Search results for "Multimedia"
showing 10 items of 692 documents
A Multimodal Fruition Model for Graphical Contents in Ancient Books
2016
One of the most common and efficient way to preserve ancient books is to digitize them, and make their content someway browsable. However, this process often does not take into account the fruition point of view. Exploiting the currently available technologies allows for new ways of content fruition, to attract more people and help them to better understand the available information. In this paper, we present a solution for an innovative and multimodal exploration of ancient books contents, using both touch and touchless gestures. This allows people for both near and far distance interaction, which results in different interaction models.
An evaluation of recent local image descriptors for real-world applications of image matching
2019
This paper discusses and compares the best and most recent local descriptors, evaluating them on increasingly complex image matching tasks, encompassing planar and non-planar scenarios under severe viewpoint changes. This evaluation, aimed at assessing descriptor suitability for real-world applications, leverages the concept of approximated overlap error as a means to naturally extend to non-planar scenes the standard metric used for planar scenes. According to the evaluation results, most descriptors exhibit a gradual performance degradation in the transition from planar to non-planar scenes. The best descriptors are those capable of capturing well not only the local image context, but als…
Designing Touchless Gestural Interactions for Public Displays In-the-Wild
2015
Public displays, typically equipped with touchscreens, are used for interactions in public spaces, such as streets or fairs. Currently low-cost visual sensing technologies, such as Kinect-like devices and high quality cameras, allow to easily implement touchless interfaces. Nevertheless, the arising interactions have not yet been fully investigated for public displays in-the-wild (i.e. in appropriate social contexts where public displays are typically deployed). Different audiences, cultures and social settings strongly affect users and their interactions. Besides gestures for public displays must be guessable to be easy to use for a wide audience. Issues like these could be solved with use…
Automatic Illustration of Short Texts via Web Images
2015
In this paper we propose a totally unsupervised and automatic illustration method, which aims to find onto the Web a set of images to illustrate the content of an input short text. The text is modelled as a semantic space and a set of relevant keywords is extracted. We compare and discuss different methods to create semantic representations by keyword extraction. Keywords are used to query Google Image Search engine for a list of relevant images. We also extract information from the Web pages that include the retrieved images, to create an Image Semantic Space, which is compared to the Text Semantic Space in order to rank the list of retrieved images. Tests showed that our method achieves v…
Towards a Smart Campus Through Participatory Sensing
2018
In recent years, the percentage of the population owning a smartphone has increased significantly. These devices provide users with more and more functions that make them real sensing platforms. Exploiting the capabilities offered by smartphones, users can collect data from the surrounding environment and share them with other entities in the network thanks to existing communication infrastructures, i.e., 3G/4G/5G or WiFi. In this work, we present a system based on participatory sensing paradigm using smartphones to collect and share local data in order to monitor make a campus 'smart'. In particular, our system infers the activities performed by users (e.g., students) in a campus in order …
Novel Human-to-Human Interactions from the Evolution of HCI
2011
The interaction ways made available by the evolution of the human-computer interfaces, led to novel Human-to-Human Interaction (HHI) modes, enabling people to cooperate for almost any task any time and any where. HHI nowadays is largely indirect and mediated by a wide variety of technologies and devices. This new and exciting field of design originates from the convergence of a few well-established research fields within the HCI area, such as traditional Graphical User Interfaces (GUI), Tangible User Interfaces (TUI), Touchless Gesture User Interface (TGUI), Voice User Interfaces (VUI), and Brain Computer Interfaces (BCI). We analyze and describe the evolution of the HCI in those fields, an…
Human-to-human interfaces: emerging trends and challenges
2011
We present a new research domain, human-to-human interaction (HHI) that describes how today's human interaction is largely indirect and mediated by a wide variety of technologies and devices. We show how this new and exciting field of design originates from the convergence of a few well-established research areas, such as traditional graphical user interfaces (GUIs), tangible user interfaces (TUIs), touchless gesture user interfaces (TGUIs), voice user interfaces (VUIs), and brain computer interfaces (BCIs). We analyse and describe current research in those areas and offer a first-hand view and presentation of its salient aspects for the human-to human interaction domain.
Guglielmo Borremans di Anversa pittore fiammingo in Sicilia XVIII (1912) di Gioacchino Di Marzo. Aggiornamento critico-bibliografico. Un progetto mul…
2012
Digitalizzare l'opera d'arte - Metodi e strumenti
2013
Il volume propone un'analisi delle principali metodologie di digitalizzazione dell'opera d'arte, a fini di tutela e valorizzazione.
Odissea - Transiti in videomapping
2012
Il videomapping è una tecnica di videoproiezione che permette di “animare” le superfici di un oggetto tridimensionale reale. Alla base di questa tecnica c’è l’anamorfosi, praticata già nel Rinascimento da Leonardo Da Vinci. Nulla è lasciato al caso: prospettiva, punto di vista, posizionamento del videoproiettore, assenza di fuoricampo, sono tutti elementi che vanno attentamente ponderati in fase di progettazione della mappatura al fine di conferire allo spettatore un profondo grado di immersione nell’opera. Nel videomapping “Odissea”, i vari approdi di Ulisse sono intesi nell’accezione di “transiti” (mete di passaggio), soglie, limiti, frontiere il cui attraversamento è conseguente al super…