0000000000984529

AUTHOR

Cristina Portalés

Recovering Sicilian Silk Heritage through Digital Technologies: The Case of Piraino’s Collection

Textile conservation has given rise to small and medium-sized museums, usually with scarce resources. In Sicily, the little evidence that remains of silk production and opulent imports by the rich and powerful local aristocracy is kept in museums, parishes, and other cultural institutions. The documentation, dissemination, and enhancement of such a fragile heritage is today possible by means of technological tools that provide novel means to preserve, analyze, and exploit digital information. In this paper, we present some outcomes of the SILKNOW project, a project that applies computing research to the needs of diverse users (museums, educational institutions, the tourism industry, creativ…

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Sonic Gestures Applied to a Percussive Dialogue in TanGram using Wii Remotes

TanGram, is an original music score composed by Carlos D. Perales for Percussion Quartet and Nintendo Wii Remotes used as a wireless interface for Live Electronics. This paper examines how this composition explores exiting research in interaction and communication between instruments and digital sound processing discourse to produce a unique music mixed-media score, to explore the sonic possibilities of a multi-timbrical instrument with the integration of the visual gestures of an accessible device using processes of real-time gestural mimesis. .

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Live LEGO House: a Mixed Reality Game for the Edutainment

Gaming is a natural way of learning and multimedia technologies bring new possibilities in the field of edutainment. Live LEGO House in an interactive space to explore coexistence and multicultural factors through gaming based on the Mixed Reality(MXR)technology. The system consists basically on a physical/real house built with the LEGO blocks, which is enriched with different non-physical/virtual multimedia files, including sounds, videos and 3D animations with multicultural content. Children in teract with the house via two dolls, each of them having different characteristics and needs. They (children) will need to agree in some aspects in order to play the game properly, to coexist. Tact…

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Interactive Tools for the Visualization of Tangible and Intangible Silk Heritage Emerging from an Interdisciplinary Work

Silk is a unique example of heritage where memory, identity, creativity and knowledge can be found in just one piece. It is a multifaceted, living heritage, as it consists of more than the fabrics themselves, but also the techniques associated with them, historical buildings, trades, festivities, etc. Therefore, designers, weavers, painters, sellers and users are involved in it. However, it is also a fragile heritage, alive in the few industries that still weave with historical looms. Additionally, the COVID19 pandemic has put the entire artisanal and small industrial sector of European silk in risk of disappearing. In this, paper we show some results of the SILKNOW project, whose main obje…

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To Move or Not to Move?

This chapter deals with the problem of including motion cues in VR applications. From the challenges of this technology to the latest trends in the field, the authors discuss the benefits and problems of including these particular perceptual cues. First, readers will know how motion cues are usually generated in simulators and VR applications in general. Then, the authors list the major problems of this process and the reasons why its development has not followed the pace of the rest of VR elements (mainly the display technology), reviewing the motion vs. no-motion question from several perspectives. The general answer to this discussion is that motion cues are necessary in VR applications—…

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Interacting with Augmented Reality Mirrors

This chapter deals with the topic of Augmented Reality Mirrors (ARMs) – a kind of specular interfaces making use of Augmented Reality technology. The review presented in the chapter first analyses the current setups for the construction of ARMs. Secondly, it presents a study on their potential for inferring in human perception (e.g. behaviour and emotions) and the high interactivity potential and usability they have. In the third place, it shows their use in different areas of knowledge, namely entertainment, edutainment, clothing, arts and medical therapy. Then, the chapter presents a discussion, highlighting the current technological barriers and the need for more research. Finally, futur…

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Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms

Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supp…

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Optimization of 3-DOF Parallel Motion Devices for Low-Cost Vehicle Simulators

Motion generation systems are becoming increasingly important in certain Virtual Reality (VR) applications, such as vehicle simulators. This paper deals with the analysis of the Inverse Kinematics (IK) and the reachable workspace of a three-degrees-of-freedom (3-DOF) parallel manipulator, proposing different transformations and optimizations in order to simplify its use with Motion Cueing Algorithms (MCA) for self-motion generation in VR simulators. The proposed analysis and improvements are performed on a 3-DOF heave-pitch-roll manipulator with rotational motors, commonly used for low-cost motion-based commercial simulators. The analysis has been empirically validated against a real 3-DOF …

