technologies supporting them. The current status of the system is presented and future developments are proposed.Item Development of a Low-Cost Application of Virtual Reality for the Promotion of Cultural Heritage(IEEE, 2015) Esclapés, Javier; Tejerina, Daniel; MartÃn, Alejandro; Fabregat, Laia; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper shows the state of a research about cultural heritage whose main purpose is to allow the user to move virtually to any place of cultural or architectonic interest that, either for economic or accessibility reasons, is very difficult or impossible to visit.Item A Hand-held 3D-Printed Box Projector - Study for a Souvenir from a Mixed-Reality Experience(IEEE, 2015) Rossi, Daniele; Gabriele Guidi and Roberto Scopigno and Pere BrunetThe most recent developments in digital technology have given rise to an increasingly close, articulate, and profitable contamination between reality and virtuality, creating a completely new mixed-reality experience in which enjoying cultural goods becomes mediated by technology and translated into something technological. The memory of a mixed-reality event usually ends with the simple audio-visual recording of the event, which is later shared privately or on social networks. Our aim is to illustrate a quick, low-cost procedure to create portable reproductions of spatial augmented reality experienced in urban spaces. The idea of the souvenir grows out of a desire to connect the memory of a site-specific cultural exhibit to the architectural heritage that frames it and serves as a background. We define the technical/operational framework for realizing a hand-held 3D-printed box projector based on the use of a smartphone and Pepper's ghost effect.Item A Location-Based Augmented Reality System for the Spatial Interaction with Historical Datasets(IEEE, 2015) Pacheco, Daniel; Wierenga, Sytse; Omedas, Pedro; Knoch, Habbo; Billib, Stephanie; Wilbricht, Stefan; Verschure, Paul; Gabriele Guidi and Roberto Scopigno and Pere BrunetThe key role that space and spatial organization of content play in memory has been taken very little into account in the design of human-data interaction systems. Here, we present a location based Augmented Reality application for the exploration and visualization of historical files, which is based on the argument that the embodied interaction with content by moving in the real, physical space will enhance its recollection from memory and comprehension. Our software architecture integrates a historical 3D reconstruction with geo referenced historical documents, as well as specific guidance components for narrative generation. All content of the application database is spatialized and can be navigated in a completely free/exploratory mode or in a passive/guided mode. We present the results of an experiment comparing spatial memory performance in the two modes. Our data confirms previous findings in the spatial navigation literature, suggesting that active exploration of an environment leads to a better spatial understanding of it.Item A Fulldome Interactive Visitor Experience - A Novel Approach to Delivering Interactive Virtual Heritage Experiences to Group Audiences in Full Dome Projection Spaces, Evaluated Through Spatial Awareness and Emotional Response(IEEE, 2015) Tredinnick, John; Richens, Paul; Gabriele Guidi and Roberto Scopigno and Pere BrunetThe National Trust is experimenting with the use of portable fulldome projection spaces as a means of engaging its visitors with virtual reality reconstructions of the cultural heritage it holds. To date dome technology has been used to successfully deliver non-interactive presentations to hundreds of visitors across three of its properties, however these have not made full use of the interactive elements of the game engine technology that is used to display the virtual scenes. We propose a possible approach to delivering multiplayer interactive experiences that are tailored for both the heritage audience and the fulldome medium. This is to be tested through a public engagement at Cheltenham Science Festival 2015.Item Resolving the Conflict Between High Visual Quality and High Performance in Virtual Reality Applications Keys to Rome Project as Case Study(IEEE, 2015) Khalil, Mohamed; Omar, Karim; Oransa, Sameh; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis paper aims to show how the 3D unit at the Center for Documentation of Cultural and Natural Heritage (CULTNAT) tackled the conflict between High visual quality and high performance in Virtual reality application by implementing a set of techniques in order to reach the highest performance and visual quality, Keys to Rome project as an example of this practice.The challenge was on two levels. The first level was optimizing the scanned museum objects making it look realistic and in the same time small in data size, level two was the 3D scene/location were the user will navigate.Item A Radicalized Phenomenological Transformation Of Greek/Unani Humoral Theory Into A Virtual Reality Based Game Engine(IEEE, 2015) Khan, Muqeem; Gabriele Guidi and Roberto Scopigno and Pere BrunetThis research primarily focusing on the continuity of production, survival and access related to indigenous methodologies through the use of virtual reality, serious gaming technologies and affordances. Specifically, the aim is to investigate Human Computer Interaction (HCI) strategies in the context of folklore medicines such as Greek/Unani medicinal system. The research aims at exploring the interpretative, subjective, and phenomenological analysis of the Greek/Unani medicinal system, entrenched in the Middle Eastern and sub continental regions. By articulating the relationships between traditional Unani and virtual reality-based diagnostic processes, the research challenge is to categorize the human personalities and associated temperaments in a responsive digital environment. Through 'Material Objects' and 'Complex Systems' design, the proposed prototype or research stimulus in the form of virtual reality based head-mounted display system aims at reinforcing the re-enactment of intangible heritage. It does this through revitalizing the dying art of traditional diagnosing methodology from the old Greek/Unani medicinal ideology. Drawing on theoretical discussion such as 'Design as a Propositional Activity' and 'Designed Experience', it is intended to fabricate and deploy a virtual reality based prototype inside the traditional Greek/Unani clinic for the evaluation of patients' personality and temperament.