DH2015 - Track 2
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Item X-Top - An Interactive Exhibition for Building Experience with Mini-Components of Stone Pagoda(IEEE, 2015) Kang, Kyung-Kyu; Lee, Jihyung; Park, Chang Joon; Kim, Jae Woo; Lee, Man Hee; Gabriele Guidi and Roberto Scopigno and Pere BrunetStone pagodas are mysterious heritages about how to be built up and shaped stone components. X-Top is an interactive exhibition system to explore answering about the building method of a famous Korean stone pagoda. Previous digital heritage applications are difficult to give users tangible experiences. We propose an exhibition system(X-Top) to allow visitors to build up a pagoda with its miniature components. We exhibited the X-Top system on various exhibitions and can get positive feedback from visitors. Our project is still working on developing with many types of digital heritage applications.Item VirtualTour: A System for Exploring Cultural Heritage Sites in an Immersive Way(IEEE, 2015) Malomo, Luigi; Banterle, Francesco; Pingi, Paolo; Gabellone, Francesco; Scopigno, Roberto; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn this paper, we propose VirtualTour. This is a virtual reality app for Apple iOS 8 (tablets, smartphones) supporting the easy and natural exploration of Cultural Heritage sites captured with 3D scanning technologies or modeled by artists. VirtualTour proposes a novel approach for exploring virtual sites by exploiting modern mobile devices (tablets or phones) and their embedded sensors. The navigation is constrained to follow a pre-defined path in the virtual space; the user can progress on the path either by manipulating a simple slider or directly walking in real-world (the device sensors detect user's steps and progress accordingly in the virtual visit). The view is rotated according to mobile device's rotation (again, using the device sensors). The main focus of this app is to provide a mobile access to hidden or inaccessible sites (e.g. caves, temples, buildings, etc), using 3D representation and breaking the usability barrier that often hinders the navigation in complex models on top of mobile devices.Item Color and Hyperspectral Image Segmentation for Historical Documents(IEEE, 2015) Ciortan, Irina Mihaela; Deborah, Hilda; George, Sony; Hardeberg, Jon Yngve; Gabriele Guidi and Roberto Scopigno and Pere BrunetSeveral historical documents from the collection of the National Library of Oslo were acquired using a hyperspectral scanner.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 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 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 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 Virtual Museums and Audience Studies, the Case of ''Keys To Rome'' Exhibition(IEEE, 2015) Pagano, Alfonsina; Armone, Giulia; Sanctis, Elisabetta De; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn this paper we present an overview of two audience studies aimed at identifying museum visitors' attitudes, behaviours and expectations. In the framework of VMUST. NET an interactive exhibition, named ''Keys To Rome'', has been organized within the Imperial Fora Museum, Rome. Permanent collection has been integrated with a digital itinerary using computer graphics movies, natural interaction installations, multimedia supports and mobile applications. The evaluation of the audience feedback allowed us to study and justify some interaction choices and communication paradigms made so to enhance the user experience and enabling a fruitful discussion around virtual museums dissemination into cultural heritage environments. What came out is the need for technology to remain invisible and grant a cross-referencing visit path in a continuous parallelism between real objects and their digital copies.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 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 Using a Gaming Software for Historical Road and Path Research(IEEE, 2015) Vletter, Willem; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn this paper we present the potential of Unity, a widely available video game engine, for historical roads research. This case study makes use of roads and paths extracted from Airborne Laser Scan (ALS) data of the Leitha hills in Austria, together with a Digital Terain Model (DTM) based on the same ALS data. Adding a time component creates a 4-D model.Item Improved Appearance Rendering for Photogrammetrically Acquired 3D Models(IEEE, 2015) Berrier, Seth; Tetzlaff, Michael; Ludwig, Michael; Meyer, Gary; Gabriele Guidi and Roberto Scopigno and Pere BrunetIn this paper we present a technique for significantly improved rendering of objects scanned using photogrammetry techniques. We demonstrate the connection between photogrammetry and the unstructured lumigraph, a surface light field representation and rendering algorithm. We use our lumigraph rendering software to demonstrate improved results from photographically acquired cultural heritage artifacts. We discuss our improvements to the rendering of unstructured lumigraphs on modern hardware and offer this rendering tool as free, open source software.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 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 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 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 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 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 Parallax Occlusion Mapping in Augmented Reality Case Study on Facade of Sino Portuguese Architecture Phuket, Thailand(IEEE, 2015) Kalarat, Kosin; Gabriele Guidi and Roberto Scopigno and Pere BrunetSino Portuguese Architecture is a unique building in Thailand which combines with style of Chinese and European construction built around A.D.1890-1920. There are many details of bas-relief on the facade of the building. Currently, some of them have been destroyed or changed by the time. To preserve the buildings, which are houses, the digital data was established to collect the information of the houses and create to 3D virtual building represented by Augmented Reality (AR) technology. Using Augmented Reality with handheld devices is very popular because most people, nowadays, have smart phone or mobile phone. Thus, they can see the 3D houses via their handheld devices' camera and observe the building interacting with perspective changing in real-time. Therefore, the observers are able to view around the details of the virtual building easily. However, because of real-time interaction, handheld device have to render the visualization image as fast as changing point of view. Particularly, 3D model with many details, it takes load for handheld device computational time in case there are many details in 3D AR content because it cannot respond to the user simultaneously. This paper applies Parallax Occlusion Mapping (POM), which is well known technique for fast rendering of geometric detail and reducing a geometric complexity of model using surface detail information in a texture encoded, to 3D model of Sino Portuguese Architecture, which consists of many bas-relief patterns on the facade, in order to reduce the number of polygons. The system uses game engine, Unity3D, and Vuforia SDK implemented augmented reality application on handheld device. The result of this research use 1 polygon/ 1 bas-relief and the quality of visualization is compatible to each other on AR application.