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Interactive Tools for the Preservation, Dissemination and Study of Silk Heritage—An Introduction to the SILKNOW Project

Silk was a major factor for progress in Europe, mostly along the Western Silk Road’s network of production and market centers. The silk trade also allowed for the exchange of ideas and innovations, having impacts at economic, technical, functional, cultural and symbolic levels. However, silk has today become a seriously endangered heritage. Although many European specialized museums are devoted to its preservation, they usually lack the size and resources to take advantage of state-of-the-art digital technologies. The aim of this paper is twofold; firstly, we introduce SILKNOW, an interdisciplinary project that has been recently funded by the H2020 Programme of the European Union in order t…

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A comparative analysis of two immersive virtual reality systems in the integration and visualization of natural hand interaction

AbstractIt is generally accepted that the use of natural interaction provides a positive impact in Virtual Reality (VR) applications. Therefore, it is important to understand what is the best way to integrate and visualize this feature in VR. For this reason, this paper presents a comparative study of the integration of natural hand interaction in two immersive VR systems: a Cave Audio Visual Experience (CAVE) system –where users’ real hands are visible– and a non-see-through Head-Mounted Display (HMD) system –where only a virtual representation of the hands is possible–. In order to test the suitability of using this type of interaction in a CAVE and compare it to an HMD, we raise six rese…

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When Augmented Reality Met Art: Lessons Learned from Researcher-Artist Interdisciplinary Work

Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper i…

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Georeferencing of GPS/INS-supported airborne multispectral scanner data

Multispectral airborne scanning devices gain increasing importance for example in the field of environmental monitoring. In Vienna, since a couple of years, a detailed information system about the status and changes of urban greenery is established and continuously updated in the course of the work program 'BiotopMonitoring Vienna' of the Austrian Health Institute (Österreichisches Bundesinstitut für Gesundheitswesen - ÖBIG) [Pillmann and Kellner, 2001]. These investigations are mainly based on aerial color infrared photographs, which were taken in different flight missions that were carried out by the German Aerospace Centre (Deutsches Zentrum für Luft- und Raumfahrt - DLR). In the flight …

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Techonological tools for the conservation of silk Heritage: Improving the conservation of European religious textile cultural Heritage

This paper presents the interdisciplinary H2020 SILKNOW project coordinated by the Universitat de València with researchers from the ICT and SSH fields. SILKNOW is a three-year project funded by the EU's Horizon 2020 Programme under the two-stage call SC6-CULT-COOP-09 'European cultural heritage, access and analysis for a richer interpretation of the past'. The consortium has a total of nine partners from six different European countries (Spain, France, Germany, Slovenia, Poland and Italy). There are a total of three universities, two SMEs, one international institution, and three research institutes. In this paper, we introduce SILKNOW which has as a goal to promote, conserve and dissemina…

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From the Paper to the Tablet: On the Design of an AR-Based Tool for the Inspection of Pre-Fab Buildings. Preliminary Results of the SIRAE Project

Energy-efficient Buildings (EeB) are demanded in today’s constructions, fulfilling the requirements for green cities. Pre-fab buildings, which are modularly fully-built in factories, are a good example of this. Although this kind of building is quite new, the in situ inspection is documented using traditional tools, mainly based on paper annotations. Thus, the inspection process is not taking advantage of new technologies. In this paper, we present the preliminary results of the SIRAE project that aims to provide an Augmented Reality (AR) tool that can seamlessly aid in the regular processes of pre-fab building inspections to detect and eliminate the possible existing quality and ener…

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Applying particle swarm optimization to the motion-cueing-algorithm tuning problem

The MCA tuning problem consists in finding the best values for the parameters/coefficients of Motion Cueing Algorithms (MCA). MCA are used to control the movements of robotic motion platforms employed to generate inertial cues in vehicle simulators. This problem is traditionally approached with a manual pilot-in-the-loop subjective tuning, based on the opinion of several pilots/drivers. Instead, this paper proposes applying Particle Swarm Optimization (PSO) to solve this problem, using simulated motion platforms and objective indicators rather than subjective opinions. Results show that PSO-based tuning can provide a suitable solution for this complex optimization problem.

