77 results on '"3D Web"'
Search Results
2. Exploiting 3D Web to Enhance Online Shopping: Toward an Update of Usability Heuristics
- Author
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Orso, Valeria, Campanini, Maria Luisa, Pierobon, Leonardo, Portello, Giovanni, Monaro, Merylin, Bettelli, Alice, Gamberini, Luciano, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Nah, Fiona, editor, and Siau, Keng, editor
- Published
- 2023
- Full Text
- View/download PDF
3. Adaptivity of 3D web content in web-based virtual museums : a quality of service and quality of experience perspective
- Author
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Bakri, Hussein, Quigley, Aaron John, and Nacenta, Miguel
- Subjects
004 ,Adaptivity ,3D Web ,Web-based virtual museum ,Web-based virtual world ,QoS ,QoE ,AM7.B2 ,Cultural property--Computer simulation ,Three-dimensional imaging ,Museums--Information technology ,Museum techniques - Abstract
The 3D Web emerged as an agglomeration of technologies that brought the third dimension to the World Wide Web. Its forms spanned from being systems with limited 3D capabilities to complete and complex Web-Based Virtual Worlds. The advent of the 3D Web provided great opportunities to museums by giving them an innovative medium to disseminate collections' information and associated interpretations in the form of digital artefacts, and virtual reconstructions thus leading to a new revolutionary way in cultural heritage curation, preservation and dissemination thereby reaching a wider audience. This audience consumes 3D Web material on a myriad of devices (mobile devices, tablets and personal computers) and network regimes (WiFi, 4G, 3G, etc.). Choreographing and presenting 3D Web components across all these heterogeneous platforms and network regimes present a significant challenge yet to overcome. The challenge is to achieve a good user Quality of Experience (QoE) across all these platforms. This means that different levels of fidelity of media may be appropriate. Therefore, servers hosting those media types need to adapt to the capabilities of a wide range of networks and devices. To achieve this, the research contributes the design and implementation of Hannibal, an adaptive QoS & QoE-aware engine that allows Web-Based Virtual Museums to deliver the best possible user experience across those platforms. In order to ensure effective adaptivity of 3D content, this research furthers the understanding of the 3D web in terms of Quality of Service (QoS) through empirical investigations studying how 3D Web components perform and what are their bottlenecks and in terms of QoE studying the subjective perception of fidelity of 3D Digital Heritage artefacts. Results of these experiments lead to the design and implementation of Hannibal.
- Published
- 2019
- Full Text
- View/download PDF
4. Large-Scale 3D Web Environment for Visualization and Marketing of Household Appliances
- Author
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Sobociński, Paweł, Strugała, Dominik, Walczak, Krzysztof, Maik, Mikołaj, Jenek, Tomasz, Goos, Gerhard, Founding Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Woeginger, Gerhard, Editorial Board Member, Yung, Moti, Editorial Board Member, De Paolis, Lucio Tommaso, editor, Arpaia, Pasquale, editor, and Bourdot, Patrick, editor
- Published
- 2021
- Full Text
- View/download PDF
5. Visual aspect-oriented modeling of explorable extended reality environments.
- Author
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Flotyński, Jakub
- Subjects
KNOWLEDGE representation (Information theory) ,HOUSEHOLD appliances ,SEMANTIC Web ,USER experience ,MIXED reality - Abstract
The availability of various extended reality (XR) systems for tracking users' and objects' behavior opens new opportunities for analyzing users' and objects' interactions and autonomous actions. Such analysis can be especially useful and attainable to domain experts when it is based on domain knowledge related to a particular application, liberating the analysts from going into technical details of 3D content. Analysis of XR users' and objects' behavior can provide knowledge about the users' experience, interests and preferences, as well as objects' features, which may be valuable in various domains, e.g., training, design and marketing. However, the available methods and tools for building XR focus on 3D modeling and programming rather than knowledge representation, making them unsuitable for domain-oriented analysis. In this paper, a new visual approach to modeling explorable XR environments is proposed. It is based on a semantic representation of aspects, which extend the primary code of XR environments to register their behavior in a form explorable with reasoning and queries, appropriate for high-level analysis in arbitrary domains. It permits domain experts to comprehend and analyze what happened in an XR environment regarding users' and objects' actions and interactions. The approach has been implemented as an extension to MS Visual Studio and demonstrated in an explorable immersive service guide for household appliances. The evaluation results show that the approach enables efficient development of explorable XR and may be useful for people with limited technical skills. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
6. RETHINKING THE SHOPPING EXPERIENCE: A QUALITATIVE EXPLORATIVE STUDY ON 3D WEB AND AR FOR DISPLAYING AND SELLING GOODS.
- Author
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Orso, Valeria, Portello, Giovanni, Pierobon, Leonardo, Bettelli, Alice, Monaro, Merylin, and Gamberini, Luciano
- Subjects
SMALL business ,COVID-19 pandemic ,MIXED reality ,RETAIL industry ,AUGMENTED reality - Abstract
The restrictions brought about by the COVID-19 pandemic have challenged not only small businesses, such as local shops, but also large companies, such as those involved in the organization of trade shows. Much of the trade and the majority of events moved to online spaces, e.g., e-commerce and digital trade fairs. Still, these situations fail to convey the experience to the fullest. Technologies such as 3D Web and AR can compensate for the lack of sensorial stimulation but have not found widespread application yet in the retail and trade fairs sectors. In the present work we explored the factors that motivate small businesses to launch and manage online shops, along with the obstacles that they find in this activity. Moreover, we investigated whether and how they perceive that 3D Web could be helpful for them. Secondly, we explored the motivation of trade fairs operators into adopting AR technology to improve product display and to maintain continuity during lockdown periods. The outcomes of the study have been translated into operative guidelines, to inform the design of interfaces to support small businesses maintaining their own e-commerce site. Finally, we provide indications on how to integrate AR technology into trade fairs. [ABSTRACT FROM AUTHOR]
- Published
- 2022
7. Fidelity Perception of 3D Models on the Web
- Author
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Bakri, Hussein, Miller, Alan, Oliver, Iain, Barbosa, Simone Diniz Junqueira, Series Editor, Filipe, Joaquim, Series Editor, Kotenko, Igor, Series Editor, Sivalingam, Krishna M., Series Editor, Washio, Takashi, Series Editor, Yuan, Junsong, Series Editor, Zhou, Lizhu, Series Editor, Beck, Dennis, editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Peña-Rios, Anasol, editor, Ogle, Todd, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2018
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8. Dual-Mode User Interfaces for Web Based Interactive 3D Virtual Environments Using Three.js
- Author
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Stanton, Matthew, Hartley, Thomas, Loizides, Fernando, Worrallo, Adam, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, Bernhaupt, Regina, editor, Dalvi, Girish, editor, Joshi, Anirudha, editor, K. Balkrishan, Devanuj, editor, O’Neill, Jacki, editor, and Winckler, Marco, editor
- Published
- 2017
- Full Text
- View/download PDF
9. Semantics-Supported Collaborative Creation of Interactive 3D Content
- Author
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Walczak, Krzysztof, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, De Paolis, Lucio Tommaso, editor, Bourdot, Patrick, editor, and Mongelli, Antonio, editor
- Published
- 2017
- Full Text
- View/download PDF
10. Creating explorable extended reality environments with semantic annotations.
- Author
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Flotyński, Jakub
- Subjects
DESCRIPTION logics ,KNOWLEDGE representation (Information theory) ,AUTOMOBILE showrooms ,ANNOTATIONS ,LOGIC programming - Abstract
The main element of extended reality (XR) environments is behavior-rich 3D content consisting of objects that act and interact with one another as well as with users. Such actions and interactions constitute the evolution of the content over time. Multiple application domains of XR, e.g., education, training, marketing, merchandising, and design, could benefit from the analysis of 3D content changes based on general or domain knowledge comprehensible to average users or domain experts. Such analysis can be intended, in particular, to monitor, comprehend, examine, and control XR environments as well as users' skills, experience, interests and preferences, and XR objects' features. However, it is difficult to achieve as long as XR environments are developed with methods and tools that focus on programming and 3D modeling rather than expressing domain knowledge accompanying content users and objects, and their behavior. The main contribution of this paper is an approach to creating explorable knowledge-based XR environments with semantic annotations. The approach combines description logics with aspect-oriented programming, which enables knowledge representation in an arbitrary domain as well as transformation of available environments with minimal users' effort. We have implemented the approach using well-established development tools and exemplify it with an explorable immersive car showroom. The approach enables efficient creation of explorable XR environments and knowledge acquisition from XR. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
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11. Virtual Worlds and the 3D Web – Time for Convergence?
