DH2013 - Track 2

Permanent URI for this collection

Track 2, Full Papers

Seamless Texturing of Archaeological Data

Birsak, Michael
Musialski, Przemyslaw
Arikan, Murat
Wimmer, Michael
Track 2, Full Papers

Capturing of Contemporary Dance for preservation and presentation of choreographies in Online Scores

Kahn, Svenja
Keil, Jens
Müller, Benedikt
Ulrich, Bockholt
Track 2, Full Papers

An approach for precise 2D/3D semantic annotation of spatially-oriented images for in situ visualization applications

Manuel, Adeline
Gattet, Eloi
Luca, Livio De
Veron, Philippe
Track 2, Full Papers

The Dream and the Cross: a 3D-referenced, web-based digital edition

Leoni, Chiara
Callieri, Marco
Dellepiane, Matteo
Turco, Roberto Rosselli Del
O'Donnel, Daniel
Scopigno, Roberto
Track 2, Full Papers

An Interactive Visualization of the Past using a Situated Simulation Approach

Madsen, Jacob B.
Madsen, Claus B.
Track 2, Full Papers

A User Study of the Singapore Memory Portal to Derive a Taxonomy for Content Organization

Srieedar, J.
Khoo, Christopher S.G.
Track 2, Full Papers

Virtual Conservation and Interaction with our Cultural Heritage: Framework for multi-dimension model based interface

Ma, Nan
Laroche, Florent
Hervy, Benjamin
Kerouanton, Jean-Louis
Track 2, Full Papers

A War Torn Memory Palace: Animating narratives of remembrance

Kenderdine, Sarah
Mckenzie, Heidi
Track 2, Full Papers

A Computer Simulation to Test the Buchner Thesis. The Relationship of the Ara Pacis and Meridian in the Campus Martius, Rome

Frischer, Bernard
Fillwalk, John
Track 2, Full Papers

Mobile Cross Reality for On-Site Exploration of Cultural Heritage Reconstructions

Miller, Alan
Davies, Christopher
Track 2, Full Papers

V-embodiment for Cultural Heritage

Flynn, Bernadette
Track 2, Full Papers

NICH Natural Interaction in the Cultural Heritage domain: a preparatory study on cross-cultural natural gestures

Pescarin, Sofia
Pietroni, Eva
Wallergård, Mattias
Omar, Karim
Rescic, Leonardo
Rufa, Claudio
Track 2, Full Papers

Exploring Heritage through Time and Space: supporting community reflection on the highland clearances

McCaffery, John
Miller, Alan
Vermehren, Anna
Strickland, Keir
Lefley, Carolyn
Track 2, Full Papers

ArtifactVis2: Managing real-time archaeological data in immersive 3D environments

Smith, Neil
Knabb, Kyle
Defanti, Connor
Weber, Philip
Schulze, Jurgen
Prudhomme, Andrew
Kuester, Falko
Levy, Thomas
Defanti, Thomas
Track 2, Short Papers

Visualizing a scanned model for effective heritage interpretation

Ahn, Jaehong
Kong, Dal-Yong
Wohn, Kwang-Yun
Track 2, Short Papers

The Niobid Project: Digital Modeling and Restoration of a Complex Sculptural Group at Hadrian's Villa

Frischer, Bernard
Brennan, Matthew
Track 2, Short Papers

Living Heritage A living lab for digital content production focused on cultural heritage.

Felice, Giuliano De
Track 2, Short Papers

Digital exhibition as a bridge to the real collection

Miyamae, Chisako
Track 2, Short Papers

Immersive experience of current and ancient reconstructed cultural attractions

Webel, Sabine
Franke, Tobias
Keil, Jens
Olbrich, Manuel
Track 2, Short Papers

Patterning Culture: Developing a system for the visual notation of greetings

Shortt, Marie Therese
Track 2, Short Papers

A serious game for 3D cultural heritage digital world

Groux-Leclet, Dominique
Caron, Guillaume
Anghour, Azziz
Mouaddib, El Mustapha
Track 2, Short Papers

