scholarly journals AI-powered Motion Interaction for 3D Cultural Heritage

Author(s):  
Abdelhak Belhi ◽  
Abdelaziz Bouras

Museums and cultural institutions, in general, are in a constant challenge of adding more value to their collections. The attractiveness of assets is practically tightly related to their value obeying the offer and demand law. New digital visualization technologies are found to give more excitements, especially to the younger generation as it is proven by multiple studies. Nowadays, museums around the world are currently trying to promote their collections through new multimedia and digital technologies such as 3D modeling, Virtual Reality (VR), Augmented Reality (AR), serious games, etc. However, the difficulty and the resources required to implement such technologies present a real challenge. Through this poster, we propose a 3D acquisition and visualization framework aiming mostly at increasing the value of cultural collections. This framework preserves cost-effectiveness and time constraints while still introducing new ways of visualization and interaction with high-quality 3D models of cultural objects. Our framework leverages a new acquisition setup to simplify the visual capturing process by using consumer-level hardware. The acquired images are enhanced using frame interpolation and super-resolution. A photogrammetry tool is then used to generate the asset 3D model. This model is displayed in a screen attached to the leap motion controller, which allows hand interaction without having to deal with sophisticated controllers or headgear allowing almost natural interaction.

Author(s):  
Mirena Todorova-Ekmekci ◽  

Making the cultural and historical heritage of countries available and attractive to a broad public, including in a digital way, is a key to making it survive and be acknowledged and well-maintained in time. Researches and practices show that cultural objects, which are digitalized and promoted, are much more known, visited and attract better investments. Digital tools are more and more used – tools like video presentation, 3D models, interactive photos and video with objects, interactive presentations and games, online tours and life events in social media. Especially, after COVID-19 anti-epidemic measures were imposed, such digital and marketing methods of presentation and promotion became a necessity for museums, cultural institutions, events, festivals and other forms of cultural heritage, in order to continue their existence, work and reach to the public. The paper explores good practices and examples and a variety of media and marketing approaches and methods, which can be used for digital presenting and promotion of cultural heritage, historical objects, places and intangible cultural heritage. Keywords: Digital Marketing; Media; Cultural and Historical Heritage; Presentation; Promotion; Dissemination; Good Practices; Good Examples; Methods; Approaches; Digitalization


Author(s):  
S. Gonizzi Barsanti ◽  
G. Caruso ◽  
L. L. Micoli ◽  
M. Covarrubias Rodriguez ◽  
G. Guidi

Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to non-specialists. Starting from this consideration, a new way to provide museum visitors with more information was investigated. The research is aimed at valorising and making more accessible the Egyptian funeral objects exhibited in the Sforza Castle in Milan. The results of the research will be used for the renewal of the current exhibition, at the Archaeological Museum in Milan, by making it more attractive. A 3D virtual interactive scenario regarding the “path of the dead”, an important ritual in ancient Egypt, was realized to augment the experience and the comprehension of the public through interactivity. Four important artefacts were considered for this scope: two ushabty, a wooden sarcophagus and a heart scarab. The scenario was realized by integrating low-cost Virtual Reality technologies, as the Oculus Rift DK2 and the Leap Motion controller, and implementing a specific software by using Unity. The 3D models were implemented by adding responsive points of interest in relation to important symbols or features of the artefact. This allows highlighting single parts of the artefact in order to better identify the hieroglyphs and provide their translation. The paper describes the process for optimizing the 3D models, the implementation of the interactive scenario and the results of some test that have been carried out in the lab.


Electronics ◽  
2020 ◽  
Vol 9 (12) ◽  
pp. 1986
Author(s):  
Inam Ur Rehman ◽  
Sehat Ullah ◽  
Dawar Khan ◽  
Shah Khalid ◽  
Aftab Alam ◽  
...  

The emergence in computing and the latest hardware technologies realized the use of natural interaction with computers. Gesture-based interaction is one of the prominent fields of natural interactions. The recognition and application of hand gestures in virtual environments (VEs) need extensive calculations due to the complexities involved, which directly affect the performance and realism of interaction. In this paper, we propose a new interaction technique that uses single fingertip-based gestures for interaction with VEs. The objective of the study is to minimize the computational cost, increase performance, and improve usability. The interaction involves navigation, selection, translation, and release of objects. For this purpose, we propose a low-cost camera-based system that uses a colored fingertip for the fastest and accurate recognition of gestures. We also implemented the proposed interaction technique using the Leap Motion controller. We present a comparative analysis of the proposed system with the Leap Motion controller for gesture recognition and operation. A VE was developed for experimental purposes. Moreover, we conducted a comprehensive analysis of two different recognition setups including video camera and the Leap Motion sensor. The key parameters for analysis were task accuracy, interaction volume, update rate, and spatial distortion of accuracy. We used the Standard Usability Scale (SUS) for system usability analysis. The experiments revealed that camera implementation was found with good performance, less spatial distortion of accuracy, and large interaction volume as compared to the Leap Motion sensor. We also found the proposed interaction technique highly usable in terms of user satisfaction, user-friendliness, learning, and consistency.


Sensors ◽  
2021 ◽  
Vol 21 (6) ◽  
pp. 2065
Author(s):  
Irene Cortés-Pérez ◽  
Noelia Zagalaz-Anula ◽  
Desirée Montoro-Cárdenas ◽  
Rafael Lomas-Vega ◽  
Esteban Obrero-Gaitán ◽  
...  

Leap Motion Controller (LMC) is a virtual reality device that can be used in the rehabilitation of central nervous system disease (CNSD) motor impairments. This review aimed to evaluate the effect of video game-based therapy with LMC on the recovery of upper extremity (UE) motor function in patients with CNSD. A systematic review with meta-analysis was performed in PubMed Medline, Web of Science, Scopus, CINAHL, and PEDro. We included five randomized controlled trials (RCTs) of patients with CNSD in which LMC was used as experimental therapy compared to conventional therapy (CT) to restore UE motor function. Pooled effects were estimated with Cohen’s standardized mean difference (SMD) and its 95% confidence interval (95% CI). At first, in patients with stroke, LMC showed low-quality evidence of a large effect on UE mobility (SMD = 0.96; 95% CI = 0.47, 1.45). In combination with CT, LMC showed very low-quality evidence of a large effect on UE mobility (SMD = 1.34; 95% CI = 0.49, 2.19) and the UE mobility-oriented task (SMD = 1.26; 95% CI = 0.42, 2.10). Second, in patients with non-acute CNSD (cerebral palsy, multiple sclerosis, and Parkinson’s disease), LMC showed low-quality evidence of a medium effect on grip strength (GS) (SMD = 0.47; 95% CI = 0.03, 0.90) and on gross motor dexterity (GMD) (SMD = 0.73; 95% CI = 0.28, 1.17) in the most affected UE. In combination with CT, LMC showed very low-quality evidence of a high effect in the most affected UE on GMD (SMD = 0.80; 95% CI = 0.06, 1.15) and fine motor dexterity (FMD) (SMD = 0.82; 95% CI = 0.07, 1.57). In stroke, LMC improved UE mobility and UE mobility-oriented tasks, and in non-acute CNSD, LMC improved the GS and GMD of the most affected UE and FMD when it was used with CT.


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