- Author
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Bakri, Hussein, Allison, Colin, Miller, Alan, Oliver, Iain, Diniz Junqueira Barbosa, Simone, Series editor, Chen, Phoebe, Series editor, Du, Xiaoyong, Series editor, Filipe, Joaquim, Series editor, Kara, Orhun, Series editor, Liu, Ting, Series editor, Kotenko, Igor, Series editor, Sivalingam, Krishna M., Series editor, Washio, Takashi, Series editor, Allison, Colin, editor, Morgado, Leonel, editor, Pirker, Johanna, editor, Beck, Dennis, editor, Richter, Jonathon, editor, and Gütl, Christian, editor
- Published
- 2016
- Full Text
- View/download PDF
12. A Virtual Experience Across the Buried History
- Author
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Canzoneri, Antonina, Pavoni, Gaia, Callieri, Marco, Dellepiane, Matteo, Pingi, Paolo, De Giorgi, Manuela, Scopigno, Roberto, Hutchison, David, Series editor, Kanade, Takeo, Series editor, Kittler, Josef, Series editor, Kleinberg, Jon M., Series editor, Mattern, Friedemann, Series editor, Mitchell, John C., Series editor, Naor, Moni, Series editor, Pandu Rangan, C., Series editor, Steffen, Bernhard, Series editor, Terzopoulos, Demetri, Series editor, Tygar, Doug, Series editor, Weikum, Gerhard, Series editor, De Paolis, Lucio Tommaso, editor, and Mongelli, Antonio, editor
- Published
- 2016
- Full Text
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13. Navigating the Third Dimension on the Web : User Experience of navigation models in three-dimensional non-immersive e-commerce showroom websites
- Author
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Persson, Tuva, Wahle, Pauline, Persson, Tuva, and Wahle, Pauline
- Abstract
With the increasing prevalence of websites that incorporate a third dimension into the scene, it is important to evaluate the usability of these virtual environments. This research contributes to existing knowledge of 3D navigation by exploring and evaluating the user experience of three navigation systems commonly used on three- dimensional websites: General Movement (Exploration), Targeted Movement (Search), and Specified Trajectory Movement. The study uses a within-subjects design, with a test audience consisting of 13 participants. Data was collected using observation and eye-tracking on sample websites representing each navigation technique, followed by a questionnaire. As this study distinguishes the two key aspects of user experience in pragmatic and hedonic values, results indicate that the new forms of website navigation are high in hedonic potential while varying in pragmatic usability. The results indicate that General Movement and Targeted Movement have an overall positive impact on user experience, as they are easy to understand and use. However, Specified Trajectory Movement is found to provide a poor user experience due to the lack of control over movement, resulting in frustration.
- Published
- 2023
14. Ontology-Based Creation of 3D Content in a Service-Oriented Environment
- Author
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Flotyński, Jakub, Walczak, Krzysztof, van der Aalst, Wil, Series editor, Mylopoulos, John, Series editor, Rosemann, Michael, Series editor, Shaw, Michael J., Series editor, Szyperski, Clemens, Series editor, and Abramowicz, Witold, editor
- Published
- 2015
- Full Text
- View/download PDF
15. Browsing and Experiencing Repositories of Spatially Oriented Historic Photographic Images
- Author
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Jonas Bruschke, Ferdinand Maiwald, Sander Münster, and Florian Niebling
- Subjects
image repositories ,4D browser ,3D web ,architecture ,Anthropology ,GN1-890 ,History (General) ,D1-2009 - Abstract
Many institutions archive historical images of architecture in urban areas and make them available to scholars and the general public through online platforms. Users can explore these often huge repositories by faceted browsing or keyword-based searching. Metadata that enable these kinds of investigations, however, are often incomplete, imprecise, or even wrong. Thus, retrieving images of interest can be a cumbersome task for users such as art and architectural historians trying to answer their research questions. Many of these images, often containing historic buildings and landscapes, can be oriented spatially using automatic methods such as “structure from motion” (SfM). Providing spatially and temporally oriented images of urban architecture, in combination with advanced searching and exploration techniques, offers new potential in supporting historians in their research. We are developing a 3D web environment useful to historians enabling them to search and access historic photographic images in a spatial context. Related projects use 2D maps, showing only a planar view of the current urban situation. In this paper, we present an approach to create interactive views of 4D city models, i.e., 3D spatial models that show changes over time, to provide a better understanding of the urban building situation regarding the photographer’s position and surroundings. A major feature of the application is to make it possible to spatially align 3D reconstruction models to photogrammetric digitized models based on historical photographs. At the same time, this mixed methods approach is used for validation of the 3D reconstructions.
- Published
- 2018
- Full Text
- View/download PDF
16. Multi-platform Semantic Representation of Interactive 3D Content
- Author
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Flotyński, Jakub, Walczak, Krzysztof, Camarinha-Matos, Luis M., editor, Barrento, Nuno S., editor, and Mendonça, Ricardo, editor
- Published
- 2014
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17. Inference-based creation of synthetic 3D content with ontologies.
- Author
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Walczak, Krzysztof and Flotyński, Jakub
- Subjects
GEOMETRY ,COMPUTER programming ,COMPUTER science ,ONTOLOGIES (Information retrieval) ,COMPUTER graphics - Abstract
Creation of synthetic 3D content is typically a complex task, covering different geometrical, structural, spatial and presentational elements. The available approaches enable 3D content creation by programming or visual modeling of its elements. This demands expertise in computer science from content authors, limits the possibilities of using domain knowledge, and requires to determine all content details within the content creation process. In this paper, we propose a new method of 3D content creation, which is based on ontologies. Ontologies are the foundation of the semantic web, enabling the use of knowledge in various domains. In the proposed method, the use of ontologies facilitates 3D content creation by domain experts without skills in programming and computer graphics. In addition, due to the use of ontologies, the method enables automated reasoning, liberating the authors from determining many elements of the created content, which can be inferred by the content generation algorithm on the basis of explicitly specified content elements. The method has been implemented and evaluated. It simplifies 3D content creation in comparison to the available approaches by reducing the number of activities that must be completed by the content authors. Hence, the proposed method can increase the use of 3D content in different application domains. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
18. FiVES : an aspect-oriented approach for shared virtual environments in the web
- Author
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Spieldenner, Torsten, Byelozyorov, Sergiy, Guldner, Michael, and Slusallek, Philipp
- Subjects
3D web ,Aspect-oriented design ,Virtual world server ,Virtual worlds ,Shared virtual environments ,Virtual environments ,Distributed virtual environments ,Multiuser environments - Published
- 2023
- Full Text
- View/download PDF
19. Conceptual Semantic Representation of 3D Content
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Flotyński, Jakub, Walczak, Krzysztof, van der Aalst, Wil, editor, Mylopoulos, John, editor, Rosemann, Michael, editor, Shaw, Michael J., editor, Szyperski, Clemens, editor, and Abramowicz, Witold, editor