Automatic creation of bas-relieves from single images

Lorenzini, Cristian
Carrozzino, Marcello
Tecchia, Franco
Bergamasco, Massimo
Track 2, Short Papers

Fast Color Correction for Rapid Scanning in Uncontrolled Environment

Schenkel, Arnaud
Warzée, Nadine
Debeir, Olivier
Track 2, Short Papers

One object many stories: Introducing ICT in museums and collections through digital storytelling

Ioannidis, Yannis
Raheb, Katerina El
Toli, Eleni
Boile, Maria
Katifori, Akrivi
Mazura, Margaretha
Track 2, Short Papers

Moving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection

Goins, Elizabeth
Branham, Erin
Egert, Christopher
Track 2, Short Papers

Tutbury Castle : Recovering a period site

Inman, Laurence
Morris, Phil
Track 2, Short Papers

Jerusalem's Holy Mount. On Palimpsestic Places in Situated and Sensory Media

Liestøl, Gunnar
Friedlander, Larry


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Recent Submissions

Now showing 1 - 27 of 27
  • Item
    Seamless Texturing of Archaeological Data
    (The Eurographics Association, 2013) Birsak, Michael; Musialski, Przemyslaw; Arikan, Murat; Wimmer, Michael; -
    In this paper we propose a framework for out-of-core real-time rendering of high-quality textured archaeological data-sets. Our input is a triangle mesh and a set of calibrated and registered photographs. Our system performs the actual mapping of the photos to the mesh for high-quality reconstructions, which is a task referred to as the labeling problem. Another problem of such mappings are seams that arise on junctions between triangles that contain information from different photos. These are are approached with blending methods, referred to as leveling. We address both problems and introduce a novel labeling approach based on occlusion detection using depth maps that prevents texturing of parts of the model with images that do not contain the expected region. Moreover, we propose an improved approach for seam-leveling that penalizes too large values and helps to keep the resulting colors in a valid range. For highperformance visualization of the 3D models with a huge amount of textures, we make use of virtual texturing, and present an application that generates the needed texture atlas in significantly less time than existing scripts. Finally, we show how the mentioned components are integrated into a visualization application for digitized archaeological site.
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    Capturing of Contemporary Dance for preservation and presentation of choreographies in Online Scores
    (The Eurographics Association, 2013) Kahn, Svenja; Keil, Jens; Müller, Benedikt; Ulrich, Bockholt; -
    In this paper, we present a generic and affordable approach for an automatized and markerless capturing of movements in dance, which was developed in the Motion Bank / The Forsythe Company project (www.motionbank.org). Thereby within Motion Bank we are considering the complete digitalization workflow starting with the setup of the camera array and ending with a web-based presentation of ''Online Scores'' visualizing different elements of choreography. Within our project, we have used our technology in two modern dance projects, one ''Large Motion Space Performance'' covering a large stage in solos and trios and one ''Restricted Motion Space Performance'' that is suited to be captured with range cameras. The project is realized in close cooperation with different choreographers and dance companies of modern ballet and with multi-media artists forming the visual representations of dance.
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    An approach for precise 2D/3D semantic annotation of spatially-oriented images for in situ visualization applications
    (The Eurographics Association, 2013) Manuel, Adeline; Gattet, Eloi; Luca, Livio De; Veron, Philippe; -
    Thanks to nowadays technologies, innovative tools afford to increase our knowledge of historic monuments, in the field of preservation and valuation of cultural heritage. These tools are aimed to help experts to create, enrich and share information on historical buildings. Among the various documentary sources, photographs contain a high level of details about shapes and colors. With the development of image analysis and image-based-modeling techniques, large sets of images can be spatially oriented towards a digital mock-up. For these reasons, digital photographs prove to be an easy to use, affordable and flexible support, for heritage documentation. This article presents, in a first step, an approach for 2D/3D semantic annotations in a set of spatially-oriented photographs (whose positions and orientations in space are automatically estimated). In a second step, we will focus on a method for displaying those annotations on new images acquired by mobile devices in situ. Firstly, an automated image-based reconstruction method produces 3D information (specifically 3D coordinates) by processing a large images set. Then, images are semantically annotated and a process uses the previously generated 3D information inherent to images for the annotations transfer. As a consequence, this protocol provides a simple way to finely annotate a large quantity of images at once instead of one by one. As those images annotations are directly inherent to 3D information, they can be stored as 3D files. To bring up on screen the information related to a building, the user takes a picture in situ. An image processing method allows estimating the orientation parameters of this new photograph inside the already oriented large images base. Then the annotations can be precisely projected on the oriented picture and send back to the user. In this way a continuity of information could be established from the initial acquisition to the in situ visualization.