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Documenting, managing and visualizing a huge digital photogrammetric data set

Photogrammetry is an efficient discipline for documenting graphically and semantically cultural heritage. For decades, photogrammetric documentation following the 3x3 rules has been well-proved and used all over the world. However, when the data set is huge, the control, assessment and manage (e.g. labelling and recovery) of pictures is a crucial point in undefined or poorly structured archives. Furthermore, the digital era makes management of hundreds of pictures complicated because, on the one hand,there are many and big images and they require too much computer space (memory), and, on the other hand,there is no sense to hard-copy them by printing. Thus, this paper shows a way of labellin…

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Current Trends on the Acquisition, Virtual Representation, and Interaction of Cultural Heritage

Cultural heritage (CH) tells us about our roots, and therefore, constitutes a rich value for the society. Its conservation, dissemination, and understanding are of utmost importance. In order to preserve CH for the upcoming generations, it needs to be documented, a process that nowadays is done digitally. Current trends involve a set of technologies (cameras, scanners, etc.) for the shape and radiometric acquisition of assets. Also, intangible CH can be digitally documented in a variety of forms. Having such assets virtualized, a proper dissemination channel is of relevance, and recently, new technologies that make use of interaction paradigms have emerged. Among them, in this chapter, the …

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Towards a Guidance System to Aid in the Dosimetry Calculation of Intraoperative Electron Radiation Therapy

In Intraoperative Electron Radiation Therapy (IOERT), the lack of specific planning tools limits its applicability, the need for accurate dosimetry estimation and application during the therapy being the most critical. Recently, some works have been presented that try to overcome some of the limitations for establishing planning tools, though still an accurate guidance system that tracks, in real-time, the applicator and the patient is needed. In these surgical environments, the acquisition of an accurate 3D shape of the patient’s tumor bed in real-time is of high interest, as current systems make use of a 3D model acquired before the treatment. In this paper, an optical-based system is pre…

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Seasonal precipitation interpolation at the Valencia region with multivariate methods using geographic and topographic information

The spatial pattern of precipitation is a complex variable that strongly depends on other geographic and topographic factors. As precipitation is usually known only at certain locations, interpolation procedures are needed in order to predict this variable in other regions. The use of multivariate interpolation methods is usually preferred, as secondary variables—generally derived using GIS tools—correlated with precipitation can be included. In this paper, a comparative study on different univariate and multivariate interpolation methodologies is presented. Our study area is centred in the region of Valencia, located to the eastern Spanish Mediterranean coast. The followed methodology can …

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Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum

Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indire…

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Mixed Reality Annotation of Robotic-Assisted Surgery videos with real- time tracking and stereo matching

Robotic-Assisted Surgery (RAS) is beginning to unlock its potential. However, despite the latest advances in RAS, the steep learning curve of RAS devices remains a problem. A common teaching resource in surgery is the use of videos of previous procedures, which in RAS are almost always stereoscopic. It is important to be able to add virtual annotations onto these videos so that certain elements of the surgical process are tracked and highlighted during the teaching session. Including virtual annotations in stereoscopic videos turns them into Mixed Reality (MR) experiences, in which tissues, tools and procedures are better observed. However, an MR-based annotation of objects requires trackin…

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Towards the Preservation and Dissemination of Historical Silk Weaving Techniques in the Digital Era

Historical weaving techniques have evolved in time and space giving as result more or less fabrics with different aesthetical characteristics. These techniques were transferred along the main silk production centers, thanks to the European Silk Road and creating a common European Frame on themes and techniques. These had made it complicated to determine whether a fabric corresponds to one century or another. Moreover, in order to understand their creation, it is necessary to determine the number of weaves and interlacements that each textile has, therefore, mathematical models can be extracted from these layers. In this sense, three dimensional (3D) virtual representations of the internal s…

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Heuristics for solving the parameter tuning problem in motion cueing algorithms.