- Published
- 2013
- Full Text
- View/download PDF
20. FiVES: an aspect-oriented approach for shared virtual environments in the web.
- Author
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Spieldenner, Torsten, Byelozyorov, Sergiy, Guldner, Michael, and Slusallek, Philipp
- Subjects
- *
VIRTUAL reality , *VISUALIZATION , *LINEAR models (Communication) , *FACIAL expression , *ARTISTIC style - Abstract
Virtual Environments have become a compelling tool for various applications beyond gaming and Virtual Worlds, for example, for education, collaborative engineering, or simulation and visualization. In the emerging field of smart environments, like Smart Cities and Smart Factories for industry or agriculture, a digital counterpart of a real-world site, driven by hundreds of Internet of Things sensors that emit their data in real-time, is a central part of the application. Maintaining such a large-scale virtual environment and keeping it up-to-date with changing requirements set by connected sensors and services is a challenge. For this, we present FiVES, a server framework that is based on an aspect-oriented architecture to create highly maintainable large-scale virtual environments by avoiding cross-cutting concerns like tangling or scattering of code between modules in resulting applications. We present a fully functional implementation of our system that builds on an extendable and versatile data model, a flexible plugin mechanism, and a transparent yet efficient synchronization layer that is independent of the modules from which applications are assembled. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
21. Theorising 3D Visualisation Systems in Archaeology: Towards more effective design, evaluations and life cycles
- Author
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Fabrizio Galeazzi and Paola Di Giuseppantonio Di Franco
- Subjects
archaeology ,digital archaeology ,3D documentation ,3D digital replicas ,3D visualization ,3D web ,Virtual museums ,interactivity ,perception ,cognition ,artifacts ,digital archives ,Archaeology ,CC1-960 - Abstract
3D visualisation in archaeology has become a suitable solution and effective instrument for the analysis, interpretation and communication of archaeological information. However, so far only a few attempts have been made to understand and evaluate the real impact that 3D imaging has on the discipline under its different forms (off-line immersive and not immersive, and on-line platform). There is a need in archaeology and cultural heritage for a detailed analysis of the different infrastructural options that are available and a precise evaluation of the differing impact that they can have in reshaping the discipline. To achieve this, it is important to develop new methodologies that consider the evaluation process as a fundamental and central part for assessing digital infrastructures. These new methods should include flexible evaluation approaches that can be adapted to the infrastructure that needs to be assessed. This article aims to provide some examples of 3D applications in archaeology and cultural heritage and describe how the selection of the infrastructure is related to specific needs of the project. This work will describe the different applications and propose guidelines and protocols for evaluating their impact within academia and the general public.
- Published
- 2017
- Full Text
- View/download PDF
22. RETHINKING THE SHOPPING EXPERIENCE: A QUALITATIVE EXPLORATIVE STUDY ON 3D WEB AND AR FOR DISPLAYING AND SELLING GOODS
- Author
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Orso, V., Portello, G., Pierobon, L., Bettelli, A., Monaro, M., and Gamberini, L.
- Subjects
Marketing ,3D Web ,Augmented Reality ,Covid-19 ,Mixed Reality ,Retail - Published
- 2022
23. Archeologia virtuale, realismo, interattività e performance: dalla ricostruzione alla fruizione on line
- Author
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Sofia Pescarin, Bruno Fanini, Daniele Ferdani, Guido Lucci Baldassari, and Luigi Calori
- Subjects
Virtual Archaeology ,Computer Graphics ,3D Web ,Architecture ,NA1-9428 ,Architectural drawing and design ,NA2695-2793 - Abstract
L'articolo presenta le diverse fasi di un progetto di archeologia virtuale, nel quale i diversi tipi di dati vengono acquisiti e realizzati utilizzando approcci metodologici diversi, per poi essere integrati all'interno di un unico ambiente interattivo. Tale ambiente è costituito da una parte accessibile solo da utenti “esperti” (tramite accesso ristretto ad una sezione beck-end in cui è possibile comporre la scena 3d ed esporla) e da una parte 3d esplorabile interattivamente da un pubblico più ampio. Viene dunque descritto il software open source realizzato, OSG4WEB, recentemente ottimizzato tramite l'aggiunta di nuove funzionalità che consentono di pubblicare on line ampi paesaggi 3d ricostruiti. Viene quindi analizzato un caso di studio, Aquae Patavinae VR, su cui si sono testati gli approcci metodologici e le funzionalità del software di visualizzazione e interazione on line. Vengono infine sottolineate le problematiche ancora aperte nel settore della creazione di paesaggi archeologici e nella loro esplorazione all'interno di ambienti di realtà virtuale.
- Published
- 2011
- Full Text
- View/download PDF
24. Browsing and Experiencing Repositories of Spatially Oriented Historic Photographic Images
- Author
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Sander Münster, Ferdinand Maiwald, Florian Niebling, and Jonas Bruschke
- Subjects
History ,Archeology ,architecture ,3D web ,lcsh:GN1-890 ,Computer science ,Museology ,lcsh:Anthropology ,image repositories ,4D browser ,lcsh:History (General) ,Classics ,lcsh:D1-2009 - Abstract
Many institutions archive historical images of architecture in urban areas and make them available to scholars and the general public through online platforms. Users can explore these often huge repositories by faceted browsing or keyword-based searching. Metadata that enable these kinds of investigations, however, are often incomplete, imprecise, or even wrong. Thus, retrieving images of interest can be a cumbersome task for users such as art and architectural historians trying to answer their research questions. Many of these images, often containing historic buildings and landscapes, can be oriented spatially using automatic methods such as “structure from motion” (SfM). Providing spatially and temporally oriented images of urban architecture, in combination with advanced searching and exploration techniques, offers new potential in supporting historians in their research. We are developing a 3D web environment useful to historians enabling them to search and access historic photographic images in a spatial context. Related projects use 2D maps, showing only a planar view of the current urban situation. In this paper, we present an approach to create interactive views of 4D city models, i.e., 3D spatial models that show changes over time, to provide a better understanding of the urban building situation regarding the photographer’s position and surroundings. A major feature of the application is to make it possible to spatially align 3D reconstruction models to photogrammetric digitized models based on historical photographs. At the same time, this mixed methods approach is used for validation of the 3D reconstructions.
- Published
- 2018
25. 3DHOP: 3D Heritage Online Presenter.
- Author
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Potenziani, Marco, Callieri, Marco, Dellepiane, Matteo, Corsini, Massimiliano, Ponchio, Federico, and Scopigno, Roberto
- Subjects
- *
RENDERING (Computer graphics) , *THREE-dimensional imaging , *COMPUTER vision , *MACHINE learning , *MATHEMATICAL models , *ONLINE data processing - Abstract
3D Heritage Online Presenter (3DHOP) is a framework for the creation of advanced web-based visual presentations of high-resolution 3D content. 3DHOP has been designed to cope with the specific needs of the Cultural Heritage (CH) field. By using multiresolution encoding, it is able to efficiently stream high-resolution 3D models (such as the sampled models usually employed in CH applications); it provides a series of ready-to-use templates and examples tailored for the presentation of CH artifacts; it interconnects the 3D visualization with the rest of the webpage DOM, making it possible to create integrated presentations schemes (3D + multimedia). In its design and development, we paid particular attention to three factors: easiness of use, smooth learning curve and performances. Thanks to its modular nature and a declarative-like setup, it is easy to learn, configure, and customize at different levels, depending on the programming skills of the user. This allows people with different background to always obtain the required power and flexibility from the framework. 3DHOP is written in JavaScript and it is based on the SpiderGL library, which employs the WebGL subset of HTML5, implementing plugin-free 3D rendering on many web browsers. In this paper we present the capabilities and characteristics of the 3DHOP framework, using different examples based on concrete projects. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