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    The Dream and the Cross: a 3D-referenced, web-based digital edition
    (The Eurographics Association, 2013) Leoni, Chiara; Callieri, Marco; Dellepiane, Matteo; Turco, Roberto Rosselli Del; O'Donnel, Daniel; Scopigno, Roberto; -
    The Dream of the Rood is one of the earliest Christian poems in the corpus of Old English literature, and an example of the genre of dream poetry. While its complete text can be found in the 10th Century ''Vercelli Book'', the poem is considerably older, and its oldest occurrence is carved (in runes) on the 7 8th Century Ruthwell Stone Cross. In this paper, we present the prototype of a web-based digital edition of the Dream of the Rood, as it appears on the Ruthwell Cross. The multimedia framework presents the highly detailed 3D model acquired with 3D Scanning technology, together with the transcription and translation of the runes that can be found on its surface. The textual and spatial information are linked through a system of bi-directional links called spots, that give the possibility to the user to have a free navigation over the multimedia content, keeping the 3D and textual data synchronized. The proposed work provides discussion and solution on two main issues related to digital editions: the integration of three dimensional content in the context of the presentation on the web platform of heterogeneous multimedia data, and the creation of an XML encoding that could account for the necessities of 3D data disposition, but keeping the encoding rules in the context of the standards of the community.
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    An Interactive Visualization of the Past using a Situated Simulation Approach
    (The Eurographics Association, 2013) Madsen, Jacob B.; Madsen, Claus B.; -
    This paper describes aspects of the development of an interactive installation for visualizing a 3D reconstruction of a historical church chapel in Kolding, Denmark. We focus on three aspects inherent to a mobile Augmented Reality development context; 1) A procedure for combating gyroscope drift on handheld devices, 2) achieving realistic lighting computation on a mobile platform at interactive frame-rates and 3) an approach to relocation within this applications situated location without position tracking. We present a solution to each of these three aspects. The development is targeted a specific application, but the presented solutions should be relevant to researchers and developers facing similar issues in other contexts. We furthermore present initial findings from everyday usage by visitors at the museum, and explore how these findings can be useful in connection with novel technology for facilitating information transfer to a museum audience. The installation is in active commercial use and is currently logging further user interactions via in-application logging for future investigations in line with this project.
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    A User Study of the Singapore Memory Portal to Derive a Taxonomy for Content Organization
    (The Eurographics Association, 2013) Srieedar, J.; Khoo, Christopher S.G.; -
    Many memory institutions have set up online portals to provide public access to their heritage collections. However, little is known about how such portal interfaces should be designed and how the content should be organized to support user se arching, browsing and learning. Many online cultural heritage portals adopt an organization scheme that is either content-oriented or institution-oriented rather than one that is user-oriented. This paper reports an initial user study of a cultural heritage portal called Singapore Memory Portal that was set up in Singapore to collect people's memories related to the history, culture, society, life and landscape of Singapore's past. The study sought to find out users' expectations of the content of the portal, how they search and browse the portal, and what they learn about particular historical or cultural topics from reading postings in the portal. The goal is to derive a taxonomy to organize the portals' content for browsing and learning. For this initial study, 12 Singapore citizens were interviewed, and asked to perform two search tasks on the portal and describe what they had learnt from the memory postings.
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    Virtual Conservation and Interaction with our Cultural Heritage: Framework for multi-dimension model based interface
    (The Eurographics Association, 2013) Ma, Nan; Laroche, Florent; Hervy, Benjamin; Kerouanton, Jean-Louis; -
