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Item PileBars: Scalable Dynamic Thumbnail Bars(The Eurographics Association, 2012) Brivio, Paolo; Tarini, Marco; Ponchio, Federico; Cignoni, Paolo; Scopigno, Roberto; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre StorkWe introduce PileBars, a new class of animated thumbnail-bars supporting browsing of large image datasets (hundreds or thousands of images). Since the bar is meant to be just one element of a GUI, it covers only a small portion of the screen; yet it provides a global view of the entire dataset, without any scrolling panel. Instead, thumbnails are dynamically rearranged, resized and reclustered into adaptive layouts during the entire browsing process. The objective is to enable the user both to accurately pinpoint a specific image (even among semantically close ones), and to jump anywhere to ''distant'' parts of the dataset. The thumbnail layouts proposed maximize also the temporal coherence, thus allowing for smooth animations from one layout to the next. The system is very general: it can be driven by any application-specific image-to-image semantic distance function, and respects any user-defined total ordering of the images; the ordering can be either inferred from the semantic or be chosen independently from it, depending on the application. The applicability of the resulting system is tested in a number of practical applications and fits very well the issues in management of Cultural Heritage image collections.Item Insourcing, Outsourcing and Crowdsourcing 3D Collection Formation: Perspectives for Cultural Heritage Sites(The Eurographics Association, 2012) Kaminski, Jaime; Echavarria, Karina Rodriguez; Arnold, David; Palma, Gianpaolo; Scopigno, Roberto; Proesmans, Marc; Stevenson, James; David Arnold and Jaime Kaminski and Franco Niccolucci and Andre StorkThis paper presents three different propositions for cultural heritage organisations on how to digitise objects in 3D. It is based on the practical evaluation of three different deployment experiments that use different methods and business models for mass 3D-acquisition. These models are: developing the skills of in-house staff within an organisation, the use of external professionals and using crowdsourcing as a mechanism for developing the 3D collection. Furthermore, the paper provides an analysis of these models, lessons learned and practical recommendations for cultural heritage organisations. The analysis includes considerations of issues such as strategy, size of the organisation, skills, equipment, object accessibility and complexity as well as the cost, time and quality of the 3D technology. The paper concludes that most organisations are able to develop 3D collections but variations in the result will be reflected by the strategic approach they place on innovative 3D technologies.