8,228 Works

Map Style Formalization: Rendering Techniques Extension for Cartography

Sidonie Christophe, Bertrand Duménieu, Jérémie Turbet, Charlotte Hoarau, Nicolas Mellado, Jérémie Ory, Hugo Loi, Antoine Masse, Benoit Arbelot, Romain Vergne, Mathieu Brédif, Thomas Hurtut, Joëlle Thollot & David Vanderhaeghe
Cartographic design requires controllable methods and tools to produce maps that are adapted to users' needs and preferences. The formalized rules and constraints for cartographic representation come mainly from the conceptual framework of graphic semiology. Most current Geographical Information Systems (GIS) rely on the Styled Layer Descriptor and Semiology Encoding (SLD/SE) specifications which provide an XML schema describing the styling rules to be applied on geographic data to draw a map. Although this formalism is...

Story Networks: 'The medium is the message'; The content, your souvenir

Glorianna Davenport
Storytelling -- a fundamental mode of human communication -- has adapted in form, content, and technique as new expressive technologies have appeared and evolved. The past century has witnessed the growth of storytelling tools, electronic media channels, and the mass media one-to-many 'broadcast' model. Today -- as we transition to digital media, ubiquitous networking, audience-sensing devices, and computer-aided content delivery -- new models of media storytelling are emerging. These forms may be designed to find...

Adaptive Visualization of Distributed 3D Documents Using Image Streaming Techniques

Jobst Loeffler & Dieter W. Fellner
With the emergence of open information spaces such as digital libraries, advanced techniques for interactive visualization of complex and protected 3D documents are needed. This paper presents a new visualization concept which deals with the problems of complexity and security of digital 3D documents in open information spaces. A dynamic combination of remote and local 3D rendering is used to allow scaling of the information quantity on the client side. The software architecture SCA3D (3D...

Particle Display System - A Large Scale Display for Public Space

Munehiko Sato, Yasuhiro Suzuki, Atsushi Hiyama, Tomohiro Tanikawa & Michitaka Hirose
Joint Virtual Reality Conference of EGVE - ICAT - EuroVR

Visual Exploration of Spatial and Temporal Variations of Tweet Topic Popularity

Jie Li, Siming Chen, Gennady Andrienko & Natalia Andrienko
We present a visual analytical approach to exploring variation of topic popularity in social media (such as Twitter) over space and time. Our approach includes an analytical pipeline and a multi-view visualization tool. As attempts of topic extraction from very short texts like tweets may not produce meaningful results, we aggregate the texts prior to applying topic modelling techniques. Interactive visualisations support detection of burst events in social media posting activities at different locations, show...

Opportunistic Music

Martin Hachet, Arash Kian, Florent Berthaut, Jean-Sébastien Franco & Myriam Desainte-Catherine
Joint Virtual Reality Conference of EGVE - ICAT - EuroVR

Interactive NPAR: What Type of Tools Should We Create?

Tobias Isenberg
I argue that we need to increase our consideration of the interaction that is possible and/or needed for the NPAR algorithms we develop. Depending on the application domain of a given algorithmic contribution, different degrees of interaction are required to make it practically useful and, thus, relevant. The spectrum of interactivity ranges from (almost) fully automatic processing to levels of control that are similar to those of traditional tools-some of the approaches even needing to...

Hair, Cloth and Soft Tissues: The Influence of Mechanical Properties on the Real-Time Dynamics of Deformable Objects

Nadia Magnenat-Thalmann, Ugo Bonanni, P. Volino & L. Assassi
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2009)

Liberation from Rectangles: A Tiling Method for Dynamic Modification of Objects on Raster Displays

Mel Slater, Allan Davison & Mark Smith
When graphics objects (also called segments) are used on raster display hardware, problems arise because of the mismatch between the high level requirements of object manipulation, and the low level representation from which the image is refreshed. This paper describes a tiling algorithm which provides a solution to the problems of damage repair and hit detection. In particular methods for handling object priority are discussed and experimental results showing the performance of the algorithm for...

Contact-Invariant Optimization for Hand Manipulation

Igor Mordatch, Zoran Popovic & Emanuel Todorov
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation

Visual Predictive Analytics using iFuseML

Gunjan Sehgal, Mrinal Rawat, Bindu Gupta, Garima Gupta, Geetika Sharma & Gautam Shroff
Solving a predictive analytics problem involves multiple machine learning tasks in a workflow. Directing such workflows efficiently requires an understanding of data so as to identify and handle missing values and outliers, compute feature correlations and to select appropriate models and hyper-parameters. While traditional machine learning techniques are capable of handling these challenges to a certain extent, visual analysis of data and results at each stage can significantly assist in optimal processing of the workflow....