    Thanks to rapid development of Virtual Reality technologies, the research is not only limited in military training and scientific visualization realm, it has been expanded into more multidisciplinary areas, such as education, archaeology, conservation of culture heritage, etc. Many heritage objects can be found in museum, among them, historical mock-up represents a city with its precious historical value. The objective of this paper is not only to propose a prototype of future interface that uses VR technology in visualizing and interacting with 3D mock-ups, but also to provide a tool for decision-making aid, which helps to select proper interface depending on the content we desire to display. Our proposals exploit a variety of State of the Art, and raise a concept named multi-dimension model based interface, which can be applied to multiple VR applications, gives more information than a simple history book, explains to user the real cultural value in a virtual environment.
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    A War Torn Memory Palace: Animating narratives of remembrance
    (The Eurographics Association, 2013) Kenderdine, Sarah; Mckenzie, Heidi; -
    ECLOUD WWI (2012) is a custom designed 9-metre by 3.5-metre interactive 3D projection environment and application developed by the Applied Laboratory for Interactive Visualization and Embodiment (ALIVE), City University of Hong Kong in partnership with Europeana's 1914 1918 project. The installation activates over 40,000 images of war memorabilia ascribed to 2,500 individual stories collected (crowdsourced) between 2009 2013, in an ongoing project undertaken across Europe. The installation instantaneously aggregates the digital imagery and its associative metadata within a unique immersive viewing experience. The visualization strategies engaged in ECLOUD WWI signal opportunities for new curatorial practices and embodied museography, re-deploying Internet data in situated museum settings. This paper begins by describing Europeana's data sourcing and collection methods as well as exploring the compelling nature of the memorabilia. ECLOUD WWI applies an integrative pluralist approach to the juxtaposition of image and memory. The discussion then explores participatory framework of the installation, demonstrating the shift from single-source authorship of a linear heritage to shared authorship between user, algorithm and data developed through strategies of recombinatory navigation and interactive narrative. The parallel presentation of historic objects in combination with subjective collected stories presents us the opportunity to redefine the creation of cultural memories. This inter-generational project also offers occasions for generative legacy-building in younger generations as the 2014 centenary of WWI is commemorated in the coming year.
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    A Computer Simulation to Test the Buchner Thesis. The Relationship of the Ara Pacis and Meridian in the Campus Martius, Rome
    (The Eurographics Association, 2013) Frischer, Bernard; Fillwalk, John; -
    3D modeling was first introduced into the fields of archaeology and art history in the early 1990s as a new form of illustration derived from the traditional paper-based plan, section, and elevation. In recent years, it has become clear that once we have an accurate 3D restoration model of a lost or damaged cultural heritage monument, we can use the model to pose new questions and generate new discoveries and insights. This paper will consider this heuristic use of 3D models in the field of archaeoastronomy. A simulation of a built environment that includes an accurate solar tracker with historical azimuthal data drawn from NASA's Horizons System can allow us to test alignments hypothesized in the scholarly literature and to discover hitherto unsuspected alignments. We will report on our development of a Unity simulation of the northern part of the Campus Martius in Rome during the period 8 BCE to 40 CE. We made the simulation in order to test the validity of a thesis first proposed by Edmund Buchner in the 1970s according to which two Augustan monuments built in this part of the city were designed to have a solar alignment on Augustus' birthday: the so-called Horologium Augusti and the Ara Pacis. Since Buchner wrote, his thesis has been hotly debated by Roman topographers. A computer simulation may be able to move research on this topic beyond the current impasse.
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    Mobile Cross Reality for On-Site Exploration of Cultural Heritage Reconstructions
    (The Eurographics Association, 2013) Miller, Alan; Davies, Christopher; -