26. Conceptual knowledge-based modeling of interactive 3D content.
- Author
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Flotyński, Jakub and Walczak, Krzysztof
- Subjects
- *
KNOWLEDGE management , *COMPUTER simulation , *CONCEPTUAL models , *INTERACTIVE computer systems , *COMPUTER vision - Abstract
Three-dimensional content offers a powerful medium enabling rich, interactive visualization in virtual and augmented reality systems, which are increasingly used in a variety of application domains, such as education, training, tourism and cultural heritage. The creation of interactive 3D presentations is typically a complex process covering diverse aspects of the content such as geometry, structure, space, appearance, animation and behavior. Recent trends in the development of the semantic web provide new opportunities for simplifying 3D content creation, which may be performed at different levels of abstraction and may encompass the inference of hidden knowledge, which may influence the created content. However, the available approaches to 3D content creation do not enable conceptual knowledge-based modeling of 3D content. The main contribution of this paper is an approach to semantic creation of 3D content. The proposed solution leverages the semantic web techniques to enable conceptual, knowledge-driven content creation. The proposed approach has been implemented and evaluated. It has been shown that the approach can significantly simplify modeling of advanced 3D content presentations in comparison with the available approaches. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
27. Modelización 3D del yacimiento arqueológico del Tòs Pelat
- Author
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Palomar Vázquez, Jesús Manuel, Universitat Politècnica de València. Departamento de Ingeniería Cartográfica Geodesia y Fotogrametría - Departament d'Enginyeria Cartogràfica, Geodèsia i Fotogrametria, Universitat Politècnica de València. Escuela Técnica Superior de Ingeniería Geodésica, Cartográfica y Topográfica - Escola Tècnica Superior d'Enginyeria Geodèsica, Cartogràfica i Topogràfica, Ivaylova Ilieva, Tereza, Palomar Vázquez, Jesús Manuel, Universitat Politècnica de València. Departamento de Ingeniería Cartográfica Geodesia y Fotogrametría - Departament d'Enginyeria Cartogràfica, Geodèsia i Fotogrametria, Universitat Politècnica de València. Escuela Técnica Superior de Ingeniería Geodésica, Cartográfica y Topográfica - Escola Tècnica Superior d'Enginyeria Geodèsica, Cartogràfica i Topogràfica, and Ivaylova Ilieva, Tereza
- Abstract
[ES] Mediante el siguiente proyecto se muestra un modelo 3D del estado actual de las ruinas de Tos Pelat de Moncada. Dicho modelo es obtenido mediante el levantamiento de la zona con láser escáner. Posteriormente se ha limpiado la nube de puntos y creado el modelo 3D que representa el estado actual de las ruinas. A continuación, apoyándonos en la ayuda del arqueólogo del museo Arqueológico de Moncada y en investigaciones se realiza una reconstrucción de como debieron ser las ruinas originalmente. Finalmente se realiza un paseo virtual para mostrar las ruinas en su estado original a los visitantes del museo Arqueológico de Moncada., [EN] The following project shows a 3D model of the current state of the Tos Pelat of Moncada ruins. Said model is obtained by surveying the area with a laser scanner. Subsequently, the point cloud has been cleaned and the 3D model representing the current state of the ruins has been created. Then, with the help of the archaeologist from the Moncada Archaeological Museum and some researchs, a reconstruction of what the ruins should have been like is originally made. Finally, a virtual tour is carried out to show the ruins in their original state to visitors to the Moncada Archaeological Museum.
- Published
- 2020
28. A method to build usable directory system using 3D web-based simulation and directory mode.
- Author
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Lioe, Lienny Natalia and Heryadi, Yaya
- Abstract
A directory system is an indispensable and inseparable facility for a campus building. Numerous studies have been conducted on developing a building directory system for public visitors, however, to the best of our knowledge, little is known on a directory system for a campus building using 3D web-based simulation technology. This research paper presents a method to develop a building directory system which adopted 3D web-based simulation and conventional directory mode for each user interface. The system was developed using the user-center system design method which comprises of some iterative cyclesthat are aimed to achieved a usable design from user perspective. Although the system was primarily built based on the Joseph Wibowo Center Campus building as the model, the adopted technique is applicable to meet requirement of the various target building. The usability evaluation conformance test has shown promising results that the model was accepted by potential users. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
29. Interactive Visualization of Mathematics in 3D Web.
- Author
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Lai, Danbo and Sourin, Alexei
- Abstract
We propose a new educational web-enabled 3D shape modeling framework that does not restrict to a list of predefined primitive geometric objects and allows the user to interactively create objects by incremental modifications of the basic shape with the tool shapes that are defined by analytical functions. The shape definition is eventually a function script which can be rendered on any suitable graphics system. The function script includes accelerating structures that significantly improve the shape rendering performance allowing us to sustain interactivity with large number of interactive operations applied. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
30. Customization of 3D content with semantic meta-scenes.
- Author
-
Flotyński, Jakub and Walczak, Krzysztof
- Subjects
COMPUTER-generated imagery ,CUSTOMIZATION ,THREE-dimensional imaging ,SEMANTIC Web ,COMPUTER graphics - Abstract
Customization of interactive three-dimensional content according to consumers requirements is a complex task, as it demands knowledge of such aspects of 3D content as geometry, structure, space, appearance and animation. In this paper, a new method of customizing interactive 3D content is presented. The method leverages semantic web techniques to enable conceptual, generalized representation of 3D content (3D meta-scenes) and on-demand customization of meta-scenes with semantic queries. Query-based content customization with the proposed method can be performed independently by different content consumers at different domain-specific levels of abstraction, with the inference of tacit knowledge. Content customization covers selection of 3D content objects, properties and relations between objects to be presented as well as introduction of new objects, properties and relations. The method has been implemented and evaluated. It significantly improves 3D content customization in comparison to previous approaches. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
31. Multiresolution and fast decompression for optimal web-based rendering.
- Author
-
Ponchio, Federico and Dellepiane, Matteo
- Subjects
RENDERING (Computer graphics) ,DATA compression ,ALGORITHMS ,BANDWIDTHS ,WEBGL (Computer program language) ,JAVASCRIPT programming language - Abstract
Limited bandwidth is a strong constraint when efficient transmission of 3D data to Web clients and mobile applications is needed. In this paper we present a novel multi-resolution WebGL based rendering algorithm which combines progressive loading, view-dependent resolution and mesh compression, providing high frame rates and a decoding speed of million of triangles per second in JavaScript. The method is parallelizable and scalable to very large models. The algorithm is based on the local multi-resolution approaches provided by the community, but ad-hoc solutions had to be studied and implemented to provide adequate performances. In particular, a compression mechanism that reached very high compression rate without impact on rendering performance was implemented. Moreover, the data partition strategy was modified in order to be able to load different types of data (i.e. point clouds) and better adapt to the potentials and limitations of web-based rendering. [ABSTRACT FROM AUTHOR]