[ES] Diversos tipos de plataformas robóticas son empleadas habitualmente para la generación de claves gravito-inerciales en simuladores. Además del control de los actuadores, dichas plataformas deben ejecutar complejos algoritmos de control conocidos como algoritmos de washout, que deben ser ajustados para que el movimiento generado sea similar al simulado. El ajuste de dichos algoritmos es complejo por el elevado número de parámetros que poseen. Además, dicho ajuste se ha venido realizando tradicionalmente de modo manual mediante evaluaciones subjetivas. En este trabajo, los autores proponen un método automático de ajuste basado en optimización heurística, métricas objetivas, y simulación …

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A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and chi…

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Towards a simulation-based tuning of motion cueing algorithms

Abstract This paper deals with the problem of finding the best values for the parameters of Motion Cueing Algorithms (MCA). MCA are responsible for controlling the movements of robotic motion platforms used to generate the gravito-inertial cues of vehicle simulators. The values of their multiple parameters, or coefficients, are hard to establish and they dramatically change the behaviour of MCA. The problem has been traditionally addressed in a subjective, partially non-systematic, iterative, time-consuming way, by seeking pilot/driver feedback on the generated motion cues. The aim of this paper is to introduce a different approach to solve the problem of MCA tuning, by making use of a simu…

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A particle swarm approach for tuning washout algorithms in vehicle simulators

Abstract The MCA tuning problem involves finding the most appropriate values for the parameters (or coefficients) of Motion Cueing Algorithms (MCA), also known as washout algorithms. These algorithms are designed to control the movements of the robotic mechanisms, referred to as motion platforms, employed to generate inertial cues in vehicle simulators. This problem can be approached in several different ways. The traditional approach is to perform a manual pilot-in-the-loop subjective tuning, using the opinion of several pilots/drivers to guide the process. A more systematic approach is to use optimization techniques to explore the vast parameter space of the MCA, using objective motion fi…

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Sensores hiperespectrales aerotransportados: eliminación del efecto de deriva

En este artículo se explican los conceptos básicos de los sensores hiperespectrales rotacionales aerotransportados. Así mismo, se hace una revisión de las diferentes circunstancias causantes de los errores en la formación de las imágenes y se propone una metodología para corregirlas. A continuación, mostramos un ejemplo práctico en el que se observa cómo la consideración y eliminación del efecto de deriva permite georreferenciar con alta precisión imágenes hiperespectrales tomadas con sensores rotacionales.

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Addressing the Occlusion Problem in Augmented Reality Environments with Phantom Hollow Objects

Occlusion handling is essential to provide a seamless integration of virtual and real objects in AR applications. Different approaches have been presented with a variety of technologies, environment conditions and methods. Among these methods, 3D model-based occlusion approaches have been extensively used. However, these solutions could be too time-consuming in certain situations, since they must render all the occlusion objects even though they are invisible. For this reason, we propose an inverse 3D model-based solution for handling occlusions, designed for those AR applications in which virtual objects are placed inside a real object with holes or windows. With this restriction, the occl…

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Virtual and Augmented Reality Mirrors for Mental Health Treatment

Virtual and Augmented Reality are technologies widely used in a variety of areas, including the medical sector. On the other hand, regular mirrors have been traditionally used as tools to aid in mental health treatment for a variety of diseases and disorders. Although it is possible to build Virtual and Augmented Reality experiences based on mirror metaphors, there are very few contributions of this kind in the medical sector. In this chapter, the great benefits that regular mirrors have brought for mental health treatment are addressed. In addition, a review on the state of the art in mirror-based Virtual and Augmented Reality applications is given, highlighting the potential benefits that…

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A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically Defined Screens

The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approac…

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ROMOT: A Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences

In this paper we introduce ROMOT, a RObotic 3D-MOvie Theater. ROMOT is built with a robotic motion platform, includes multimodal devices and supports audience-film interaction. Differently from other similar systems, ROMOT is highly versatile as it can support different setups, integrated hardware and contents. Regarding to the setups, here we present a first-person movie, a mixed reality environment, a virtual reality interactive environment and an augmented reality mirror-based scene. Regarding to integrated hardware, the system currently integrates a variety of devices and displays that allow audiences to see, hear, smell, touch and feel the movement, all synchronized with the filmic exp…

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Innovación social en patrimonio cultural y museos de la seda en Europa: una mirada conectada con las industrias creativas

Esta contribución se enmarca dentro del proyecto H2020 Silknow que coordina la Universitat de València a través de un equipo multidisplicinar conformado por investigadores de las TIC y del ámbito de las humanidades y de las ciencias sociales. Hoy el concepto de patrimonio cultural está más que nunca ligado al presente, como punto de partida que nos vincula con nuestro pasado cultural a través del acto consciente de preservar y legar a las generaciones futuras, convirtiendo a la sociedad en custodia. Este acto emerge con la ambición de permanecer en un mundo cada vez más cambiante y mutable, pero en medio de esta corriente surge cada vez con más presencia la apreciación del patrimonio no sol…

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Calibration of a camera-projector monochromatic system

Camera–projector systems are increasingly being used in many different applications, including object reconstruction. In recent years, a number of approaches have been proposed to calibrate such devices; in this paper a calibration method is presented which can be used with monochromatic systems. The method is based on open-source code, makes use of planar calibration patterns, is fully automatic, easy to use and fast. Additionally, no initial information regarding the camera interior orientation is needed, and both sensors (camera and projector) are fully calibrated during the process. The method is validated by a series of tests, where root mean square errors (RMSEs) in image space are ke…

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Simulation of parallel mechanisms for motion cueing generation in vehicle simulators using AM-FM bi-modulated signals

Abstract The use of robotic motion platforms in vehicle simulators is relatively common. However, the process of testing and tuning the so-called washout algorithms, used for motion cueing generation in motion-based vehicle simulators, is complex. This process can be reduced in cost, simplified, improved, shortened and performed safer if virtual motion platforms are used instead of real devices. This paper deals with identifying a method to perform a fast but reliable simulation of parallel mechanisms to be used for motion cueing generation. The method relies on the use of Laplacian polynomial transfer function models by means of using AM-FM bi-modulated signals as reference inputs to achie…

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Simulación de Plataformas Robóticas de Movimiento para Aplicaciones de Realidad Virtual Mediante Filtros Digitales

[ES] El uso de plataformas robóticas de movimiento en simuladores de vehículos y aplicaciones de Realidad Virtual es relativamente habitual. Sin embargo, el ajuste de los algoritmos que controlan su funcionamiento, denominados algoritmos de washout, no es sencillo y requiere de numerosas pruebas hasta obtener una apropiada fidelidad de movimiento. Disponer de herramientas que permitan simular plataformas de movimiento puede permitir simplificar esta tarea. Es por ello que este trabajo presenta un método para la caracterización y simulación de manipuladores robóticos mediante filtros digitales de segundo orden, sencillo de implementar y ajustar a partir de una caracterización previa. El simu…

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Challenges and Trends in Home Automation

Home automation (HA) systems can be considered as an implementation of the internet of everything (IoE) where many devices are linked by intelligent connections in order to improve the quality of life at home. This chapter is dedicated to analyzing current trends and challenges in HA. Energy management, safer homes, and improved control over the house are some of the benefits of HA. However, privacy, security, social disruption, installation/maintenance issues, economic costs, market fragmentation, and low interoperability represent real problems of these IoE solutions. In this regard, the latest proposals in HA try to answer some of these needs with low-cost DIY solutions, wireless solutio…

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Georreferenciación GPS/INS de imágenes aéreas adquiridas con escáneres rotacionales: ejemplo práctico y resultados

Con la reciente introducción en el mercado de escáneres aerotransportados, la utilización de sistemas integrados GPS/INS es fundamental y redunda en la adquisición de imágenes y en la generación de productos digitales muy competitivos, por ejemplo ortoimágenes. En este artículo se han expuesto las claves de la georreferenciación de imágenes lineales obtenidas con escáneres rotacionales y orientadas a partir de procedimientos mixtos. Los resultados conseguidos muestran que los nuevos sensores y las nuevas tecnologías aerotransportadas existentes son hoy en día operativas para fines cartográficos.