    Widespread adoption of smartphones and tablets has enabled people to multiplex their physical reality, where they engage in face-to-face social interaction, with Web-based social networks and apps, whilst emerging 3D Web technologies hold promise for networks of parallel 3D virtual environments to emerge. Although current technologies allow this multiplexing of physical reality and 2D Web, in a situation called PolySocial Reality, the same cannot yet be achieved with 3D content. Cross Reality was proposed to address this issue; however so far it has focused on the use of fixed links between physical and virtual environments in closed lab settings, limiting investigation of the explorative and social aspects. This paper presents an architecture and implementation that addresses these shortcomings using a tablet computer and the Pangolin virtual world viewer to provide a mobile interface to a corresponding 3D virtual environment. Motivation for this project stemmed from a desire to enable students to interact with existing virtual reconstructions of cultural heritage sites in tandem with exploration of the corresponding real locations, avoiding the adverse temporal separation caused otherwise by interacting with the virtual content only within the classroom. The accuracy of GPS tracking emerged as a constraint on this style of interaction.
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    V-embodiment for Cultural Heritage
    (The Eurographics Association, 2013) Flynn, Bernadette; -
    The paper argues that there is a need to consider sentient engagement in the digital expressions of cultural heritage. Focusing on full body 'natural interaction' the presentation looks at strategies for a phenomenological framework through the design for an embodied motion-sensing environment and analysis of a particular case study of Neolithic era sites and artefacts. The exchange between virtuality and embodiment, immersion and performativity is examined in particular how movement and kinaesthetic engagement can enhance embodied presence and forms of somatic knowledge. Models are proposed that represent phenomenological value for an emergent somatic heritage.
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    NICH Natural Interaction in the Cultural Heritage domain: a preparatory study on cross-cultural natural gestures
    (The Eurographics Association, 2013) Pescarin, Sofia; Pietroni, Eva; Wallergård, Mattias; Omar, Karim; Rescic, Leonardo; Rufa, Claudio; -
    Gesture-based interaction constitutes a new paradigm in human-machine interaction. The possibility to control a technical system with gestures on surfaces or in mid air makes it possible to design user interfaces that go beyond the WIMP paradigm (Windows Icons Menus and Pointers), the dominating interaction paradigm since the 1970's. After mainly having been of interest in the human-computer interaction and VR research communities, gesture-based interaction is now quickly becoming part of main-stream applications, thanks to low cost solutions such as Microsoft Kinect and Leap Motion Controller. Gesture-based interaction has proved useful for cultural heritage applications in, for example, a museum or a heritage site since this type of interaction removes the need for physical input devices that might be complicated to use or difficult to maintain. However, the application of gesture-based interaction in the heritage domain is still in an experimental phase. When asking a visitor to interact using gestures, we need to take into consideration what are natural gestures for him/her based on, for example nationality, and culture. Some VR projects using gesture-based interaction (Etruscanning, Giotto's "Rule Approval", Livia's Villa) and also some experiments for objects manipulation have been made by VHLab of CNR ITABC in the last three years. The team became aware about the potentialities and the limits of the actual technologies, the cognitive and perceptive reactions of the users, the need to organize cultural contents in a different way because cultural transmission is strongly influenced by this new paradigm of interaction. The good reaction of the public of museums shows how promising this perspective is and encourages us to go further, starting an extensive mapping of "natural" communication gestures to interact within VR applications. The paper investigates what is perceived as "natural" gestures in different co- ntries and cultures for controlling a computer application. It presents the ideas behind and preliminary data from an ongoing study that aims at exploring what is considered proper gestures for cultural heritage applications in three different countries: Sweden, Italy and Egypt.
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    Exploring Heritage through Time and Space: supporting community reflection on the highland clearances
    (The Eurographics Association, 2013) McCaffery, John; Miller, Alan; Vermehren, Anna; Strickland, Keir; Lefley, Carolyn; -
    On the two hundredth anniversary of the Kildonan clearances, when people were forcibly removed from their homes, the Timespan Heritage centre has created a program of community centred work aimed at challenging pre conceptions and encouraging reflection on this important historical process. This paper explores the innovative ways in which virtual world technology has facilitated community engagement, enhanced visualisation and encouraged reflection as part of this program. An installation where users navigate through a reconstruction of pre clearance Caen township is controlled through natural gestures and presented on a 300 inch six megapixel screen. This environment allows users to experience the past in new ways. The platform has value as an effective way for an educator, artist or hobbyist to create large scale virtual environments using off the shelf hardware and open source software. The result is an exhibit that also serves as a platform for experimentation into innovative ways of community co-creation and co-curation.
