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Promoting Positive Attitudes Through Narrative-Driven Digital Heritage Games
Video games offer new ways to engage audiences with cultural heritage beyond traditional museum settings. However, can video games authentically replicate the narrative depth of museum experiences while promoting the positive attitudinal impacts museums seek to achieve? This study investigates whether a narrative-driven video game, We Grew Up in War, inspired by historical research and curatorial practice can positively influence players' attitudes towards the depicted topics. The game employs complementary multiperspectivity, a storytelling strategy that presents different but thematically aligned perspectives focused on the topics of refugees and migration. Using a pretest-posttest design with experimental and control groups (n = 116), we measured both explicit and implicit attitude changes. Results show that players who played the game exhibited significantly more positive explicit attitudes than those in the control group (d = 0.33, p = .037). Implicit attitudes did not significantly differ between groups. A more detailed analysis showed that there was a statistically significant change in players' affective responses between the pretest and posttest, whereas no such significant change was observed in the cognitive or behavioral components of explicit attitudes. Despite using a short prototype of the game (approx. 23 minutes), these findings suggest that video games can be effectively employed in promoting cultural heritage and attitude change to wide audiences across geographical boundaries.Digital HeritageGame Design Methods and Application
Ethnographic research and involvement of the Z-generation: the experience of Mediterranean Diet Virtual Museum
The Mediterranean Diet Virtual Museum is a web project ideated by University ''Suor Orsola Benincasa'' and ''Unitelma Sapienza''. It includes short videos on the history of the Diet, clips on nutrition and over 280 video interviews with people from different countries. In the immediate future, the aim is converting our heritage into little ''living museums of the memory'' that connect people and tourists in rooms of different towns of Italy in which, with the use of augmented and virtual reality, we can ''meet'' witnesses of different places and learn by them the cultural heritage of the Mediterranean Diet.Digital HeritagePoster
LabanLab: An Interactive Choreographical System with Labanotation-Motion Preview
This paper introduces LabanLab, a novel choreography system that facilitates the creation of dance notation with motion preview. LabanLab features an interactive interface for creating Labanotation staff coupled with visualization of corresponding movements. Leveraging large language models (LLMs) and text-to-motion frameworks, LabanLab translates symbolic notation into natural language descriptions to generate lifelike character animations. As the first web-based Labanotation editor with motion synthesis capabilities, LabanLab makes Labanotation an input modality for multitrack human motion generation, empowering choreographers with practical tools and inviting novices to explore dance notation interactively.Eurographics 2025 - Short PapersShort Paper
Single‐Shot Example Terrain Sketching by Graph Neural Networks
Terrain generation is a challenging problem. Procedural modelling methods lack control, while machine learning methods often need large training datasets and struggle to preserve the topology information. We propose a method that generates a new terrain from a single image for training and a simple user sketch. Our single‐shot method preserves the sketch topology while generating diversified results. Our method is based on a graph neural network (GNN) and builds a detailed relation among the sketch‐extracted features, that is, ridges and valleys and their neighbouring area. By disentangling the influence from different sketches, our model generates visually realistic terrains following the user sketch while preserving the features from the real terrains. Experiments are conducted to show both qualitative and quantitative comparisons. The structural similarity index measure of our generated and real terrains is around 0.8 on average.Computer Graphics ForumOriginal Article44
A Hybrid Lagrangian–Eulerian Formulation of Thin‐Shell Fracture
The hybrid Lagrangian/Eulerian formulation of continuum shells is highly effective for producing challenging simulations of thin materials like cloth with bending resistance and frictional contact. However, existing formulations are restricted to materials that do not undergo tearing nor fracture due to the difficulties associated with incorporating strong discontinuities of field quantities like velocity via basis enrichment while maintaining continuity or regularity. We propose an extension of this formulation to simulate dynamic tearing and fracturing of thin shells using Kirchhoff–Love continuum theory. Damage, which manifests as cracks or tears, is propagated by tracking the evolution of a time‐dependent phase‐field in the co‐dimensional manifold, where a moving least‐squares (MLS) approximation then captures the strong discontinuities of interpolated field quantities near the crack. Our approach is capable of simulating challenging scenarios of this tearing and fracture, all‐the‐while harnessing the existing benefits of the hybrid Lagrangian/Eulerian formulation to expand the domain of possible effects. The method is also amenable to user‐guided control, which serves to influence the propagation of cracks or tears such that they follow prescribed paths during simulation.Computer Graphics ForumOriginal Article44
GPU-accelerated Cartoon Representation for Interactive Flexible Docking