- Published
- 2016
- Full Text
- View/download PDF
32. Semantic Representation of Multi-platform 3D Content.
- Author
-
Flotyński, Jakub and Walczak, Krzysztof
- Abstract
In this paper, a method of semantic representation of multi-platform 3D content is proposed. The use of the semantic web techniques enables content representation that is independent of particular content presentation platforms and may facilitate content creation based on different ontologies and knowledge bases. The proposed method significantly simplifies building 3D content presentations for multiple target platforms in comparison to the available approaches to 3D content creation. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
- View/download PDF
33. Modelización 3D del yacimiento arqueológico del Tòs Pelat
- Author
-
Ivaylova Ilieva, Tereza
- Subjects
Three.js ,Archeology ,Escáner láser ,3D web ,Moncada ,Reconstrucción 3D ,Máster Universitario en Ingeniería Geomática y Geoinformación-Màster Universitari en Enginyeria Geomàtica i Geoinformació ,3D recreation ,Modelización ,Arqueología ,Web 3D ,3D modeling ,Laser scanner ,Tòs Pelat ,INGENIERIA CARTOGRAFICA, GEODESIA Y FOTOGRAMETRIA - Abstract
[ES] Mediante el siguiente proyecto se muestra un modelo 3D del estado actual de las ruinas de Tos Pelat de Moncada. Dicho modelo es obtenido mediante el levantamiento de la zona con láser escáner. Posteriormente se ha limpiado la nube de puntos y creado el modelo 3D que representa el estado actual de las ruinas. A continuación, apoyándonos en la ayuda del arqueólogo del museo Arqueológico de Moncada y en investigaciones se realiza una reconstrucción de como debieron ser las ruinas originalmente. Finalmente se realiza un paseo virtual para mostrar las ruinas en su estado original a los visitantes del museo Arqueológico de Moncada., [EN] The following project shows a 3D model of the current state of the Tos Pelat of Moncada ruins. Said model is obtained by surveying the area with a laser scanner. Subsequently, the point cloud has been cleaned and the 3D model representing the current state of the ruins has been created. Then, with the help of the archaeologist from the Moncada Archaeological Museum and some researchs, a reconstruction of what the ruins should have been like is originally made. Finally, a virtual tour is carried out to show the ruins in their original state to visitors to the Moncada Archaeological Museum.
- Published
- 2020
34. The Use of Low-Cost Unmanned Aerial Vehicles in the Process of Building Models for Cultural Tourism, 3D Web and Augmented/Mixed Reality Applications
- Author
-
Tomasz Templin and Dariusz Popielarczyk
- Subjects
Architectural engineering ,Process (engineering) ,Computer science ,02 engineering and technology ,lcsh:Chemical technology ,01 natural sciences ,Biochemistry ,Article ,Analytical Chemistry ,smart tourism ,Smart city ,tourism services ,0202 electrical engineering, electronic engineering, information engineering ,UAV/UAS ,lcsh:TP1-1185 ,Electrical and Electronic Engineering ,Instrumentation ,3D Web ,business.industry ,010401 analytical chemistry ,Information technology ,020207 software engineering ,cultural heritage ,MR ,Atomic and Molecular Physics, and Optics ,Cultural tourism ,Mixed reality ,0104 chemical sciences ,Visualization ,Cultural heritage ,smart city ,Augmented reality ,business ,Tourism ,AR - Abstract
Unmanned Aerial Systems (UAS) are widely used in low-cost photogrammetry. Even small Unmanned Aerial Vehicles (UAV) can deliver valuable data for the inventory of inaccessible and dangerous areas or objects. The acquisition of data for 3D object modeling is a complicated, time-consuming, and cost-intensive process. It requires the use of expensive equipment and often manual work as well as professional software. These are major barriers limiting the development of modern tourist platforms that promote local attractions. Information technologies offer new opportunities for the development of the services market, including the development of smart tourism services, as an integral part of the smart city concept. 3D models are an important element of this process as they form the basis for the use of new visualization technologies, such as Virtual, Mixed, and Augmented Reality (VR/MR/AR). 3D modeling provides a new opportunity to use AR/MR technology to present information about objects, virtual tours of the historic buildings, and their promotion. It also creates an opportunity to preserve the architectural heritage and preventive maintenance of buildings. Despite the increasing use of new measuring platforms and computer modeling techniques, the implementation of 3D building models in smart tourism services is still limited, focusing more on the results of scientific projects rather than on the implementation of the new ones. The paper presents an universal methodology for the inventory of historical buildings using low-cost UAVs. It describes the most important aspects related to the process of planning UAV measurement missions and photogrammetric data acquisition. The construction of 3D models and the possibilities of their further use to build smart tourism services based on Web/AR/MR/VR technology was also presented.
- Published
- 2020
35. On the design of a Dual-Mode User Interface for accessing 3D content on the World Wide Web.
- Author
-
Jankowski, Jacek and Decker, Stefan
- Subjects
- *
USER interfaces , *WORLD Wide Web , *THREE-dimensional display systems , *COMPUTER engineering , *INFORMATION theory , *METHODOLOGY - Abstract
Abstract: The World Wide Web, today's largest and most important online information infrastructure, does not support 3D content and, although various approaches have been proposed, there is still no clear design methodology for user interfaces that tightly integrate hypertext and interactive 3D graphics. This paper presents a novel strategy for accessing information spaces, where hypertext and 3D graphics data are simultaneously available and interlinked. We introduce a Dual-Mode User Interface that has two modes between which a user can switch anytime: the driven by simple hypertext-based interactions “hypertext mode”, where a 3D scene is embedded in hypertext and the more immersive “3D mode”, which immerses the hypertextual annotations into the 3D scene. A user study is presented, which characterizes the interface in terms of its efficiency and usability. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
36. Students' meaning making in science: solving energy resource problems in virtual worlds combined with spreadsheets to develop graphs.
- Author
-
Krange, Ingeborg and Arnseth, Hans
- Subjects
VIRTUAL reality in education ,CONCEPTS ,FIRST grade (Education) ,SCIENCE education (Secondary) ,GRAPH theory - Abstract
The aim of this study is to scrutinize the characteristics of conceptual meaning making when students engage with virtual worlds in combination with a spreadsheet with the aim to develop graphs. We study how these tools and the representations they contain or enable students to construct serve to influence their understanding of energy resource consumption. The data were gathered in 1st grade upper-secondary science classes and they constitute the basis for the interaction analysis of students' meaning making with representations. Our analyses demonstrate the difficulties involved in developing students' orientation toward more conceptual orientations to representations of the knowledge domain. Virtual worlds do not in themselves represent a solution to this problem. [ABSTRACT FROM AUTHOR]
- Published
- 2012
- Full Text
- View/download PDF
37. El campus de la Universidad Carlos III en Second Life.
- Author
-
López-Hernández, Francisco
- Subjects
- *
VIRTUAL reality , *THREE-dimensional display systems , *THREE-dimensional imaging , *VIDEO games , *ACADEMIC library equipment - Abstract
Second Life is a three-dimensional virtual environment that many consider merely a game but it has enormous possibilities for elearning and communication. There are academic libraries that are trying to take advantage of it; the Universidad Carlos III Library is one of them. This paper presents its project, with which it expects to anticipate that which very probably will be the future way of displaying information on the internet: 3D web. [ABSTRACT FROM AUTHOR]
- Published
- 2008
38. CAD3A: a web-based application to visualize and semantically enhance CAD assembly models
- Author
-
Daniela Cabiddu, Katia Lupinetti, Marina Monti, and Franca Giannini
- Subjects
0209 industrial biotechnology ,3D web ,Computer science ,business.industry ,X3D ,020207 software engineering ,02 engineering and technology ,Webapplication ,Visualization ,Metadata ,Computer graphics ,020901 industrial engineering & automation ,Data visualization ,Software ,User experience design ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Online service ,Web application ,CAD data visualization ,business ,Mobile device - Abstract
Nowadays, there is a significant interest in new media types such as 3D models. Thanks to the computer graphics advances, 3D content can be rendered in real-time on desktop and mobile devices improving the user experience. In addition, 3D contents may be endowed with heterogeneous metadata to improve the user understanding. This paper aims at improving the fruition of 3D models of industrial products. This type of content is designed as CAD (Computer-Aided Design) models, whose representation is not suitable for visualization over the web. We present an online processor of 3D models able to extract semantic content. The extracted data are represented in a meaningful and structured manner, such that the user can first visualize them on demand through any device, and then export the results for further analysis or to be processed by other external applications if necessary. The exploitation of Web technologies makes the framework easy to use both from desktop and mobile devices, no matter their specific hardware and software equipment.
