{"title":"Digital Restoration of Seokguram Grotto: The Digital Archiving and the Exhibition of South Korea's Representative UNESCO World Heritage","authors":"J. Park","doi":"10.1109/ISUVR.2012.23","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.23","url":null,"abstract":"The digitalization of Seokguram Grotto, a UNESCO World Heritage: KAIST GSCT produced a digitalized mapping of Seokguram Grotto, a UNESCO World Heritage and South Korea's representative cultural heritage, on two separate occasions in year 2008 and 2011. The Seokguram Grotto was the first to be registered at UNESCO among South Korean cultural heritages in year 1996. Hence, we are able to understand the value and the significance of the existence of Seokguram Grotto amongst numerous cultural heritages of South Korea. The team had performed the digitalization process of Seokguram Grotto in cooperation with the National Museum of Korea in year 2008 and had also performed the digitalization process of Seokguram Grotto with the Cultural Heritage Administration in year 2011. Through the process of 3D Scans and et cetera, the team had successfully digitalized the Seokguram Grotto as the world's first. This thesis consists of the process of the digitalization of Seokguram Grotto, the process of generating its 3D stereopsis and the future blueprints for creating Seokguram Grotto's Virtual Museum in the future. In other words, the current level is limited to archiving and creating 3D stereopsis of Seokguram Grotto, and the Seokguram Grotto Virtual Museum is expected to be built at Sejong City in the future on the basis of 3D scan data of Seokguram Grotto. The values of Seokguram Grotto which upholds cultural legacy and how they can be digitalized with advanced exhibition technology in delivering quality approaches of its exhibition are the core subjects of this thesis.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"11 22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132658537","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":"Trends and Vision of Head Mounted Display in Augmented Reality","authors":"K. Kiyokawa","doi":"10.1109/ISUVR.2012.11","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.11","url":null,"abstract":"This article introduces research trends and future visions of head mounted displays (HMDs) for mixed and augmented reality. Specifically, studies on head mounted visual displays, head mounted multi-modal displays, and head mounted sensing technologies for mixed and augmented reality are introduced, and challenges and visions are discussed for the realization of better MR/AR experience.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128213985","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}
Hwasup Lim, Seong-Oh Lee, Jong-Ho Lee, Minhyuk Sung, Young-Woon Cha, Hyoung-Gon Kim, S. Ahn
{"title":"Putting Real-World Objects into Virtual World: Fast Automatic Creation of Animatable 3D Models with a Consumer Depth Camera","authors":"Hwasup Lim, Seong-Oh Lee, Jong-Ho Lee, Minhyuk Sung, Young-Woon Cha, Hyoung-Gon Kim, S. Ahn","doi":"10.1109/ISUVR.2012.12","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.12","url":null,"abstract":"Consumer depth cameras such as Kinect are gaining huge popularity due to their potential to real-time 3D surface reconstruction. The creation of tractable 3D object models from the reconstructed surface model, however, requires further processings for segmentation, mesh/texture generation, and skeletal rigging. Providing solutions for all these issues, this paper formulate a comprehensive framework for generating animatable 3D models of real-world objects using only a single depth camera, with no needs of any generic models and specific viewers. The proposed system enables easy creation of 3D models even for non-experts within a few minutes. As demonstrated in the experimental results, our system generates visually realistic 3D models and their plausible animations.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129915748","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":"Immersive Telepresence: Transcending Space and Time","authors":"Zhengyou Zhang","doi":"10.1109/ISUVR.2012.16","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.16","url":null,"abstract":"With increasing economic globalization and workforcemobilization, there is a strong need for research anddevelopment of advanced infrastructures and tools to bringimmersive experience into telecommunication so people acrossgeographically distributed sites can interact collaboratively ina natural way. This requires deep understanding of multipledisciplines. In particular, computer vision, graphics and acousticsare indispensable in order to capture and render 3D environmentsthat create the illusion that the remote participantsare in the same room. The existing videoconferencing systems,whether they are available on desktop and mobile devices orin dedicated conference rooms with built-in furniture and lifesizedhigh-definition video, leave a great deal to be desired:mutual gaze, 3D, motion parallax, spatial audio, to name afew. For the first time, the necessary immersive technologiesare emerging and coming together to enable real-time capture,transport, and rendering of 3D \"hologram\", and we are muchcloser to realize man's dream reflected in Hollywood moviesfrom Star Trek and Star Wars to The Matrix and Avatar. Inthis paper, I will take you on a tour of various componenttechnologies as well as experiences that are being developed atMicrosoft Research for immersive Telepresence.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130679164","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":"Designing for Human-Centered Curricular Experience - A Study on Engaging Academic Career Management System Interface Design","authors":"Orlando João Borges, Y. Doh","doi":"10.1109/ISUVR.2012.14","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.14","url":null,"abstract":"This paper is a study on engaging Academic Career Management Interface design. We approach the Academic Systems from a User Experience (UX) perspective. We identified three interrelated users: the Student, the Faculty and the Employer. For the Student UX, the system is an academic career experience, with decision-making and resource management in the design problem space. We developed a solution space of managing the academic career with elements of simulation games focused on decision-making process and continuous development with a series of turning points. Management game interfaces improve decision making by organizing Information Seeking (overview, filter & zoom, details on-demand) in a meaningful experience metaphor. To make it interesting and meaningful, we use experiential learning game elements such as cover story and clear goals. The metaphor interface suggested for the academic career game was the garden of knowledge to influence a systemic view of knowledge in a familiar and universal structure. We concluded that a redesign of academic systems coherent with Educational goals by using a Serious Game UX for the Student would help overcome the Information Seeking barriers and increase awareness and engagement on the academic career decision-making processes.