Gabriele Guidi, L. Micoli, Cesare Casagrande, Luciano Ghezzi
{"title":"Virtual reality for retail","authors":"Gabriele Guidi, L. Micoli, Cesare Casagrande, Luciano Ghezzi","doi":"10.1109/VSMM.2010.5665949","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665949","url":null,"abstract":"In this paper an experiment of designing an existing retail area though virtual models is presented. The capability of interaction between the designer and the virtual models allows to verify the relationship between the building, the furniture and the products on the shelves, through a realistic perception of the virtualized Point of Sale. For this purpose a specific 3D modeling pipeline has been developed for surveying, 3D modeling, texture mapping, and visualizing large commercial environment (200 to 2000 square meters). This approach allows to compress the timing of design and testing in such kind of projects. The consequently reduced time-to-market involves significant advantages for the whole design process.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130178158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Capturing omni-directional stereoscopic spherical projections with a single camera","authors":"P. Bourke","doi":"10.1109/VSMM.2010.5665988","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665988","url":null,"abstract":"This paper will discuss the photographic capture of omni-directional stereoscopic spherical projections, that is, a means of creating stereoscopic spherical projections that can be experienced by a single viewer without the need for head tracking or by a larger audience all of whom may be looking in different directions. We will illustrate a means of photographically capturing such stereoscopic image pairs using a single camera and fisheye lens. The principles behind this technique have previously been applied to computer generated stereoscopic spherical projections [1], a simpler situation due to the greater flexibility of virtual cameras. Applications of these omni-directional stereoscopic spherical projections include general virtual reality environments, the increasing number of stereo capable digital planetariums, and a personal hemispherical immersive projection system known as the iDome [2].","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132984093","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Yutaka Tokuda, Kunihiro Nishimura, Yasuhiro Suzuki, T. Tanikawa, M. Hirose
{"title":"Vortex ring based display","authors":"Yutaka Tokuda, Kunihiro Nishimura, Yasuhiro Suzuki, T. Tanikawa, M. Hirose","doi":"10.1109/VSMM.2010.5665968","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665968","url":null,"abstract":"In this paper, we propose a new kind of mid-air projection display based on vortex ring. These days, there have been many studies and developments on mid-air displays that can display quite realistic floating holographic images in the real world. However, most of the conventional mid-air displays can only show their holographic images within a 2D plane and thus users can only enjoy very limited 3D sensation. Our proposed vortex ring display utilizes the great transportability of vortex ring to make a flying fog screen. We have found the proposed vortex ring display can break through the conventional limitation of 3D sensation and demonstrate more realistic physical effects together.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130680527","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Museum tour guide robot with augmented reality","authors":"B. Han, Young-Ho Kim, Kyusung Cho, H. Yang","doi":"10.1109/VSMM.2010.5665982","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665982","url":null,"abstract":"Many mobile robots have been deployed in various museums to interact with people naturally. The key requirements of a museum tour guide robot are how well it interacts with people and how well it localizes itself. Once those are accomplished, the robot can successfully educate and entertain people. In this paper, we propose a museum tour guide robot which uses augmented reality (AR) technologies to improve human-robot interaction and a localization method to find out its precise position and orientation. The AR museum tour guide robot can augment such multimedia elements as virtual 3D objects, movie clips, or sound clips to real artifacts in a museum. This characteristic of the robot can be achieved by knowing its whereabouts precisely, which is achieved by use of a hybrid localization method. The experimental results confirm that the robot can communicate with people effectively and localize accurately in a complex museum environment.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130928629","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Business ecosystem for digital museums","authors":"Yu Koseki, Hiroyuki Shimizu, J. Iio","doi":"10.1109/VSMM.2010.5665928","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665928","url":null,"abstract":"There are a variety of research and development programs about museums using digital content and digital technologies (so-called “Digital Museum”). And some of those studies are trying to bring in technologies to existing museums. However, methods for collecting, applying, and sharing content at digital museums are totally different from those at traditional museums. Therefore, along with such studies, a new business ecosystem surrounding digital museums should be considered simultaneously. In this paper, an overview of network of people, goods, and capital surrounding digital museums is proposed. Providing a tangible example, it is discussed how to maintain self-sustainable operation at digital museums. With a success of this new business ecosystem, we can expect more technologies to be developed and flourish.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134198039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Beyond the ARCO standard","authors":"Daniel Biella, W. Luther, N. Baloian","doi":"10.1109/VSMM.2010.5665985","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665985","url":null,"abstract":"This paper reports on ongoing work concerning an extension of the ARCO (Augmented Representation of Cultural Objects) museum standard. It describes a modern Virtual Museum (VM) with both old and contemporary resources, including interactive exhibition content and room installations, together with its multimedia representations. A new curator software tool, ViMEDEAS, and its application in a real museum are also presented.