Search results
1 – 10 of 66Abdalmenem Owda, José Balsa-Barreiro and Dieter Fritsch
Representative cultural heritage sites and monuments around the world have been lost or damaged by natural disasters, human conflicts and daily erosion and deterioration…
Abstract
Purpose
Representative cultural heritage sites and monuments around the world have been lost or damaged by natural disasters, human conflicts and daily erosion and deterioration. Documentation and digital preservation by using three-dimensional (3D) modeling techniques enables to ensure the knowledge and access for future generations. Efficient working methods and techniques should be proposed for this purpose.
Design/methodology/approach
In this paper, a methodology for the generation of 3D photorealistic models of representative historical buildings is introduced, for using data are obtained using terrestrial laser scanning systems and photogrammetry.
Findings
In this paper, an approach to reconstruct 3D photorealistic models by using laser scanning and photogrammetric data is shown. Combination of data from both sources offers an improved solution for 3D reconstruction of historical buildings, sites and places. Integration of 3D models into virtual globes and/or software applications can ensure digital preservation and knowledge for next generations.
Research limitations/implications
Results obtained in a concrete building are shown. However, each building or studied area can show some other different drawbacks.
Practical implications
The study enables to generate 3D and four-dimensional models of most valuable buildings and contribute to the preservation and documentation of the cultural heritage.
Social implications
The study enables digital documentation and preservation of cultural heritage.
Originality/value
A proper solution at field (in a real and complicated case) is explained, in addition to the results, which are shown.
Details
Keywords
J. Paul Siebert and Stephen J. Marshall
Describes a non‐contact optical sensing technology called C3D that is based on speckle texture projection photogrammetry. C3D has been applied to capturing all‐round 3D models of…
Abstract
Describes a non‐contact optical sensing technology called C3D that is based on speckle texture projection photogrammetry. C3D has been applied to capturing all‐round 3D models of the human body of high dimensional accuracy and photorealistic appearance. The essential strengths and limitation of the C3D approach are presented and the basic principles of this stereo‐imaging approach are outlined, from image capture and basic 3D model construction to multi‐view capture and all‐round 3D model integration. A number of law enforcement, medical and commercial applications are described briefly including prisoner 3D face models, maxillofacial and orofacial cleft assessment, breast imaging and foot scanning. Ongoing research in real‐time capture and processing, and model construction from naturally illuminated image sources is also outlined.
Details
Keywords
This paper aims to help archaeologists, museums’ curators and technicians in understanding the principle of using the photogrammetry and 3D scanner for the museum archaeological…
Abstract
Purpose
This paper aims to help archaeologists, museums’ curators and technicians in understanding the principle of using the photogrammetry and 3D scanner for the museum archaeological objects in a practical way by presenting specific examples for both methods. Another purpose is to evaluate the performance offered by the photogrammetry and the three-dimensional (3D) scanner device, with the aim of providing a suitable solution to the different shapes and sizes of the archaeological objects.
Design/methodology/approach
The author used the camera Canon EOS 1300 D for photographing and Einscan Pro 2X Plus as a 3D scanning device for several years on different kinds of objects made of various materials, including ceramic, stone, glass and metal.
Findings
This paper showed that both approaches create 3D models with high resolution in easy and different ways.
Practical implications
Handling objects and preparing them for photographing or scanning has involved a number of caveats and challenges regarding the risk of damage that the author had to bear in mind.
Originality/value
This paper is completely based on the author’s personal experiences of creating 3D image of various objects in the project of Documentation of Objects in the Jordanian Archaeological Museums.
Details
Keywords
Kirsten Butcher, Madlyn Runburg and Michelle Hudson
This paper aims to examine the impact of using digitized objects for inquiry with middle-school classrooms. Research analyzed critical thinking processes and student engagement…
Abstract
Purpose
This paper aims to examine the impact of using digitized objects for inquiry with middle-school classrooms. Research analyzed critical thinking processes and student engagement during collaborative investigations with 3D models of authentic objects.
Design/methodology/approach
Digitized objects were 3D scans of fossils from the paleontology collection at the Natural History Museum of Utah implemented as 3D prints and 3D virtual models. Verbal protocol analysis examined critical thinking processes during collaborative student learning. Engagement was assessed via student feedback and a classroom observation protocol.