- Published
- 2019
- Full Text
- View/download PDF
39. Architectures for ubiquitous 3D on heterogeneous computing platforms
- Author
-
Tamm, Georg and Slusallek, Philipp
- Subjects
3D Web ,Mobile Visualisierung ,Verteilte Anzeigen ,Hybrides Rendering ,Client-Server-Architektur ,Ray tracing ,Verteiltes System ,ddc:004 ,ddc:620 ,Visualisierung ,3D-Technologie - Abstract
Today, a wide scope for 3D graphics applications exists, including domains such as scientific visualization, 3D-enabled web pages, and entertainment. At the same time, the devices and platforms that run and display the applications are more heterogeneous than ever. Display environments range from mobile devices to desktop systems and ultimately to distributed displays that facilitate collaborative interaction. While the capability of the client devices may vary considerably, the visualization experiences running on them should be consistent. The field of application should dictate how and on what devices users access the application, not the technical requirements to realize the 3D output. The goal of this thesis is to examine the diverse challenges involved in providing consistent and scalable visualization experiences to heterogeneous computing platforms and display setups. While we could not address the myriad of possible use cases, we developed a comprehensive set of rendering architectures in the major domains of scientific and medical visualization, web-based 3D applications, and movie virtual production. To provide the required service quality, performance, and scalability for different client devices and displays, our architectures focus on the efficient utilization and combination of the available client, server, and network resources. We present innovative solutions that incorporate methods for hybrid and distributed rendering as well as means to manage data sets and stream rendering results. We establish the browser as a promising platform for accessible and portable visualization services. We collaborated with experts from the medical field and the movie industry to evaluate the usability of our technology in real-world scenarios. The presented architectures achieve a wide coverage of display and rendering setups and at the same time share major components and concepts. Thus, they build a strong foundation for a unified system that supports a variety of use cases. Heutzutage existiert ein großer Anwendungsbereich für 3D-Grafikapplikationen wie wissenschaftliche Visualisierungen, 3D-Inhalte in Webseiten, und Unterhaltungssoftware. Gleichzeitig sind die Geräte und Plattformen, welche die Anwendungen ausführen und anzeigen, heterogener als je zuvor. Anzeigegeräte reichen von mobilen Geräten zu Desktop-Systemen bis hin zu verteilten Bildschirmumgebungen, die eine kollaborative Anwendung begünstigen. Während die Leistungsfähigkeit der Geräte stark schwanken kann, sollten die dort laufenden Visualisierungen konsistent sein. Das Anwendungsfeld sollte bestimmen, wie und auf welchem Gerät Benutzer auf die Anwendung zugreifen, nicht die technischen Voraussetzungen zur Erzeugung der 3D-Grafik. Das Ziel dieser Thesis ist es, die diversen Herausforderungen zu untersuchen, die bei der Bereitstellung von konsistenten und skalierbaren Visualisierungsanwendungen auf heterogenen Plattformen eine Rolle spielen. Während wir nicht die Vielzahl an möglichen Anwendungsfällen abdecken konnten, haben wir eine repräsentative Auswahl an Rendering-Architekturen in den Kernbereichen wissenschaftliche Visualisierung, web-basierte 3D-Anwendungen, und virtuelle Filmproduktion entwickelt. Um die geforderte Qualität, Leistung, und Skalierbarkeit für verschiedene Client-Geräte und -Anzeigen zu gewährleisten, fokussieren sich unsere Architekturen auf die effiziente Nutzung und Kombination der verfügbaren Client-, Server-, und Netzwerkressourcen. Wir präsentieren innovative Lösungen, die hybrides und verteiltes Rendering als auch das Verwalten der Datensätze und Streaming der 3D-Ausgabe umfassen. Wir etablieren den Web-Browser als vielversprechende Plattform für zugängliche und portierbare Visualisierungsdienste. Um die Verwendbarkeit unserer Technologie in realitätsnahen Szenarien zu testen, haben wir mit Experten aus der Medizin und Filmindustrie zusammengearbeitet. Unsere Architekturen erreichen eine umfassende Abdeckung von Anzeige- und Rendering-Szenarien und teilen sich gleichzeitig wesentliche Komponenten und Konzepte. Sie bilden daher eine starke Grundlage für ein einheitliches System, das eine Vielzahl an Anwendungsfällen unterstützt.
- Published
- 2018
- Full Text
- View/download PDF
40. Fidelity perception of 3D models on the web
- Author
-
Hussein Bakri, Iain Oliver, Alan Miller, Beck, Dennis, Allison, Collin, Morgado, Leonel, Pirker, Johanna, Peña-Rios, Anasol, Ogle, Todd, Richter, Jonathon, Gütl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
AM Museums (General). Collectors and collecting (General) ,QA75 ,3D Web ,business.industry ,Computer science ,media_common.quotation_subject ,QA75 Electronic computers. Computer science ,NDAS ,Fidelity ,Heritage ,Gateway (computer program) ,Domain (software engineering) ,Cultural heritage ,AM ,User experience design ,Human–computer interaction ,Order (exchange) ,Perception ,MCP ,QoE ,business ,Mobile device ,media_common - Abstract
Cultural heritage artefacts act as a gateway helping people learn about their social traditions and history. However, preserving these artefacts faces many difficulties, including potential destruction or damage from global warming, wars and conflicts, and degradation from day-to-day use. In addition, artefacts can only be present in one place at a time, and many of them can not be exhibited due to the limited physical space of museums. The digital domain offers opportunities to capture and represent the form and texture of these artefacts and to overcome the previously mentioned constraints by allowing people to access and interact with them on multiple platforms (mobile devices, tablets and personal computers) and network regimes. Through two experiments we study the subjective perception of the fidelity of 3D models in web browsers in order to discover perceptible resolution thresholds. This helps us create models of reasonable graphical complexity that could be fetched on the biggest range of end devices. It also enables us to design systems which efficiently optimise the user experience by adapting their behaviour based upon user perception, model characteristics and digital infrastructure. Postprint
- Published
- 2018
41. Theorising 3D Visualisation Systems in Archaeology: Towards more effective design, evaluations and life cycles
- Author
-
Paola Di Giuseppantonio Di Franco, Fabrizio Galeazzi, Di Giuseppantonio Di Franco, Paola [0000-0002-9371-9553], and Apollo - University of Cambridge Repository
- Subjects
cognition ,010506 paleontology ,Archeology ,3D web ,Process (engineering) ,Computer science ,Virtual museums ,artifacts ,perception ,01 natural sciences ,3D documentation ,4301 Archaeology ,Selection (linguistics) ,0601 history and archaeology ,lcsh:CC1-960 ,43 History, Heritage and Archaeology ,0105 earth and related environmental sciences ,060102 archaeology ,3D digital replicas ,Interpretation (philosophy) ,archaeology ,digital archaeology ,06 humanities and the arts ,Archaeology ,digital archives ,Visualization ,Cultural heritage ,3D visualization ,interactivity ,Work (electrical) ,lcsh:Archaeology - Abstract
3D visualization in archaeology has become a suitable solution and effective instrument for the analysis, interpretation and communication of archaeological information. However, only few attempts have been made so far for understanding and evaluating the real impact that 3D imaging has on the discipline under its different forms (offline immersive and not immersive, and online platform). There is a need in archaeology and cultural heritage for a detailed analysis of the different infrastructural options that are available and a precise evaluation of the different impact that they can have in reshaping the discipline. To achieve this, it is important to develop new methodologies that consider the evaluation process as a fundamental and central part for assessing digital infrastructures. This new methods should include flexible evaluation approaches that can be adapted to the infrastructure that need to be assessed. This paper aims at providing some examples of 3D applications in archaeology and cultural heritage and describing how the selection of the infrastructure is related to specific needs of the project. This work will describe the different applications and propose guidelines and protocols for evaluating their impact within academia and the general public.