Molecular docking involves simulating the binding of two biomolecules, a receptor and ligand, and is widely used for structurebased drug design. There are two main types of docking tools: automated and interactive. While automated tools are useful for reducing the search space of ligands and identifying potential binding sites, interactive tools allow the user to guide the docking process and observe what happens during docking. High computation speeds are required for interactive docking to handle both protein deformation and user interaction in real time. The cartoon representation, not to be confused with cartoon style rendering, is a protein representation that shows an abstracted view and is frequently used by structural biologists to not only identify a protein, but also to identify key regions within a protein of interest. There are examples of GPU-accelerated methods to construct the cartoon representation in real time. However, none of these methods achieve real-time assignment of secondary structure and construction of the cartoon representation for a flexible molecule. This paper presents our method to achieve this, integrated into an interactive docking tool with receptor flexibility. The methods outlined in this paper produced some promising results, with proteins of up to 3,300 amino acid residues being constructed and rendered at 70 fps.Computer Graphics and Visual Computing (CGVC)Short Papers Session: Visualisatio
High-Performance Elliptical Cone Tracing
In this work, we discuss elliptical cone traversal in scenes that employ typical triangular meshes. We derive accurate and numerically-stable intersection tests for an elliptical conic frustum with an AABB, plane, edge and a triangle, and analyze the performance of elliptical cone tracing when using different acceleration data structures: SAH-based K-d trees, BVHs as well as a modern 8-wide BVH variant adapted for cone tracing, and compare with ray tracing. In addition, several cone traversal algorithms are analyzed, and we develop novel heuristics and optimizations that give better performance than previous traversal approaches. The results highlight the difference in performance characteristics between rays and cones, and serve to guide the design of acceleration data structures for applications that employ cone tracing.Computer Graphics ForumLighting & Rendering44
CultLab3D to CultArm3D - The first autonomous, robot-assisted, color-faithful 3D digitization technologies for cultural heritage collections
The European Cultural Heritage Strategy for the 21st century has spurred demand for fast and efficient 3D digitization technologies for cultural heritage artifacts. Unlike widely automated 2D digitization, 3D often required significant manual intervention. This is no longer the case. Our pioneering efforts have made large scale 3d digitization easy-to-use, fast and economic, as well as robust and reliable. In 2012 at the Fraunhofer Institute for Computer Graphics Research IGD the Department for Cultural Heritage Digitization was created and entrusted with the mission to develop the first reference system for autonomous 3D digitization. Its first project was CultLab3D funded by the German Federal Ministry of Economy and Energy affairs. A very early version of the CultLab3D digitization pipeline was then presented at the first Digital Heritage conference in Marseille in 2013 winning the technical proficiency award. In 2018 we were recognized with the EU Prize for Cultural Heritage / Europa Nostra Award. In due course of our research and after many lessons learned evaluating our technologies with numerous cultural heritage institutions worldwide, we have constantly improved and refined them. As a result, in 2023/2024 we created a spinoff company Verus Digital GmbH which now commercializes the CultArm3D technology and offers 3d digitization services to cultural heritage institutions. In addition, we also successfully managed to perform technology transfer to other domains benefiting from autonomous 3d digitization of arbitrary objects, such as the dismantlement of nuclear powerplants resulting in the first autonomous ultrahigh-pressure waterjet decontamination system operational since 2024 at RWE Nuclear GmbH in Biblis, Germany and awarded the EU Innovation Prize on Nuclear Waste Management 2022. Our paper provides an overview of the challenges and developments from the first autonomous, robotassisted 3D digitization technologies to their current state (see Figure 1), ensuring completeness and repeatable high quality of resulting 3D models for objects of arbitrary shapes and a wide range of materials, as well as the automated generation of by-products such as decimated web, AR, 3D print models or rendered videos. We conclude with a discussion of current and future lines of research to further improve the capabilities of the CultArm3D platform.Digital HeritageDigitization and Technolog
Animating Multi-Vehicle Interactions in Traffic Conflict Zones Using Operational Plans
This paper introduces an agent-based method for generating animations of intricate vehicle interactions by regulating behaviors in conflict zones on non-signalized road segments. As vehicles move along their paths, they create sweeping regions representing the areas they may occupy. The method assigns operation plans to vehicles, regulating their crossing and yielding strategies within intersecting or merging conflict zones. This approach enables various vehicle interactions, combining basic actions such as acceleration, deceleration, keeping speed, and stopping. Experimental results demonstrate that our method generates plausible interaction behaviors in diverse road structures, including intersections, Y-junctions, and midblocks. This method could be beneficial for applications in traffic scenario planning, self-driving vehicles, driving training, and education.Pacific Graphics Conference Papers, Posters, and DemosVehicle Dynamics and Interaction