21
c-Space NEW CREATIVE PARADIGMS BASED ON RECORDING AND SHARING “CASUAL” VIDEOS THROUGH THE INTERNET 30 SEPTEMBER bruno simões | #graphitech Fondazione GraphiTech, Via alla Cascata 56/C - 38123 Trento - Italy Grant agreement no: 611040

Audio-Visual Gestalt Workshop

Embed Size (px)

DESCRIPTION

c-Space presentation at Audio-Visual Gestalt Workshop.

Citation preview

Page 1: Audio-Visual Gestalt Workshop

c-Space NEW CREATIVE PARADIGMS BASED ON RECORDING AND SHARING “CASUAL” VIDEOS THROUGH THE INTERNET

30 SEPTEMBER

bruno simões | #graphitech Fondazione GraphiTech, Via alla Cascata 56/C - 38123 Trento - Italy

Grant agreement no: 611040

Page 2: Audio-Visual Gestalt Workshop

Agenda Audio-Visual

Gestalt Workshop

2014

Concept of Digital Earth

c-Space framework

30 SEPTEMBER

New Interaction Levels (Technology; and Society)

Crowdsourcing

Content Creation

Collaboration

Creativity

Page 3: Audio-Visual Gestalt Workshop

Objectives 1. To capture and create a digital replica of the real world in order to preserve it!! experience and re-use

30 SEPTEMBER

Depict / Simulate Future Scenarios

Portray The Earth as It Looks

Now

Explore Backwards

In Time

Digital Earth (Al Gore, 1999)

Page 4: Audio-Visual Gestalt Workshop

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

30 SEPTEMBER

Page 5: Audio-Visual Gestalt Workshop

Vogalonga Boat Race

- Venice, Italy

© 1975 - 2014 Comitato Organizzatore Vogalonga

30 SEPTEMBER

Page 6: Audio-Visual Gestalt Workshop

How We Capture The Real World

YouTube: 1 word = 5.160 videos

textual descriptions, maps, etc.

PGC material

30 SEPTEMBER

Page 7: Audio-Visual Gestalt Workshop

How We Capture The Real World

3D Content ? The real world is ALL done in 3D!

Why are we discarding two dimensions ?

30 SEPTEMBER

Page 8: Audio-Visual Gestalt Workshop

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

30 SEPTEMBER

Page 9: Audio-Visual Gestalt Workshop

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

30 SEPTEMBER

Page 10: Audio-Visual Gestalt Workshop

• 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

Page 11: Audio-Visual Gestalt Workshop

• 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

Page 12: Audio-Visual Gestalt Workshop

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

Page 13: Audio-Visual Gestalt Workshop

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

Page 14: Audio-Visual Gestalt Workshop

c-Space framework

Extract features from videos

30 SEPTEMBER

2. Near real-time 4D reconstruction of real scenes from live video streams

Reconstruct temporal 3D scene

Optimize content for consumer mobile

technology

Page 15: Audio-Visual Gestalt Workshop

c-Space framework

3.1 multi-modal recommender services

30 SEPTEMBER

3. Deliver a more immersive experience and create new visual computing paradigms

Page 16: Audio-Visual Gestalt Workshop

c-Space framework

facilitate intuitiveness and user friendliness through a dialogue-based interaction founded on affective computing

30 SEPTEMBER

3. Deliver a more immersive experience and create new visual computing paradigms

Page 17: Audio-Visual Gestalt Workshop

c-Space framework

interaction with content projected in the real environment that surrounds the user.

30 SEPTEMBER

3. Deliver a more immersive experience and create new visual computing paradigms

Page 18: Audio-Visual Gestalt Workshop

c-Space framework

interaction with content projected in the real environment that surrounds the user.

30 SEPTEMBER

3. Deliver a more immersive experience and create new visual computing paradigms

Page 19: Audio-Visual Gestalt Workshop

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.

30 SEPTEMBER

c-Space is

Page 20: Audio-Visual Gestalt Workshop

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.

Page 21: Audio-Visual Gestalt Workshop

Thanks. For your attention

[email protected] @brunogsimoes

linkedin.com/in/brunogsimoes