A robust fitting and reconstruction algorithm has to cope with two major problems. First of all it has to be able to deal with noisy input data and outliers. Furthermore it should be capable of handling multiple data ...
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3D line skeletons are simplistic representations of a shape's topology which are used for a wide variety of geometry-processing tasks, including shape recognition, retrieval, and reconstruction. Numerous methods h...
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An important task in archaeological research is the comparison of painted motifs on ancient vessels and the analysis of their painting style. Ideally, the pottery objects are available as scanned 3D models, from which...
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Interfaces for users on the web are usually created using standard HTML-technologies. Although dynamic text-based features are widely available on the web (e.g. by using DHTML) there are still some limitations in the ...
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ISBN:
(纸本)9789541600405
Interfaces for users on the web are usually created using standard HTML-technologies. Although dynamic text-based features are widely available on the web (e.g. by using DHTML) there are still some limitations in the user experience when using dynamic graphical elements. In this article we focus on a GUI-prototype using Scalable Vector graphics (SVG) as an interface to an existing Digital Library. First we describe the current situation of the running system and explain some of the limitations in the GUI. Thereafter we compare the document-format with other electronic formats. An overview of the prototype and a description of the used framework will be given in the main section of this article. Finally we are going to show an improved version of a search task using an SVG-category viewer. The currently supported SVG-recommendation (SVG 1.1) by the SVG-plugins have some limitations. The upcoming release will solve some of the problems and introduce new features related to data-handling and database access. An outlook of these new features and lessons learned in implementing the prototype will close the article.
In this paper, we present a novel approach for a tighter integration of 3D modeling and physically-based simulation. Instead of modeling 3D objects as surface models, we use a volumetric subdivision representation. Vo...
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Photometric multi-view 3D geometry reconstruction and material capture are important techniques for cultural heritage digitalization. Capturing images of artifacts with high resolution and high dynamic range and the p...
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This paper describes the design and the implementation of a distributed object repository that offers cultural heritage experts and practitioners a working platform to access, use, share and modify digital content. Th...
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Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new parad...
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Zoomable user interfaces are an evolutionary outgrowth of graphical user interfaces. In this paper we propose a zoomable user interface based on Scalable Vector graphics. Three-level zooming is proposed as a new paradigm to combine different zooming functionalities in a common interface and support zooming within the window manager. This helps to unify zooming techniques of different applications. To meet the demand of efficient and easy navigation on a user interface, several novel interaction techniques are shown that further support the integration of three-level zooming within the underlying presentation system. For mobile small-screen devices, where the benefit of zooming user interfaces is even higher, the proposed system can be operated with simple pen tap or tap and drag operations. We also present a prototypical implementation, which demonstrates how applications based on the SPARK toolkit can transparently benefit form the proposed technology.
In this paper we present a novel method to evaluate guidance systems and navigation solutions for public infrastructures based on an immersive virtual environment in combination with a mobile eye tracking system. It o...
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In this paper we present a novel method to evaluate guidance systems and navigation solutions for public infrastructures based on an immersive virtual environment in combination with a mobile eye tracking system. It opens new opportunities for wayfinding studies in public infrastructures already during the planning phase. Our approach embeds an interface for natural locomotion in the virtual environment offering significant advantages related to the user's spatial perception as well as physical and cognitive demands. Accurate measurements of position, locomotion and gaze within the virtual environment enable a great simplification for the analysis of eye tracking data. We conducted a study with participants that included virtual and real world scenarios within a train station. First results exhibit similar behaviour of participants in the real and virtual environment, confirming the comparability and applicability of our method.
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