Deep-learning Alignment for Handheld 3D Acquisitions: A new Densematch Dataset for an Extended Comparison

Marco Lombardi, Mattia Savardi & Alberto Signoroni
Promising solutions for the alignment of 3D views based on representation learning approaches have been proposed very recently. The potentials of these solutions that could positively affect the 3D object registration has yet to be extensively tested. In fact, a direct comparison among advisable technologies is still lacking, especially if the focus is on different data types and real-time application requirements. This work is a first contribution in this direction since we perform an independent...

The Calculus of the Non-Exact Perspective Projection - Scene-Shifting for Computer Animation

Georg Rainer Hofmann
This paper shows the principle way to apply the, scene-shiftin technique of the classical film to computer animation. calculus is presented which is a modification of the well-known classical calculus of the perspective projection. However,, a given perspective view (which may be a frame in a computer animated film) of a three-dunensiona! scene does not change homogenous1 when the position of the viewer (i.e. the eyepoint, the location of the camera ... ) changes. So...

Space Foosball: Coupling Tangible Interfaces with a Real-time Game Physics Engine

Hyunwoo Bang, Yunsil Heo, Jinwook Kim & Young J. Kim
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2009)

Learning Motion Controllers with Adaptive Depth Perception

Wan-Yen Lo, Claude Knaus & Matthias Zwicker
Eurographics/ ACM SIGGRAPH Symposium on Computer Animation

Echocardiogram Simulator based on Computer-Simulated Heart

Koichi Hirota, J. Okada, T. Washio, T. Hisada & S. Sugiura
Joint Virtual Reality Conference of EGVE - ICAT - EuroVR

Interactive Inverse Kinematics for Human Motion Estimation

Morten Engell-Nørregård, Søren Hauberg, Jerome Lapuyade, Kenny Erleben & Kim Steenstrup Pedersen
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2009)

The Influence of a Moving Camera on the Perception of Distances between Moving Objects

Bärbel Garsoffky, Tobias Meilinger, Chantal Horeis & Stephan Schwan
Movies and especially animations, where cameras can move nearly without any restriction, often use moving cameras, thereby intensifying continuity [Bor02] and influencing the impression of cinematic space [Jon07]. Further studies effectively use moving cameras to explore perception and processing of real world action [HUGG14]. But what is the influence of simultaneous multiple movements of actors and camera on basic perception and understanding of film sequences? It seems reasonable to expect that understanding of object movement...

A First Step Towards Cage-based Deformation in Virtual Reality

Andreas Scalas, Yuanju Zhu, Franca Giannini, Ruding Lou, Katia Lupinetti, Marina Monti, Michela Mortara & Michela Spagnuolo
The advent of low cost technologies makes the use of immersive virtual environments more interesting for several application contexts. 3D models are largely used in such environments for providing feelings of immersion and presence in the virtual world. 3D models are normally defined in dedicated authoring tools and then adapted to be used in the virtual environments; thus, any change in the model requires to loop back to the authoring tool for performing the wished...

Gamification Mechanics for Playful Virtual Reality Authoring

Ramtin Naraghi-Taghi-Off, Robin Horst & Ralf Dörner
An increasing number of companies, businesses and educational institutions are becoming familiar with the term gamification, which is about integrating game elements into a non-playful context. Gamification is becoming more important in various fields, such as e-learning, where a person needs to be motivated to be productive. The use of Virtual Reality (VR) is also being researched in various application areas. Authoring of VR content is a complex task that traditionally requires programming or design...

Tree-shaded screen: A Propeller type screen for Public Art

Nishimura Kunihiro, Yasuhiro Suzuki, Yutaka Tokuda, Tomohiro Iida, Takashi Kajinami, Tomohiro Tanikawa & Michitaka Hirose
Joint Virtual Reality Conference of EGVE - ICAT - EuroVR

Visibility-Aware Framing for 3D Modelers

Roberto Ranon & Marc Christie
Modelling and editing entire 3D scenes is a fairly complex task. The process generally comprises many individual operations such as selecting a target object, and iterating over changes in the view and changes of the object's properties such as location, shape, or material. To assist the stage of viewing the selected target, 3D modellers propose some automated framing techniques. Most have in common the ability to translate the camera so that the target is framed...

Painted Stained Glass

Lars Doyle & David Mould
We propose a new region-based method for stained glass rendering of an input photograph. We achieve more regular region sizes than previous methods by using simple linear iterative clustering, or SLIC, to obtain tile boundaries. The SLIC regions respect image edges but provide an oversegmentation suitable for stained glass. We distinguish between important boundaries that match image edges, and unimportant boundaries that do not; we then resegment regions with unimportant boundaries to create more regular...

A Modular Framework for Distributed VR Interaction Processing

Ingo Assenmacher & Bruno Raffin
Joint Virtual Reality Conference of EGVE - ICAT - EuroVR

Friction Handling for Penalty-Based Methods

Olexiy Lazarevych, Jonas Spillmann, Christoph Renner, Gabor Szekely & Matthias Harders
Workshop in Virtual Reality Interactions and Physical Simulation "VRIPHYS" (2009)

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