- Published
- 2017
42. The Use of Low-Cost Unmanned Aerial Vehicles in the Process of Building Models for Cultural Tourism, 3D Web and Augmented/Mixed Reality Applications.
- Author
-
Templin, Tomasz and Popielarczyk, Dariusz
- Subjects
- *
HERITAGE tourism , *MIXED reality , *VIRTUAL tourism , *BUILDING maintenance , *REMOTELY piloted vehicles , *MAINTENANCE , *SMART cities - Abstract
Unmanned Aerial Systems (UAS) are widely used in low-cost photogrammetry. Even small Unmanned Aerial Vehicles (UAV) can deliver valuable data for the inventory of inaccessible and dangerous areas or objects. The acquisition of data for 3D object modeling is a complicated, time-consuming, and cost-intensive process. It requires the use of expensive equipment and often manual work as well as professional software. These are major barriers limiting the development of modern tourist platforms that promote local attractions. Information technologies offer new opportunities for the development of the services market, including the development of smart tourism services, as an integral part of the smart city concept. 3D models are an important element of this process as they form the basis for the use of new visualization technologies, such as Virtual, Mixed, and Augmented Reality (VR/MR/AR). 3D modeling provides a new opportunity to use AR/MR technology to present information about objects, virtual tours of the historic buildings, and their promotion. It also creates an opportunity to preserve the architectural heritage and preventive maintenance of buildings. Despite the increasing use of new measuring platforms and computer modeling techniques, the implementation of 3D building models in smart tourism services is still limited, focusing more on the results of scientific projects rather than on the implementation of the new ones. The paper presents an universal methodology for the inventory of historical buildings using low-cost UAVs. It describes the most important aspects related to the process of planning UAV measurement missions and photogrammetric data acquisition. The construction of 3D models and the possibilities of their further use to build smart tourism services based on Web/AR/MR/VR technology was also presented. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
43. Multidimensional and Multiscale GIS.
- Author
-
Guilbert, Eric, Boguslawski, Pawel, and Isikdag, Umit
- Subjects
- *
GEOSPATIAL data , *DATA structures , *ACQUISITION of data , *GEOGRAPHIC information systems , *LIDAR - Abstract
The advent of new data collection technologies, such as LiDAR and drones, have made geospatial data available in large amounts and at low costs. While access to data is getting easier, geospatial tools have to evolve towards further automation and guarantee the reproducibility of the process and the quality of the results. As such, algorithms and data structures for handling geospatial data also need to be more and more robust and efficient to model complex, multidimensional geospatial phenomena in GISystems and provide higher levels of analysis. Articles in this special issue address two complementary aspects of the problem. They introduce new algorithms and data structures that allow for a more efficient handling of multidimensional data but also present complete processing chains dealing with the integration and the dissemination of multidimensional data. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
44. A virtual experience across the buried history
- Author
-
Gaia Pavoni, Roberto Scopigno, Manuela De Giorgi, Paolo Pingi, Marco Callieri, Matteo Dellepiane, and Antonina Canzoneri
- Subjects
Virtual tour ,3D web ,Computer science ,media_common.quotation_subject ,Interactive experience ,Virtual experience ,Context (language use) ,3d model ,World Wide Web ,Presentation ,Documentation ,Metric (unit) ,3D reconstruction ,media_common - Abstract
The Sant'Angelo cave church is an underground medieval Benedictine complex in the south of Italy, affected by serious structural and chemical degradation. In the context of a documentation campaign promoted by the local Superintendence and supported by the IPERIONCH. it project, we carried out an accurate 3D and photographic survey, and reconstructed a detailed 3D model of the site (encoding shape and colour). While the primary purpose of this large amount of collected data was to provide a metric documentation of the site, the completeness and the high detail of the survey suggested also a possible use for dissemination and virtual presentation. Thus, we exploited the 3D digital models to design and build a virtual visit of the church, oriented to scholars, museums and tourists. This paper describes the design and implementation of this educational experience, closely related to the bibliographic sources of the artistic heritage, fully enriched with hyper-textual information, intuitive and easy to use for all users regardless of their level of familiarity with the 3D medium.
- Published
- 2016
45. Web-based visualization for 3D data in archaeology: The ADS 3D viewer
- Author
-
Roberto Scopigno, Matteo Dellepiane, Fabrizio Galeazzi, Julian D. Richards, Marco Callieri, and Michael Charno
- Subjects
010506 paleontology ,Archeology ,Context (archaeology) ,3D web ,Computer science ,01 natural sciences ,3D documentation ,Resource (project management) ,0601 history and archaeology ,Stratigraphy (archaeology) ,0105 earth and related environmental sciences ,ComputingMethodologies_COMPUTERGRAPHICS ,060102 archaeology ,Excavation ,06 humanities and the arts ,Archaeology ,Visualization ,Archaeological excavation ,Diagrammatic reasoning ,Workflow ,Data as a service ,Web-based 3D visualization ,3D data analysis ,Archaeological stratigraphy ,Online repository - Abstract
The solid geometry of archaeological deposits is fundamental to the interpretation of their chronological sequence. However, such stratigraphic sequences are generally viewed as static two-dimensional diagrammatic representations which are difficult to manipulate or to relate to real layers. The ADS 3D Viewer is a web-based resource for the management and analysis of archaeological data. The viewer was developed to take advantage of recent developments in web technology, namely the adoption of WebGL (Web Graphics Library) by current web browsers. The ADS 3D Viewer combines the potential of the 3D Heritage Online Presenter (3DHOP), a software package for the web-based visualization of 3D geometries, with the infrastructure of the Archaeology Data Service (ADS) repository, in the attempt to create a platform for the visualization and analysis of 3D data archived by the ADS. Two versions of the viewer have been developed to answer the needs of different users. The first version, the Object Level 3D Viewer , was implemented to extend the browsing capability of ADS project archives by enabling the visualization of single 3D models. The second version, the Stratigraphy 3D Viewer , is an extension which allows the exploration of a specific kind of aggregated data: the multiple layers of an archaeological stratigraphic sequence. This allows those unable to participate directly in the fieldwork to access, analyse and re-interpret the archaeological context remotely. This has the potential to transform the discipline, allowing inter-disciplinary, cross-border and ‘at-distance’ collaborative workflows, and enabling easier access to and analysis of archaeological data.