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123845203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A method to create sculptures with Chinkin in the virtual space","authors":"S. Mizuno","doi":"10.1109/VSMM.2010.5665981","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665981","url":null,"abstract":"In this paper, a method to enable people to experience “Chinkin” in the virtual space is proposed. Chinkin is a traditional artistic technique in Japan and some Asian countries to draw designs on lacquer ware with fine lines and dots, and it was widely used to produce Daimyo's utensils in the Edo period during the 17th and the 19th century. The author develops a virtual Chinkin system based on the virtual sculpting method which is an interactive CG creating method developed by the author. Chinkin consists of some processes and each process is realized by virtual carving: an interactive deformation of solids, and virtual painting: an interactive generation of a 3D texture map. Improvement in a rendering method is also given for more useful operation. In this system, the user can experience each process of the Chinkin technique in the virtual space and can create virtual sculptures ornamented with Chinkin designs as CG. Both the operation and the result are similar to the real ones and it would be useful for introduction, education and preservation of the traditional Chinkin technique.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121959234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Archiving and transferring of traditional artisanship focused on interaction between artisan and tools","authors":"Atsushi Hiyama, Yusuke Doyama, Kento Kakurai, Hidetoshi Namiki, Masaaki Miyasako, M. Hirose","doi":"10.1109/VSMM.2010.5665987","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665987","url":null,"abstract":"Methods for the archiving and transferring of traditional artisanship are needed, now that most of these skills are on the verge of extinction because of aging skilled craftspeople and few successors. With the aim of developing a novel digital archiving and skill-transferring system, we carried out an analysis and visualization of skills on a traditional Japanese decorative art, Kirikane, focusing on the interaction between an artisan and his tools. Our analysis revealed the difference between experts and non-experts on the basis of the information obtained from high-definition cameras and multiple sensors attached to the artisan's body and the tools. Furthermore, the developed visualization software proved to be effective in bringing new insights to both experts and learners. The findings of this research suggest the utility of our approach for archiving and skill transfer.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"125 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131754743","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Exploring alternative content in Digital Cinema","authors":"Fitri N. Rahayu, T. Ebrahimi, A. Perkis","doi":"10.1109/VSMM.2010.5665948","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665948","url":null,"abstract":"Digital Cinema (D-Cinema) business is much more than feature films. Experimentation by showing programming other than feature films has been carried out since the early days of D-Cinema. Alternative content in Digital Cinema enables the cinema to become a multi-arts venue, attracting new and existing users by offering a range of vary products. We give an overview on this alternative content. Human factors issue—Quality of Experience (QoE), which is closely associated with the adoption of alternative content in D-Cinema, is also discussed.","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128881907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Sanzo Ugawa, Takeo Azuma, T. Imagawa, Yusuke Okada
{"title":"Performance evaluation of high sensitive DRE camera for cultural heritage in subdued light conditions","authors":"Sanzo Ugawa, Takeo Azuma, T. Imagawa, Yusuke Okada","doi":"10.1109/VSMM.2010.5665991","DOIUrl":"https://doi.org/10.1109/VSMM.2010.5665991","url":null,"abstract":"We proposed a color video generation method for spatio-temporal high resolution video imaging in dark conditions.[1] The method (dual resolutions and exposures(DRE) method) consists of a high sensitive imaging with employing long time exposure and a subsequent spatio-temporal decomposition process which suppresses a motion blur caused by the long time exposure. Imaging step captures RGB color video sequences with different spatio-temporal resolution sets to increase light amount. Processing step reconstructs a high spatio-temporal resolution color video from those input video sequences using the regularization framework. The performance of DRE is regard to the spectral distribution of a subject was evaluated in this study. Firstly, the spectral distribution of a green subject (which is though to be unfavorable from the viewpoint of imaging with DRE) was measured. Secondly, this subject was captured on video with DRE, the peak signal-to-noise ratio (PSNR) of the video images was evaluated. Experimental results showed that the DRE method is effective in regard to green subjects. As for subjects that are commonly seen, their spectral distribution showed a broad shape, and the reconstructed images with DRE had high PSNRs. Moreover, even for the subject with a peaky spectral distribution (such as an LED), PSNR value was high. This is because the spectral characteristic of the color filter used with DRE has a wide crosstalk region across the colors","PeriodicalId":348792,"journal":{"name":"2010 16th International Conference on Virtual Systems and Multimedia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131941151","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}