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    ArtifactVis2: Managing real-time archaeological data in immersive 3D environments
    (The Eurographics Association, 2013) Smith, Neil; Knabb, Kyle; Defanti, Connor; Weber, Philip; Schulze, Jurgen; Prudhomme, Andrew; Kuester, Falko; Levy, Thomas; Defanti, Thomas; -
    In this paper, we present a stereoscopic research and training environment for archaeologists called ArtifactVis2. This application enables the management and visualization of diverse types of cultural datasets within a collaborative virtual 3D system. The archaeologist is fully immersed in a large-scale visualization of on-going excavations. Massive 3D datasets are seamlessly rendered in real-time with field recorded GIS data, 3D artifact scans and digital photography. Dynamic content can be visualized and cultural analytics can be performed on archaeological datasets collected through a rigorous digital archaeological methodology. The virtual collaborative environment provides a menu driven query system and the ability to annotate, markup, measure, and manipulate any of the datasets. These features enable researchers to re-experience and analyze the minute details of an archaeological site's excavation. It enhances their visual capacity to recognize deep patterns and structures and perceive changes and reoccurrences. As a complement and development from previous work in the field of 3D immersive archaeological environments, ArtifactVis2 provides a GIS based immersive environment that taps directly into archaeological datasets to investigate cultural and historical issues of ancient societies and cultural heritage in ways not possible before.
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    Visualizing a scanned model for effective heritage interpretation
    (The Eurographics Association, 2013) Ahn, Jaehong; Kong, Dal-Yong; Wohn, Kwang-Yun; -
    Scientific analysis of the scanned model can enhance interpretation of heritage. Visualization methods that use various rendering algorithm can reveal geometric features of the model clearly, which may not be recognized in pictures or even on the site. Thus it helps to overcome the subjectivity or restriction in first-hand interpretation. In this paper, visualization of scanned model for interpretation of heritage was surveyed. Based on that survey, a classification scheme was proposed which can be used in the interpretation pipeline. In a case study of dinosaur track, we analyzed the possible problems in the interpretation stage and proposed various visualization of scanned model according to the purpose. User test was performed to evaluate the effectiveness of the method. A practical survey in this paper showed that 3D scanned model and its appropriate visualization could be used for effective interpretation of heritage.
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    The Niobid Project: Digital Modeling and Restoration of a Complex Sculptural Group at Hadrian's Villa
    (The Eurographics Association, 2013) Frischer, Bernard; Brennan, Matthew; -
    In Greek myth, Niobe was the queen of Thebes who displayed arrogance toward the goddess Leto and was punished by having to endure the death of her seven sons and seven daughters at the hands of Leto's children, Artemis and Apollo. A fourth-century BC group of 16 statues (Niobe, the fourteen children, and a male figure known as the Pedagogue) survives in various Roman copies from various imperial and public contexts. Here we report on a project to digitally scan and restore the statues, putting them back into the ancient context where they were displayed at Hadrian's Villa.
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    Living Heritage A living lab for digital content production focused on cultural heritage.
    (The Eurographics Association, 2013) Felice, Giuliano De; -
    Only linking the most advanced technical solutions with creativity and innovative languages it is possible to realize communication products and strategies that can respect and boost the expressive potential of archaeology, and win the big challenge of interpretation, reconstruction and communication. Living Heritage is a project carried out by several enterprises specialized in digital content industry, in collaboration with the Digital Archaeology Lab (LAD) of University of Foggia and Regional Directorate for cultural Heritage of Apulia. The project aims to tool up a living lab that will set up and test a collaborative production methodology of digital content for archaeology and cultural heritage among technologies, languages and creativity. The co-design approach will be tested as a solution to improve the quality of communication, reaching results that should be at the same time scientifically correct and attractive.
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    Digital exhibition as a bridge to the real collection
    (The Eurographics Association, 2013) Miyamae, Chisako; -