- Published
- 2016
46. Virtual Worlds and the 3D Web – Time for Convergence?
- Author
-
Alan Miller, Hussein Bakri, Iain Oliver, Colin Allison, Colin Allison, Morgado, Leonel, Pirker, Johanna, Beck, Dennis, Richter, Jonathon, Guetl, Christian, University of St Andrews. School of Computer Science, and University of St Andrews. Centre for Ancient Environmental Studies
- Subjects
QA75 ,LB2300 ,LB2300 Higher Education ,Computer Networks and Communications ,Computer science ,QA75 Electronic computers. Computer science ,NDAS ,02 engineering and technology ,Metaverse ,World Wide Web ,Critical mass (sociodynamics) ,Web page ,0202 electrical engineering, electronic engineering, information engineering ,Multi-user Virtual World ,VRML ,3D Web ,05 social sciences ,050301 education ,020206 networking & telecommunications ,computer.file_format ,X3D ,Computer Graphics and Computer-Aided Design ,Web-based Virtual World ,Computer Science Applications ,Human-Computer Interaction ,Cultural heritage ,Hardware and Architecture ,Convergence (relationship) ,0503 education ,computer ,Software - Abstract
Multi-User Virtual Worlds (MUVW) such as Open Wonderland and OpenSim have proved to be fruitful platforms for innovative educational practice, supporting exploratory learning and generating true engagement. However, when compared with the way educational activities have flourished through the use of the constantly evolving WWW, MUVW learning environments remain a relatively obscure niche. Since the advent and promise of Second Life more than twelve years ago there has been no critical mass reached and no movement towards standardisation. Concomitantly, the 3D Web has emerged as a recognisable if loosely defined concept. With the advent of technologies such as WebGL and a plethora of plug-in 3D viewers for web browsers, the question arises: will MUVWs converge with the 3D Web? If so, can existing educational content be migrated to the 3D Web for mass dissemination? The paper contributes a survey of 3D Web and MUVW terms, concepts, technologies and projects, illustrating their similarities, their value for education and discusses the likelihood of convergence. The survey is complemented by a cultural heritage case study of Unity 3D support for the deployment of virtual worlds in web browsers using two different approaches. Postprint
- Published
- 2016
47. The Virtual Museums of Caen: A case study on modes of representation of digital historical content
- Author
-
Alan Miller, Adeola Fabola, Anna Vermehren, John McCaffery, Guidi, Gabriele, Scopigno, Roberto, Torres, Juan Carlos, Graf, Holger, and University of St Andrews. School of Computer Science
- Subjects
AM Museums (General). Collectors and collecting (General) ,QA75 ,Engineering ,3D Web ,Interaction ,DA ,Multimedia ,business.industry ,QA75 Electronic computers. Computer science ,T-NDAS ,Representation (systemics) ,Virtual histories ,computer.software_genre ,T Technology ,DA Great Britain ,AM ,Learning ,business ,Content (Freudian dream analysis) ,computer - Abstract
In the early 19th Century much of the Strath of Kildonan was cleared of its people who were replaced by sheep farming. This pattern was repeated across the Scottish Highlands. In 2013 Timespan, Helmsdale Heritage and Arts Centre, hosted a program of activities to mark the 200th anniversary of the Clearances. The centrepiece of these activities was a community excavation of the Caen township in the Strath of Kildonan. Based upon the evidence of that excavation a digital model of the township was created using the Virtual Time Travel Platform. The Virtual World of Caen can be explored as part of an installation in Timespans storytelling room. Visitors can experience what life would have been like in the Strath of Kildonan in 1813. This paper reports how the model has been deployed in different settings and on various digital platforms. These include showcasing the model at the Helmsdale Highland Games where visitors could explore the township of the past on stereo head mounted displays, or a Virtual Museum website that welcomes visitors from around the globe, as well as using Google Cardboard to allow visitors to explore Caen today, the virtual reconstruction of Caen simultaneously whilst on the site. Postprint
- Published
- 2015
48. 3DHOP: 3D heritage online presenter
- Author
-
Massimiliano Corsini, Marco Potenziani, Matteo Dellepiane, Federico Ponchio, Roberto Scopigno, and Marco Callieri
- Subjects
3D web ,Cultural Heritage ,Online 3D content deployment ,Online presentation ,Web based 3D rendering ,WebGL ,Computer science ,02 engineering and technology ,JavaScript ,computer.software_genre ,3D rendering ,11. Sustainability ,Web page ,0202 electrical engineering, electronic engineering, information engineering ,0601 history and archaeology ,computer.programming_language ,Flexibility (engineering) ,HTML5 ,060102 archaeology ,Multimedia ,business.industry ,General Engineering ,020207 software engineering ,06 humanities and the arts ,Modular design ,Computer Graphics and Computer-Aided Design ,Visualization ,Human-Computer Interaction ,Cultural heritage ,business ,computer - Abstract
3D Heritage Online Presenter (3DHOP) is a framework for the creation of advanced web-based visual presentations of high-resolution 3D content. 3DHOP has been designed to cope with the specific needs of the Cultural Heritage (CH) field. By using multiresolution encoding, it is able to efficiently stream high-resolution 3D models (such as the sampled models usually employed in CH applications); it provides a series of ready-to-use templates and examples tailored for the presentation of CH artifacts; it interconnects the 3D visualization with the rest of the webpage DOM, making it possible to create integrated presentations schemes (3D + multimedia). In its design and development, we paid particular attention to three factors: easiness of use, smooth learning curve and performances. Thanks to its modular nature and a declarative-like setup, it is easy to learn, configure, and customize at different levels, depending on the programming skills of the user. This allows people with different background to always obtain the required power and flexibility from the framework. 3DHOP is written in JavaScript and it is based on the SpiderGL library, which employs the WebGL subset of HTML5, implementing plugin-free 3D rendering on many web browsers. In this paper we present the capabilities and characteristics of the 3DHOP framework, using different examples based on concrete projects.
- Published
- 2015
49. Towards the 3D Web with Open Simulator
- Author
-
Lisa Dow, Christopher John Davies, Iain Oliver, Alan Miller, Anne Campbell, John McCaffery, Sarah Kennedy, Colin Allison, Barolli, Leonard, Xhafa, Fatos, Takizawa, Makoto, Enokido, Tomoya, Hsu, Hui-Huang, University of St Andrews. School of Computer Science, University of St Andrews. Centre for Ancient Environmental Studies, and University of St Andrews. Office of the Principal
- Subjects
Web standards ,QA75 ,Web-based simulation ,medicine.medical_specialty ,Web 2.0 ,Web development ,Computer science ,QA75 Electronic computers. Computer science ,System Evaluation ,Metaverse ,computer.software_genre ,Open Virtual Worlds ,World Wide Web ,Web design ,Web page ,medicine ,Web application ,Web navigation ,Quality of experience ,Simulation ,Data Web ,3D Web ,Multimedia ,business.industry ,Experiential Learning ,Web application security ,Web Accessibility Initiative ,The Internet ,Web mapping ,Web service ,business ,computer ,Web modeling ,Interactive media ,Quality of Experience - Abstract
Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild. Postprint
- Published
- 2013
50. El campus de la Universidad Carlos III en Second Life
- Author
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Francisco López-Hernández
- Subjects
Web 2.0 ,3D Web ,e-Learning ,Computer science ,business.industry ,E-learning (theory) ,Library and Information Sciences ,Virtual reality ,computer.software_genre ,Universitary libraries ,Biblioteconomía y Documentación ,Web 3D ,World Wide Web ,Enseñanza a distancia ,Virtual machine ,Metaversos ,Second Life ,Bibliotecas universitarias ,The Internet ,Metaverses ,business ,computer ,Information Systems - Abstract
5 págs, 5 figs.-- Publicado en 'El Profesional de la Información', vol. 17, n. 6, nov-dic 2008: "Redes sociales". [ES] Second Life es un entorno virtual en tres dimensiones que muchos consideran simplemente un juego pero que tiene enormes posibilidades para la enseñanza a distancia y la comunicación. Hay bibliotecas universitarias que están intentando aprovecharlo en este sentido; la de la Universidad Carlos III es una de ellas. En este artículo se presenta su proyecto, en el que pretende anticiparse a lo que muy probablemente sea la forma de presentación futura de la informaciónen internet: la Web 3D. [EN] Second Life is a three-dimensional virtual environment that many consider merely a game but it has enormous possibilities for e-learning and communication. There are academic libraries that are trying to take advantage of it; the Universidad Carlos III Library is one of them. This paper presents its project, with which it expects to anticipate that which very probably will be the future way of displaying information on the internet: 3D web. Publicado
- Published
- 2016
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