c-Space NEW CREATIVE PARADIGMS BASED ON RECORDING AND SHARING “CASUAL” VIDEOS THROUGH THE INTERNET
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bruno simões | #graphitech Fondazione GraphiTech, Via alla Cascata 56/C - 38123 Trento - Italy
Grant agreement no: 611040
Agenda Audio-Visual
Gestalt Workshop
2014
Concept of Digital Earth
c-Space framework
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New Interaction Levels (Technology; and Society)
Crowdsourcing
Content Creation
Collaboration
Creativity
Objectives 1. To capture and create a digital replica of the real world in order to preserve it!! experience and re-use
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Depict / Simulate Future Scenarios
Portray The Earth as It Looks
Now
Explore Backwards
In Time
Digital Earth (Al Gore, 1999)
Technology enables us to take information anywhere with us. Yet, the interaction methods we use in such portable
environments have been inadequate.
Objectives 2. new interaction techniques
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How We Capture The Real World
YouTube: 1 word = 5.160 videos
textual descriptions, maps, etc.
PGC material
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How We Capture The Real World
3D Content ? The real world is ALL done in 3D!
Why are we discarding two dimensions ?
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How We Capture The Real World
3D scenes reflect the way we perceive our natural environment
– Improved accuracy and reduced errors (Real-Depth); sometimes in exchange for performance
– Evidence of spatial memory in 3D • Robertson et al (1998); almost
every course about “memorize everything”
– Requires less cognitive effort to understand spatial relations
Advantages of 2D: – requires user
convergence/focus – supported by studied fields:
computer vision and text analysis
– uses well-established technology
– fast and low cost (uses a universal skill -- writing)
However
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How We Capture The Real World
“Media Researchers have found that humans process visual information 60,000 times faster than text, and visual aids can improve learning by up to 400 percent“
– Burmark, 2004
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• Reducing 3D content production costs – How many weeks are necessary to produce a
single object (what about 8.7 million of species (plus 10000 year); 7.046 billion people(t); buildings)
• New interactions methods that – are based on natural behaviors – and enable users to interact directly with content
c-Space framework 30 SEPTEMBER
#challenges
• Society – definition of new data policies (ownership,
integrity, etc.) – definition of new business models that can ensure
low-cost 3D content creation -- sustenability (gamification, prosumer models, etc.)
c-Space framework 30 SEPTEMBER
#challenges
c-Space framework 30 SEPTEMBER
1. Use of crowdsourcing mechanisms Leverage the trend of Internet-based sharing of “casual” videos recorded with mobile devices
Capture video with augmented location
Collect and enrich user generated content with information extracted for other data sources, e.g. Wikipedia
c-Space framework 30 SEPTEMBER
Build a Big Data capability through user engagement.
Integrate multiple Big Data strategies, driven by individual and collaborative goals.
A proactive approach towards the creation of new Big Data policies.
1. Use of crowdsourcing mechanisms Leverage the trend of Internet-based sharing of “casual” videos recorded with mobile devices
c-Space framework
Extract features from videos
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2. Near real-time 4D reconstruction of real scenes from live video streams
Reconstruct temporal 3D scene
Optimize content for consumer mobile
technology
c-Space framework
3.1 multi-modal recommender services
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3. Deliver a more immersive experience and create new visual computing paradigms
c-Space framework
facilitate intuitiveness and user friendliness through a dialogue-based interaction founded on affective computing
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3. Deliver a more immersive experience and create new visual computing paradigms
c-Space framework
interaction with content projected in the real environment that surrounds the user.
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3. Deliver a more immersive experience and create new visual computing paradigms
c-Space framework
interaction with content projected in the real environment that surrounds the user.
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3. Deliver a more immersive experience and create new visual computing paradigms
c-Space framework
A set of low-cost creative tools, based on visual and affective computing, to turn the real-space surrounding us into the backdrop for new forms of creative content.
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c-Space is
Q & A PUT YOUR QUESTIONS
1. Robertson, G., M. Czerwinski, K. Larson, D. Robbins, D. Thiel and M. van Dantzich. 1998. Data Mountain: Using Spatial Memory for Document Management. Proceedings of UIST'98 ACM Conference on User Interface Software and Technology, November 1--4., San Francisco, California.
2. Burmark. http://mat-tech.net/COTF%20CD/WhyVisualLiteracy.pdf 3. Gore, A. 1999. The Digital Earth: understanding our planet in the 21st century. Photogrammetric Engineering and Remote Sensing, 65(5): 528
refs.