Findings
The findings demonstrated that digitized objects facilitated key critical thinking processes, particularly observation, problem finding, elaboration and evaluation. Student feedback was very positive and focused on strong interest in 3D technologies and the ability to engage in authentic exploration. Observations showed very high levels of on-task engagement.
Research limitations/implications
Additional research is necessary to determine if findings generalize across varied learner populations, including broader age ranges and socioeconomic samples, to activities implemented as fully online experiences and to digitized objects from varied domains.
Originality/value
Findings demonstrate digitized objects are effective methods to engage students in critical thinking and to promote engagement with authentic objects during classroom learning. Results demonstrate strong potential of new technologies to leverage the educational impact of digitized objects from local collections, setting the stage for expanded educational outreach by museums and libraries.
Details
Keywords
Nageswaran Vaidyanathan and Stefan Henningsson
To deliver superior customer experiences, retailers are increasingly turning to augmented reality (AR) technologies for new digital services that can enhance their customer…
Abstract
Purpose
To deliver superior customer experiences, retailers are increasingly turning to augmented reality (AR) technologies for new digital services that can enhance their customer interactions. The potential of AR has been validated in lab experiments, but when implemented in real-world contexts, its commercial impact has been limited. Therefore, this paper investigates how to design AR-based services (AR services) that enhance customer experiences in retail.
Design/methodology/approach
The paper uses a conceptual research approach to integrate research on AR in the context of retail, combining customer, retailer, and technical perspectives with the design thinking method to demonstrate how the challenge of AR service design can be addressed through design thinking.
Findings
The paper develops propositions that explain how a design thinking method is useful in the design of effective AR services. The paper also articulates principles for how to implement the design thinking method in the specific context of AR for enhanced customer experiences.
Practical implications
The study documents critical practices for retailers seeking to be competitive with superior customer experiences under the increasing digitalization of retailer-customer interactions.
Originality/value
The study contributes to the service design literature by answering the call to develop moderately abstracted explanations of how different digital technologies can be used to provision new services in different application domains, with the focus here being the design of AR services in the context of retail.
Details
Keywords
Andy Spence, Mike Robb, Mark Timmins and Mike Chantler
We present recent results from an EPSRC funded project VirTex (Virtual Textile Catalogues). The goal of this project is to develop graphics and image‐processing software for the…
Abstract
We present recent results from an EPSRC funded project VirTex (Virtual Textile Catalogues). The goal of this project is to develop graphics and image‐processing software for the capture, storage, search, retrieval and visualisation of 3D textile samples. The ultimate objective is to develop a web‐based application that allows the user to search a database for suitable textiles and to visualize selected samples using real‐time photorealistic 3D animation. The main novelty of this work is in the combined use of photometric stereo and real‐time per‐pixel‐rendering for the capture and visualisation of textile samples. Photometric stereo is a simple method that allows both bump map and colour map of a surface texture to be captured digitally. It uses a single fixed camera to obtain three images under three different illumination conditions. The colour map is the image that would be obtained under diffuse lighting. The bump map describes the small undulations of the surface relief. When imported into a standard graphics program these images can be used to texture 3D models. The appearance is particularly photorealistic, especially under changing illumination and viewpoints. The viewer can manipulate both viewpoint and lighting to gain a deeper perception of the properties of the textile sample. In addition, these images can be used with 3D models of products to provide extremely accurate visualisations for the customer. Until recently, these images could only be rendered using ray‐tracing software. However, recent consumer‐level graphics cards from companies such as Nvidia, ATI and 3Dlabs provide real‐time per‐pixel shading. We have developed software that takes advantage of the advanced rendering features of these cards to render images in real‐time. It uses photometrically acquired bump and colour maps of textiles to provide real‐time visualisation of a textile sample, under user‐controlled illumination, pose and flex.
Details
Keywords
Luca Rampini and Fulvio Re Cecconi
This study aims to introduce a new methodology for generating synthetic images for facility management purposes. The method starts by leveraging the existing 3D open-source BIM…
Abstract
Purpose
This study aims to introduce a new methodology for generating synthetic images for facility management purposes. The method starts by leveraging the existing 3D open-source BIM models and using them inside a graphic engine to produce a photorealistic representation of indoor spaces enriched with facility-related objects. The virtual environment creates several images by changing lighting conditions, camera poses or material. Moreover, the created images are labeled and ready to be trained in the model.
