Virtual reality – panoramic and object movies of sculptures of Qin Shihuang’s tomb
by Felix Horn
Museum of the Terracotta Army / Bavarian State Department for the Preservation of Historical Monuments
Final Report 2006
“Testing and optimising conservation technologies for the preservation of cultural heritage of the Shaanxi Province, PR China”
Volume 3
Virtual Reality: ‘Panorama- und Object Movies’ and
‘Virtual Colour Reconstruction on 3d Models of Terracotta Warriors’
Research project 01GWS038
The project is financed by the German Federal Ministry of Education and Research
Virtual Reality: Panorama and Object Movies
With the aid of virtual reality (VR), seemingly... more
Virtual Reality: Panorama and Object Movies
With the aid of virtual reality (VR), seemingly three-dimensional, photorealistic scenes can be created. The observer may choose his angle of view, change the size of details and move freely in all directions. The basic approach for this subproject was to demonstrate the possibilities of VR using the example of the tomb complex of the first Chinese emperor Qin Shihuang. The aim was to design and execute a virtual tour by means of panorama movies as well as to visualize seemingly 3D-scenes through object movies.
In museums and archaeological collections, panorama and object movies can facilitate a closer look at the pieces of art and provide additional information. The presentation can be displayed on a monitor, projected, or transmitted to a cell phone.
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Seen by:"Testing the Limits": What Happens When Digital Humanities Meets Alternative Worldviews
Abstract
“Testing the Limits” aims to introduce a conceptual paradigm shift in theoretical approaches to... more
Abstract
“Testing the Limits” aims to introduce a conceptual paradigm shift in theoretical approaches to the use of immersive technologies in a postcolonial, post-positivistic world. This means bringing into proximity alternative explanatory models of “reality”--such as quantum theory, the Indigenous philosophy of Leroy Little Bear, and the theory of synchronicity as developed by Carl G. Jung in collaboration with physicist Wolfgang Pauli--where these modes open into alternative worldviews which offer a rapprochement in the history of consciousness between science and art. This study, therefore, focuses on the instrumentality of theory itself in constructing perceptual models of reality (including scientific and artistic worldviews), especially where it is “virtual” and where it needs consider diverse philosophies, scientific theories and representations of space/time in relation to subjectivity. To illustrate this claim, the media work by Canadian artist, Char Davies will be offered as a case studies. Char Davies is a software developer and artist whose work is informed by her understanding of quantum theory.
El Castell de Mur virtual
2001, DigitHum, 3
La idea de realitzar un passeig virtual per un castell dels segles XI-XII, sorgeix en veure les possibilitats reals... more La idea de realitzar un passeig virtual per un castell dels segles XI-XII, sorgeix en veure les possibilitats reals dels recursos informàtics en la restitució dels ambients del nostre passat històric. En el nostre cas la idea inicial va ser una proposta suggerida per l'Eloi Biosca, professor de l'I.E.S Eugeni d'Ors de Vilafranca del Penedès, el qual ja havia treballat en la restitució virtual d'altres espais. La seva proposta va ser recollida per les professores Dra.Teresa Vinyoles i Dra. Marta Sancho, del Departament d'Història Medieval, Paleografia i Diplomàtica de la Universitat de Barcelona, les quals van suggerir que s'escollís com a espai referent el Castell de Mur (Pallars Jussà), per trobar-se en aquests moments en procés d'excavació i sobre el que hi havia un projecte de recuperació del monument. El fet que es tracti d'un dels castells romànics més ben conservats de tot Catalunya i que no hagi sofert grans variacions pel que fa a la seva estructura el convertien en el lloc idoni per a realitzar aquest projecte.