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Reconstrucción virtual y visualización 3d del yacimiento arqueológico Castellet de Bernabé (Lliria, España)

3D virtual reconstruction of cultural heritage is a useful tool to reach many goals: the accurate documentation of our tangible cultural legacy, the determination of mechanical alteration on the assets, or the mere shape acquisition prior to restoration and/or reconstruction works, etc. Among these goals, when planning and managing tourism enhancement of heritage sites, it demands setting up specific instruments and tools to guarantee both, the site conservation and the visitors’ satisfaction. Archaeological sites are physical witnesses of the past and an open window to research works and scientific discoveries, but usually, the major structures do no exist nowadays, and the general public …

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Sound and Movement Visualization in the AR-Jazz Scenario

Abstract. This paper describes AR-Jazz, an augmented reality application designed to visualize sound and movements in live jazz performances. The augmented scenario is achieved within the program Max MSP Jitter, with an integrated inertial sensor and a microphone. As a display, a cinema screen is used. The application was first shown at the SedaJazz Festival 2007 in Valencia (Spain). In first place, a workshop was made in order the musicians to become familiar with the application. Secondly, a live performance was shown. The experience is described in this paper.

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Addressing the Occlusion Problem in Augmented Reality Environments with Phantom Hollow Objects

Occlusion handling is essential to provide a seamless integration of virtual and real objects in AR applications. Different approaches have been presented with a variety of technologies, environment conditions and methods. Among these methods, 3D model-based occlusion approaches have been extensively used. However, these solutions could be too time-consuming in certain situations, since they must render all the occlusion objects even though they are invisible. For this reason, we propose an inverse 3D model-based solution for handling occlusions, designed for those AR applications in which virtual objects are placed inside a real object with holes or windows. With this restriction, the occl…

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Girls4STEM: Gender Diversity in STEM for a Sustainable Future

Science, Technology, Engineering, and Mathematics (STEM) are key disciplines towards tackling the challenges related to the Sustainable Development Goals. However, evidence shows that women are enrolling in these disciplines in a smaller percentage than men, especially in Engineering related fields. As stated by the United Nations Women section, increasing the number of women studying and working in STEM fields is fundamental towards achieving better solutions to the global challenges, since the potential for innovation is larger. In this paper, we present the Girls4STEM project, which started in 2019 at the Escola T&egrave

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When Augmented Reality Met Art: Lessons Learned from Researcher–Artist Interdisciplinary Work

Over the last few years, Augmented Reality (AR) technology has quickly evolved and today there is commercial software and hardware that allow the creation of AR experiences. However, it might still be cumbersome to create rich AR experiences without a deep knowledge of the technology. Artists have collaborated with IT experts during the last few years in order to enhance artistic pieces embedding AR technology, leading to the emergence of interesting collaborations between artists and engineers, computer scientists, architects, etc. The resulting works can be referred as AR Art. However, the interdisciplinary work behind these collaborations is usually not addressed. The aim of this paper i…

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From Historical Silk Fabrics to Their Interactive Virtual Representation and 3D Printing

The documentation, dissemination, and enhancement of Cultural Heritage is of great relevance. To that end, technological tools and interactive solutions (e.g., 3D models) have become increasingly popular. Historical silk fabrics are nearly flat objects, very fragile and with complex internal geometries, related to different weaving techniques and types of yarns. These characteristics make it difficult to properly document them, at the yarn level, with current technologies. In this paper, we bring a new methodology to virtually represent such heritage and produce 3D printouts, also making it highly interactive through the tool Virtual Loom. Our work involves sustainability from different per…

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MIME: A Mixed-Space Collaborative System with Three Immersion Levels and Multiple Users