    Three-dimensional (3D) measurement techniques are essential in digital archives of cultural heritage, and museums currently use various digital media content as interpretations of collections. Therefore, the author has proposed a framework that can use a single source of reliable acquired 3D data for various purposes. The author made 3D measurements of artefacts from a collection in Tokyo National Museum and then reproduced these artefacts using data acquired in accordance with the framework. A digital exhibition using two different types of the reproductions was held at the museum, along with an exhibition of the real artefact. This digital exhibition demonstrated a performance using a virtual reality image manipulated by a human navigator combined with a hands-on experience of handling a replica. This paper evaluates the effectiveness of the project and the reproductions made from the acquired 3D data.
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    Immersive experience of current and ancient reconstructed cultural attractions
    (The Eurographics Association, 2013) Webel, Sabine; Franke, Tobias; Keil, Jens; Olbrich, Manuel; -
    Manual and automatic reconstruction of cultural assets are well-established fields of research. Especially with the recent introduction of methods such as KinectFusion even low cost sensors can be employed to create digital copies of the environment. However, experiencing these 3D models is still an active issue considering the wide variety of interaction devices for immersive Virtual Reality. The balance between system mobility and freedom of interaction is still a challenge: either the user's view is totally covered through digital data, what complicates the intuitive interaction with the virtual world enormously, or projection-based installations are used which are usually stationary. In our paper we focus on creating a low-cost, fully immersive and non-stationary Virtual Reality setup that allows the user to intuitively experience cultural heritage artifacts. For this purpose we explore and analyze recent devices such as the Oculus Rift HMD, the Microsoft Kinect and the Leap Motion controller.
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    Patterning Culture: Developing a system for the visual notation of greetings
    (The Eurographics Association, 2013) Shortt, Marie Therese; -
    My research explores how the human interaction of greeting can be analysed through a digital graphic visualisation process to reveal nonverbal dimensions such as personal space, touch and other movement patterns. Previous systems of visualization devised by anthropologists for the study of greetings have stopped short of using contemporary digital technology. I aim to show how the use of digital techniques such as stop motion video, vector animation and interactive programming in the documentation and analysis of human greetings can advance our understanding of culturally patterned behaviour. Such visual and interactive explanations of greetings also open up the possibility of historical preservation and mapping of cultural greetings and, potentially, other forms of human interaction.
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    A serious game for 3D cultural heritage digital world
    (The Eurographics Association, 2013) Groux-Leclet, Dominique; Caron, Guillaume; Anghour, Azziz; Mouaddib, El Mustapha; -
    The research of this paper focuses on a context of cultural heritage through the use of Serious Games. It presents 3D serious game, dedicated to cultural heritage including a first prototype of a Tangible User Interface. This Serious Game focuses on the Gothic cathedral of Amiens in France, in the context of the e-cathedral research program that faces the preservation challenge.
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    Automatic creation of bas-relieves from single images
    (The Eurographics Association, 2013) Lorenzini, Cristian; Carrozzino, Marcello; Tecchia, Franco; Bergamasco, Massimo; -
    When we think to bas-relieves it is natural to compare them with sculptures, because they share some common properties such as techniques, materials and shapes. However, from a different perspective, bas-relieves have even deeper connections with other bi-dimensional forms of art, such as the frescoes; both have been used to decorate walls surfaces, although bas-reliefs enabled different perspective of interpretation. Bas-relieves, in fact, extend themselves in the three-dimensional space and are therefore able to provide more information compared to an image representing the same scene; moreover, and not less interestingly, they are also enjoyable by users with special needs, such as blind people, that are able to explore their surfaces by means of their sense of touch. For this reason, many attempts have been made in the past to realize bas-relieves representing transpositions of bi-dimensional artworks such as images in order to improve their accessibility. Commonly these transpositions are manually made since manual procedures allow to retain the full control of the final result. The introduction of ICT tools such as 3D modeling and printing has allowed to simplify this process which however still results long and time-consuming, often aimed to one single specific case. In this paper we present an automatic system to enable a fast and massive production of 2.5D models, suitable to be transformed into simplified bas-relieves, starting from a single image, and providing an interactive editor in order to refine the results of the automatic reconstruction, designed for users having no special technical skills. The resulting digital models can be (optionally) refined with 3D modeling tools and directly used in Virtual Reality applications, for instance for educational purposes, or physically reconstructed as actual bas-reliefs to enable access to blind people. The paper details the methodology, the algorithm and presents the results obtained.