Reflexive monism
by Max Velmans
This is a summary of some of the main features of reflexive monism published in the Journal of Consciousness Studies in 2008. Some further implications of reflexive monism considered as an integrative philosophical system are summarised in "Reflexive Monism: psychophysical relations among mind, matter, and consciousness" due to be published in the Journal of Consciousness Studies in October 2012
Reflexive monism is, in essence, an ancient view of how consciousness relates to the material world that has, in... more Reflexive monism is, in essence, an ancient view of how consciousness relates to the material world that has, in recent decades, been resurrected in modern form. In this paper I discuss how some of its basic features differ from both dualism and variants of physicalist and functionalist reductionism, focusing on those aspects of the theory that challenge deeply rooted presuppositions in current Western thought. I pay particular attention to the ontological status and seeming “out-thereness” of the phenomenal world and to how the “phenomenal world” relates to the “physical world”, the “world itself”, and processing in the brain. In order to place the theory within the context of current thought and debate, I address questions that have been raised about reflexive monism in recent commentaries and also evaluate competing accounts of the same issues offered by “transparency theory” and by “biological naturalism”. I argue that, of the competing views on offer, reflexive monism most closely follows the contours of ordinary experience, the findings of science, and common sense.
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Seen by: and 6 moreHaptic Palpation for Medical Simulation in Virtual Environments
Ullrich S & Kuhlen T: “Haptic Palpation for Medical Simulation in Virtual Environments”, In IEEE Transactions on Visualization and Computer Graphics. 2012, April. 18(4):617-625. IEEE Press. Best Paper Award.
Palpation is a physical examination technique where objects, e.g., organs or body parts, are touched with fingers to... more Palpation is a physical examination technique where objects, e.g., organs or body parts, are touched with fingers to determine their size, shape, consistency and location. Many medical procedures utilize palpation as a supplementary interaction technique and it can be therefore considered as an essential basic method. However, palpation is mostly neglected in medical training simulators, with the exception of very specialized simulators that solely focus on palpation, e.g., for manual cancer detection. In this article we propose a novel approach to enable haptic palpation interaction for virtual reality–based medical simulators. The main contribution is an extensive user study conducted with a large group of medical experts. To provide a plausible simulation framework for this user study, we contribute a novel and detailed interaction algorithm for palpation with tissue dragging, which utilizes a multi–object force algorithm to support multiple layers of anatomy and a pulse force algorithm for simulation of an arterial pulse. Furthermore, we propose a modification for an off–the–shelf haptic device by adding a lightweight palpation pad to support a more realistic finger grip configuration for palpation tasks. The user study itself has been conducted on a medical training simulator prototype with a specific procedure from regional anesthesia, which strongly depends on palpation. The prototype utilizes a co–rotational finite element approach for soft tissue simulation and provides bimanual interaction by combining the aforementioned techniques with needle insertion for the other hand. The results of the user study suggest reasonable face validity of the simulator prototype and in particular validate medical plausibility of the proposed palpation interaction algorithm.
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Seen by:Visualization in a mobile WWW environment
by Ivan Ricarte
Co-authored with Alberto B Raposo, Luc Neumann, Léo P Magalhães. Webnet 1997
The facility of access to information in the World-Wide Web (WWW), the expanding availability of information... more The facility of access to information in the World-Wide Web (WWW), the expanding availability of information technology, and the recent developments in the handling of multimedia data are all important steps towards a Global Information Infrastructure (GII) accessible to anyone, anywhere in the world. However, in order to achieve this accessible infrastructure, one should consider the aspects related to efficient communication. These aspects are addressed by this paper. A mobile WWW rendering application using VRML 2.0 (Virtual Reality Modeling Language) is introduced, the related problems are pinpointed and approaches to overcome them are proposed. We have developed an application that filters VRML scenes to render only parts selected by the user. It improves the interactive visualization within a mobile environment and is a further small step towards the GII.
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Seen by:Working with Remote VRML Scenes through Low-Bandwidth Connections
by Ivan Ricarte
Co-authored with Alberto Raposo and Léo Magalhães. Published in SIBGRAPI 1997.
We have developed a Web-based application to accelerate the visualization of VRML scenes located in a remote server.... more We have developed a Web-based application to accelerate the visualization of VRML scenes located in a remote server. This application enables the user to extract only the parts of a scene that are of actual interest. The extracted parts represent one or more sub-trees of the hierarchical structure of the VRML scene, and only these parts will be rendered and visualized in the local computer. By reducing the complexity (size) of the remote scene, less data are transmitted from the remote server and the rendering process becomes faster in the local computer. The application is written in Java and is executed as an applet embedded in an HTML page.
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