Shared spaces for remote collaboration are nowadays possible by considering a variety of users, devices, immersion systems, interaction capabilities, navigation paradigms, etc. There is a substantial amount of research done in this line, proposing different solutions. However, still a more general solution that considers the heterogeneity of the involved actors/items is lacking. In this paper, we present MIME, a mixed-space tri-collaborative system. Differently from other mixed-space systems, MIME considers three different types of users (in different locations) according to the level of immersion in the system, who can interact simultaneously – what we call a tri-collaboration. For the thr…

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SILKNOWViz: Spatio-Temporal Data Ontology Viewer

Interactive visualization of spatio-temporal data is a very active area that has experienced remarkable advances in the last decade. This is due to the emergence of fields of research such as big data and advances in hardware that allow better analysis of information. This article describes the methodology followed and the design of an open source tool, which in addition to interactively visualizing spatio-temporal data that are represented in an ontology, allows the definition of what to visualize and how to do it. The tool allows selecting, filtering and visualizing in a graphical way the entities of the ontology with spatiotemporal data, as well as the instances related to them. The grap…

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Augmented Reality-Based Training Systems for Teaching Health and Safety Procedures in Construction

Traditional teaching methods are not always efficient, especially in areas where the concepts to teach relate to physical work that must be done outside the classroom. This is the case of the construction sector, where the teaching of safety procedures is crucial to reduce the number of accidents, but traditional methods fail to highlight the importance of these procedures. The use of computer simulation through new technologies such as augmented reality (AR) can engage more students in order to better understand the concepts. In addition, they can visualize virtual elements superimposed on the real world to simulate the real situations they will later face in construction. This chapter dea…

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Virtual Reality and Games

The concept of Virtual Reality (VR) dates back to around 1930, where different technologies and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further patented in 1931), reported to be the first example of a commercial flight simulator, being entirely electromechanical. Also, in the 1930s, the visionary, science fiction writer Stanley G. Weinbaum brings a story (Pygmalion’s Spectacles) that introduces the early idea of a pair of goggles that makes the wearer experience a fictional world through holograms, smell, taste, and touch. Weinbaum describes uncanny experiences for those wearing the goggles, aligned with the modern experiences of VR. It is in the mid 1950…

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Applying Axial Symmetries to Historical Silk Fabrics: SILKNOW’s Virtual Loom

Symmetry is part of textile art in patterns and motifs that decorate fabrics, which are made by the interlacement of warp and wefts. Moreover, the 3D representation of fabrics have already been studied by some authors

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On the Development of VR and AR Learning Contents for Children on the Autism Spectrum

Autism spectrum disorder (ASD) is an umbrella term used to group a range of brain development disorders. The learning profile of most people with ASD is mainly visual, and VR and AR technologies offer important advantages to provide a visually based mean for gaining access to educational contents. The prices of VR and AR glasses and helmets have fallen. Also, a number of tools that facilitate the development and publication of AR and VR contents have recently appeared. Therefore, a scenario of opportunity for new developments has appeared in this field. This chapter offers guidelines for developing AR and VR learning contents for people on the autism spectrum and analyses those guidelines f…

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Mixing Different Realities in a Single Shared Space

The concept of internet of everything involves an intelligent connection of people, processes, data, and things. In this sense, shared spaces aimed to connect different users that collaborate following a common purpose are of relevance to the field. Many computer-based collaborative environments have been proposed in recent years. However, the design of mixed-platform collaborative spaces, in which different paradigms—such as augmented reality (AR) and virtual reality (VR)—are blended, is still uncommon. This chapter aims to analyze the benefits and features of these systems, reviewing existing related works and proposing a series of features for the design of effective mixed-platform colla…

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Digital Cultural Heritage

Most contemporary thinkers agree that we are going through a time of historical change, building adifferent concept and model of social interrelation. Our ways of life and work have changed, as havethe ways in which we communicate and relate to each other.