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"143 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115215412","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":"Physical-Virtual Humans: Challenges and Opportunities","authors":"G. Welch","doi":"10.1109/ISUVR.2012.13","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.13","url":null,"abstract":"Physical-virtual humans combine work in physical animatronics and virtual humans to achieve virtual humans with physical manifestations. In this article I introduce the idea of a physical-virtual human along with potential applications, potential concerns, and some historically related work. I then discuss challenges and opportunities related to applications involving physical-virtual avatars, patients, and students.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"157 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125404917","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":"Contextual Information Provision on Augmented Reality with IoT-Based Semantic Communication","authors":"Heesuk Son, Seungwook Han, Dongman Lee","doi":"10.1109/ISUVR.2012.22","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.22","url":null,"abstract":"During the last decades, a number of researches have been focusing on contextual information provisioning in ubiquitous environment. Among many research works from them, AR and IoT are recently getting many attentions as promising technologies for next generation of contextual information provisioning and invested for their potentials. However, current ARUI for real world browsing has limitations that it doesn't take care of variability on meanings of things depending on contexts. AR as well as IoT field has many issues to address this problem, but one of the most fundamental challenges is how to synthesize exploding information in IoT environment and which information to view on ARUI out of them. To address this problem, we suggest IoT platform side communication scheme, semantic communication, as a core component and its architecture based on design considerations. To provide situation-appropriate contextual information over the whole system with ARUI, we're currently collaborating with other Vision and UI groups and expecting to expand the dimension of contextual information to be provided to users.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127453420","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":"Linking Functionality for Ubiquitous Virtual Reality","authors":"Yoosoo Oh, Woontack Woo","doi":"10.1109/ISUVR.2012.19","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.19","url":null,"abstract":"In this paper, we describe the context of interest as linking functionality for ubiquitous VR and discuss how to apply it in the ubiquitous VR environments. We first explain a ubiquitous VR environment and its features. Then we present the context of interest as a linking method for making ubiquitous VR environments. This paper illustrates ubiquitous VR as realizing mirrored VR in ubiquitous computing-enabled physical spaces such that the dual (both real and virtual) realities are tightly coupled and synchronized through the context of interest.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130595577","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 User Study Trends in Augmented Reality and Virtual Reality Research: A Qualitative Study with the Past Three Years of the ISMAR and IEEE VR Conference Papers","authors":"S. Kim","doi":"10.1109/ISUVR.2012.17","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.17","url":null,"abstract":"Augmented reality (AR) and virtual reality (VR) are becoming a part of everyday life with the advance of other technologies such as computer vision systems, sensing technologies, graphics, mobile computing, etc. Their primary goal is to help users achieve their goals effectively and efficiently with satisfaction. This paper describes the trends of how user studies have been incorporated into AR and VR papers published in two major conferences over the past three years. In addition, this paper presents implications on what needs to be taken into account when planning a user study in the field of AR and VR research.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121639382","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 Study on the Relationship between Educational Achievement and Emotional Engagement in a Gameful Interface for Video Lecture Systems","authors":"Haksun Lee, Y. Doh","doi":"10.1109/ISUVR.2012.21","DOIUrl":"https://doi.org/10.1109/ISUVR.2012.21","url":null,"abstract":"An increasing number of students are learning in digitalized education environments. For younger generations of students who have grown up participating in digital environments and virtual reality, E-learning is considered to be an appropriate educational platform. In particular, video lectures are regarded as key component of E-learning systems. However, online lecture systems have limitations in sustainability due to a lack of motivation on the part of the learner. To provide motivation for users, we focus on enhancing emotional engagement with 'gameful design.' By gameful design, we mean extending game thinking to non-game contexts. In this study, we apply gameful design to video lecturing systems, and we expect this design to enhancing emotional engagement in learning, thereby increasing educational achievement.","PeriodicalId":387946,"journal":{"name":"2012 International Symposium on Ubiquitous Virtual Reality","volume":"23 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-08-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131922596","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}