Design/methodology/approach
This paper focuses on the challenges characterizing object detection models to enrich digital twins with facility management-related information. The automatic detection of small objects, such as sockets, power plugs, etc., requires big, labeled data sets that are costly and time-consuming to create. This study proposes a solution based on existing 3D BIM models to produce quick and automatically labeled synthetic images.
Findings
The paper presents a conceptual model for creating synthetic images to increase the performance in training object detection models for facility management. The results show that virtually generated images, rather than an alternative to real images, are a powerful tool for integrating existing data sets. In other words, while a base of real images is still needed, introducing synthetic images helps augment the model’s performance and robustness in covering different types of objects.
Originality/value
This study introduced the first pipeline for creating synthetic images for facility management. Moreover, this paper validates this pipeline by proposing a case study where the performance of object detection models trained on real data or a combination of real and synthetic images are compared.
Details
Keywords
Ming Tang and Dihua Yang
Having been a promising visualization tool since 1950s, ironically, virtual reality is not widely used in the architectural design and evaluation process due to several…
Abstract
Having been a promising visualization tool since 1950s, ironically, virtual reality is not widely used in the architectural design and evaluation process due to several constrains, such as the high cost of equipments and advanced programming skills required. This paper described the collaboration between design computing courses and architecture design studios that have been taught at Savannah College of Art and Design (SCAD) in 2004 and 2005. These courses explored several practical methods to integrate Low Cost Virtual Reality Aided Design (LC-VRAD) in the architectural design process. As a summary of the collaboration, this paper refers to three main aspects: (1) How to use game engine to design an affordable VR system in the ordinary studio environment. (2) How to integrate VR, into the design process, not only as a visualization tool, but also as a design instrument. (3) How to evaluate different methods of representing architectural models based on the efficiency of workflow, rendering quality and users' feedback.
Support by the Game and Interactive Design Department at SCAD, students in the School of Building Arts implemented two Low Cost VRAD methods in various design phases, starting from site analysis, schematic design, design development to the final presentation. Two popular game engines, Epic Game's Unreal engine and Director MX's Shockwave engine, were introduced to students to visualize their project in real-time. We discussed computer-aided design theories including the application of VR, as well as digital computing and human computer interaction. At the end of each quarter, feedbacks from students and faculties were collected and analyzed. These methods were revised and improved consistently across 2004 and 2005 academic year.
Details
Keywords
Emmanuel Joy, Aadhithian R. and Christhu Raja
The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results…
Abstract
Purpose
The purpose of this paper is to present the investigation on contemporary applications of game design in architectural visualization, urban environmental planning and the results to address the problems of traditional methods specifically in terms of interactivity and visualization. The authors present the prototype that incorporates information modeling and virtual reality (VR) into interactive architectural visualization.
Design/methodology/approach
The proposed system supports a virtual walkthrough process that allows users to navigate in an architectural space of their imagination and design. The immersion in the design of living space or environment has been made possible through the inclusion of VR through the use of WebVR technology to deploy the design to be experienced.
Findings
This study investigates and establishes a framework that explores the intricacies of 3 imensional (3D) Architectural Visualization in a real-time engine by designing a visual experience with a better level of user interaction and then deploying it through VR.
Originality/value
To the best of the authors’ knowledge, this is one of the few experimental frameworks which perfectly integrates VR for visualization in digital home design environments. The prospective applications of this framework are in several fields of construction innovation, architectural design, 3D modeling, virtual and augmented reality.
Details
Keywords
Nawel Lafioune and Michèle St-Jacques
This paper aims to create a new searchable 3D city model to help managers improve their decision-making.
Abstract
Purpose
This paper aims to create a new searchable 3D city model to help managers improve their decision-making.
Design/methodology/approach
This paper identifies data management basics and the key elements used in the new model design; it further analyzes five-city models, presents its findings and proposes analytical trends for the new model. It discusses the concepts underlying existing models, explains the benefit brought by the proposed model and demonstrates its robustness.
Findings
City systems can be interconnected, thanks to data digitization and the integration of new technologies into different management processes. Although there are several 3D city models available, none of those identified in this research can be queried for several sectors.
Research limitations/implications
This model design can only be successfully realized in the presence of a public mandate. Potential limitations include information security risks and political non-acceptance.
Originality/value
The present work proposes a searchable and high performance model having the distinctive capacity to bring together city systems and perform real-time data analysis in order to extract important information needed to guide the city, and in the context of a global vision.
Details