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HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing …

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A Mobile Augmented Reality System for Enhancing Electrical Machine Supervision

Electrical machines are used almost everywhere, and our daily life depends on them. For this reason, it is important to articulate mechanisms to control, supervise, and perform proper maintenance of these machines, especially those used in critical industrial process. The SCADA protocol is one of the technologies that eases the operation and supervision of electrical machines. However, the absence of a spatial connection between the SCADA signals and the machines being supervised suggests the use of augmented reality (AR) to fill this void. This chapter describes SIMARA: A Mobile AR application based on a dual computer-vision system (QR-codes and fiducial markers). SIMARA provides a robust …

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Multi-Dimensional Acquisition, Representation, and Interaction of Cultural Heritage Tangible Assets

The acquisition, digital representation and interaction of cultural heritage (CH) assets is of high interest for an accurate documentation of our cultural legacy. Detailed studies demand more information on the assets apart from the mere visual appearance or even shape of objects. In this regards, some research works can be found that combine shape with other kind of data, such as radiometric (e.g., IR, thermal radiation, etc.) or semantic information, leading to multi-Dimensional (mD) virtual objects. In this chapter, we review the state of the art of different techniques to deal with mD acquisition of CH tangible assets. We also discuss some representation (e.g., visual, sonic, etc.) and …

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Virtual and Augmented Reality for the Visualization of Summarized Information in Smart Cities

In this chapter, authors deal with the problem of visualizing summarized information in a complex system like a smart city. They introduce the topic of smart city in the context of the information revolution that is taking place in the world. Next, they review how this information can be visualized, highlighting immersive 3D methods such as Virtual Reality (VR) and Augmented Reality (AR), which are particularly suitable for these applications, since 2D information does not usually induce a focused and sustained attention. The chapter describes and shows a use case in which VR and Spatial AR (SAR) are used in a smart city system to visualize summarized information about the state and managem…

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A Proposal to Model Ancient Silk Weaving Techniques and Extracting Information from Digital Imagery - Ongoing Results of the SILKNOW Project

Three dimensional (3D) virtual representations of the internal structure of textiles are of interest for a variety of purposes related to fashion, industry, education or other areas. The modeling of ancient weaving techniques is relevant to understand and preserve our heritage, both tangible and intangible. However, ancient techniques cannot be reproduced with standard approaches, which usually are aligned with the characteristics of modern, mechanical looms. The aim of this paper is to propose a mathematical modelling of ancient weaving techniques by means of matrices in order to be easily mapped to a virtual 3D representation. The work focuses on ancient silk textiles, ranging from the 15…

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The Augmented User: a Wearable Augmented Reality Interface

In this paper, 'The Augmented User' project is presented, a new Augmented Reality (AR) system based on the ARToolKit and MRXToolKit technologies. We have developed an innovative system in which the user is visible in the AR scenario and indispensable part of the final result: he/she is in fact the carrier of the markers that are recognized by the system allowing his/her own transformation; this opens the possibilities of the users that are immersed in an AR system, being at the same time the augmented matter and the spectator. We also introduce two interesting applications for our system: the 'changing personalities' game and the 'image carrousel' performance, as simple examples of the mult…

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A proposal to model ancient silk weaving techniques and extracting information from digital imagery - ongoing results of the SILKNOW Project

Three dimensional (3D) virtual representations of the internal structure of textiles are of interest for a variety of purposes related to fashion, industry, education or other areas. The modeling of ancient weaving techniques is relevant to understand and preserve our heritage, both tangible and intangible. However, ancient techniques cannot be reproduced with standard approaches, which usually are aligned with the characteristics of modern, mechanical looms. The aim of this paper is to propose a mathematical modelling of ancient weaving techniques by means of matrices in order to be easily mapped to a virtual 3D representation. The work focuses on ancient silk textiles, ranging from the 15…

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MIME: A mixed-space collaborative system with three immersion levels and multiple users

Shared spaces for remote collaboration are nowadays possible by considering a variety of users, devices, immersion systems, interaction capabilities, navigation paradigms, etc. There is a substantial amount of research done in this line, proposing different solutions. However, still a more general solution that considers the heterogeneity of the involved actors/items is lacking. In this paper, we present MIME, a mixed-space tri-collaborative system. Differently from other mixed-space systems, MIME considers three different types of users (in different locations) according to the level of immersion in the system, who can interact simultaneously – what we call a tri-collaboration. For the thr…

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