Shape Retrieval and 3D Gestural Interaction

Abstract: Despite the emerging importance of Virtual Reality and immersive interaction research, no papers on application of 3D shape retrieval to this topic have been presented in recent 3D Object Retrieval workshops. In this paper we discuss how geometric processing and geometric shape retrieval methods could be extremely useful to implement effective natural interaction systems for 3D immersive virtual environments. In particular, we will discuss how the reduction of complex gesture recognition tasks to simple geometric retrieval ones could be useful to solve open issue in gestural interaction. Algorithms for robust point description in trajectories data with learning of inter-subject invariant features could, for example, solve relevant issues of direct manipulation algorithms, and 3D object retrieval methods could be used as well to build dictionaries and implement guidance system to maximize usability of natural gestural interfaces.

Authors: A. Giachetti, F.M. Caputo, A. Carcangiu, R. Scateni, L. D. Spano.
Shape Retrieval and 3D Gestural Interaction.
EG 3DOR 2016, part of Eurographics 2016, position paper, 1-4.
Lisbona, Portogallo, Maggio 2016.

SuperAvatar: Children and mobile tourist guides become friends using superpowered avatars

Abstract: When tourists are wandering around in a town or city they do not know, it is normal to use a guide to make up their mind on what is more interesting in the surrounding. If the guide is an interactive one on a mobile device, they can also consult multimedia material and listen to audio descriptions. But what if the user is a children that is much more prone to get distracted? In this paper, we propose the presentation of touristic and cultural information to children through an augmented-reality approach. In order to keep focused the attention of the young users we make use of a virtual tourist guide, appearing as a comic book superhero. To get a realistic representation of the avatar we exploit a technique for fast simulating talking heads, which is portable on mobile devices. The technique is based on preloading a set of meshes representing different phonemes and switching among them in order to simulate animation, without the need of computing the update for an entire face model. In addition, we report on a first Android prototype, which shows the effectiveness of the approach for increasing children’s learning.

Authors: F. Sorrentino, L. D. Spano, R. Scateni.
SuperAvatar: Children and mobile tourist guides become friends using superpowered avatars.
Motivating students with Mobiles (MsM’2015), part of IMCL2015, 222-226.
Salonicco, Grecia, Novembre 2015.

Speaky Notes: Learn languages with augmented reality

Abstract: In recent years, mobile devices have become very popular within young people. Thanks to developments in mobile technologies, these devices can now do much more than just voice calls and texts. We envision mobile devices as tools for improving the young users’ lifestyle, especially for learning. In this work we present a web authoring system that makes it possible to create a mobile application that supports children in learning a new language in a more pleasant and entertaining way by using Augmented Reality. This application allows pupils to improve their speaking skills turning the language acquisition into a game under the supervision of both teachers and parents. Our contribution is focused on understanding how digital technology can facilitate learning while keeping in mind that it is a wide and interdisciplinary issue.

Authors: F. Sorrentino, L. D. Spano, R. Scateni.
Speaky Notes: Learn languages with augmented reality.
Motivating students with Mobiles (MsM’2015), part of IMCL2015, 146-150.
Salonicco, Grecia, Novembre 2015.

Extraction of the Quad Layout of a Triangle Mesh Guided by its Curve-Skeleton.

Abstract: Starting from the triangle mesh of a digital shape, mainly an articulated object, we produce a coarse quad layout that can be used in character modeling and animation. Our quad layout follows the intrinsic object structure described by its curve skeleton; it contains few irregular vertices of low degree; it can be immediately refined into a semi-regular quad mesh; it provides a structured domain for UV-mapping and parametrization. Our method is fast, one-click and it does not require any parameter setting. The user can steer and refine the process through simple interactive tools during the construction of the quad layout.

F. Usai, M. Livesu, E. Puppo, M. Tarini, R. Scateni
Extraction of the Quad Layout of a Triangle Mesh Guided by its Curve-Skeleton.
ACM Transactions on Graphics, 35(1):6:1-6:13, (presented atSiggraph Asia 2015, Kobe, Giappone).
ACM, November 2015.

RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality.

Abstract: The recent development in consumer hardware lowers the cost barrier for adopting immersive Virtual Reality (VR) solutions, which could be an option for classroom use in the near future. In this paper, we introduce RiftArt, a VR tool for supporting the teaching and studying of Art History. Using riftArt the teachers can configure virtual museum rooms, with artwork models inside, and enhance them with multimodal annotation. The environment supports both the teachers during the lesson and the students during rehearsal. The application, implemented completely using Web technologies, can be visualized on large screens and head mounted displays. Via the user test results we can say that the immersive VR visualization increases the motivation of high-school students towards studying Art History.

Authors: A. Casu, L. D. Spano, F. Sorrentino, R. Scateni.
RiftArt: Bringing Masterpieces in the Classroom through Immersive Virtual Reality.
EuroGraphics Italian Chapter 2015, 77-84.
Verona, Italia, Ottobre 2015.