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    Fast Color Correction for Rapid Scanning in Uncontrolled Environment
    (The Eurographics Association, 2013) Schenkel, Arnaud; Warzée, Nadine; Debeir, Olivier; -
    This work addresses the problem of colorizing correctly time-of-flight 3D scans performed during rapid scanning of a site in natural and uncontrolled lighting conditions. Contrarily to the usual approach correcting high resolution pictures, the proposed method combines all available radiometric information to colorize per vertex the medium resolution depth map. The obtained rendering exhibits no visible artifacts, for models composed of a series of scans. Our solution allows to quickly obtain good visual results within a reasonable time, while allowing to consider various other methods to improve colors and rendering.
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    One object many stories: Introducing ICT in museums and collections through digital storytelling
    (The Eurographics Association, 2013) Ioannidis, Yannis; Raheb, Katerina El; Toli, Eleni; Boile, Maria; Katifori, Akrivi; Mazura, Margaretha; -
    This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and challenges and also focus on lessons learnt, all of them being important aspects for the further deployment of ICT in museums and collections.
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    Moving Beyond Mobile Tours: Creating Hybrid Spaces through Narrative and Gameplay in the Museum Collection
    (The Eurographics Association, 2013) Goins, Elizabeth; Branham, Erin; Egert, Christopher; -
    This paper builds on emerging research that focuses on exploring the potential of mobile game applications to improve visitor experience in museums. Mobile applications have gained increased attention as a good technological solution for engaging museum visitors. This paper draws from the experience of Mosaic, a mobile game prototype for the i-OS platform designed to be audience tested with the Getty Villa's permanent collection, to present a design strategy that creates a hybrid space between game and museum. Mosaic attempts to create a hybrid space by blurring the line between museum and game world through integration of objects and spaces with story, user interface and game play.
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    Tutbury Castle : Recovering a period site
    (The Eurographics Association, 2013) Inman, Laurence; Morris, Phil; -
    This paper proposes a method for virtual reconstruction of a ruin in three dimensions, using a number of sources. The case study that accompanies this paper shows an example of the virtual restoration of Tutbury castle in Staffordshire UK which aims to represent it as accurately as possible following previous studies on the history of the castle and archaeological digs. Autodesk Maya is used to assemble the reconstruction of the castle and try out theories where more ambiguous sources replace primary evidence, this is then rendered in Epic's UDK game engine, then displayed in a video fly-through as well as a format suitable for viewing on a website. The project successfully recreates Tutbury Castle's past architecture more accurately than previous representations using ambiguous sources including period paintings, period floor plans, archeological and topological as well as written first hand description as evidence. This could easily be repeated on other ruins with the same successful results, creating a visual documentary of the country's heritage. Using evidence from a number of sources Using 3D games technology to bring evidence together in a realistic, efficient and controllable manner.
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    Jerusalem's Holy Mount. On Palimpsestic Places in Situated and Sensory Media
    (The Eurographics Association, 2013) Liestøl, Gunnar; Friedlander, Larry; -
    The aim of this simulation is to provide visitors to one of the world's most contested places with a rich experience of the ties that bind the Abrahamic religions together by means of mobile augmented reality. What would we gain if people of different backgrounds and beliefs visiting the site could explore and experience this rich history on location directly and simultaneously? And, how may we provide an arena for public discourse about such experiences? The paper reports on the use of a mobile augmented reality simulation that reconstructs some of the most important structures on the central part of the Mount. This situated simulation (sitsim) shows how the various epochs and religions have occupied and exploited the same holy place. We describe our design decisions and experience thus far, and indicate further development of the application.