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    17121 research outputs found

    Female Rulers of Medieval Balkans - gamified VR experience

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    In this paper, we describe a gamified VR experience that aims to enable users to learn about the five queens of medieval Balkan countries through Advanced Interactive Digital Storytelling (A-IDS). We explore whether the use of gameplays can solve the narrative paradox problem by motivating users to learn historical information. VR educational game SHELeadersVR features queens telling stories in virtual reconstructions of locations where they used to live, and treasure hunt gameplays for digitized museum artifacts related to them. The AR application works at the locations of the queens' castles, presenting 3D reconstructions of the archaeological remains. User experience evaluation confirms the success of the implemented methodology in solving the mentioned research problem.Digital HeritageModern Technologies for Serious Gaming in Cultural Heritag

    Introducing Sociodata in Virtual Museums: A Holistic Approach for Sustainable Development in Cultural Landscapes

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    Topic: Virtual museums are powerful tools for preserving and promoting cultural heritage (CH) while enhancing accessibility and engagement. Yet, many focus on digitised artefacts without fully capturing their socio-cultural relevance or their connection to sustainable development. The Virtual European Rural Artisans (VERA) Platform addresses this gap by creating digital cultural landscapes that connect heritage, community, and sustainable development. It links the public with artisans and cultural institutions, encouraging a holistic understanding of heritage as a dynamic socio-cultural phenomenon. Context: The development of European Data Spaces enables broader sharing of heritage data. Projects such as Europeana and the ECCCH demonstrate the potential of interoperable, open-access cultural data and services. VERA aligns with these by embedding `sociodata' -- a new layer of contextual data that captures the relationship between the community and the heritage artefact, sustainability aspects, and evolving narratives surrounding heritage objects. Relevance: Sustainable development and CH are deeply interconnected. The SDGs emphasise safeguarding CH (SDG11.4), inclusive economic growth (SDG8) and quality education (SDG4). However, many virtual heritage initiatives lack a direct link to socio-economic sustainability. By allowing community groups to interact within a shared digital space, the VERA Platform promotes cultural sustainability, creative heritage tourism, and economic development. Its integration with EU data spaces ensures open, reusable cultural data for research, education, and policy. Innovation: The unique contribution of this research is the emphasis on social metadata collected through a holistic sustainability-oriented virtual museum infrastructure. This research introduces `sociodata' which captures threats and actions that promote sustainable development within cultural landscapes. The VERA Platform is an example of sociodata being utilised in a digital cultural space. This article illustrates how various stakeholders are utilising VERA to share knowledge, showcase craftsmanship, and promote sustainable practices.Digital HeritageData Analysis, Datasets and Multimodal Approache

    Visual Disease Stories: Empowering Health Literacy and Promotion

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    Narrative medical visualization bridges the gap between limited health literacy and the need for health communication. We explore disease stories to promote preventive behaviors, educate patients about their conditions and treatment options to foster informed consent, which is embraced by clinicians for its potential to alleviate the burden on healthcare systems and providers. We integrate data visualization with storytelling to make scientific information more accessible to diverse audiences. However, the expansive design space presents significant challenges, as design choices can greatly influence levels of engagement, memorability, and comprehension. Our work investigates the fundamental dimensions of the narrative design space - conflict, content, character, and structure - with the aim of maximizing its impact on disease communication.EuroVis 2025 - Dirk Bartz Prize1st Priz

    First steps in the dimensionality reduction of hyperspectral images of real-world scenarios based on curve representation

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    Dimensionality reduction (DR) has been used in hyperspectral data mining for a variety of purposes. In particular, it has been used as a preprocessing technique to reduce a very high dimensional data space coupled with its characteristically large volume to a manageable low dimensional space in which data analysis can be performed more efficiently. This study focuses on developing a workflow for hyperspectral image processing employing feature extraction using vegetation indices. Combined with feature selection to develop a DR by band selection (DRBS) method that searches for a subset of bands representing the original data, so that the information of interest in the data can be retained in the selected subset of bands. It is proposed to employ curve simplification techniques such as Douglas-Peucker to achieve this end. To perform the experiments we have used a hyperspectral image (HSI) taken by a drone flight with 0.31 m resolution, in a scenario that presents both vegetation and other architectural elements, with the presence of illuminated areas and shadows. Our results show that our method manages to reduce the amount of information by 96.4% of the HSI. In this case, preserving the most important features with a minimum level of loss, in most cases with mean square error very close to 0, this allows subsequently recreating the original data with high reliability.Spanish Computer Graphics Conference (CEIG)Short Paper

    LiD2LOD: Generating LOD1 Urban Models from Airborne LiDAR

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    The increasing availability of large-scale airborne LiDAR (Light Detection And Ranging) data related to urban scenarios requires the development of methods for transforming raw point clouds into structured 3D urban representations. The ability to generate accurate representations starting from raw data meets fundamental requirements in the fields of urban visualization, interactive simulation, and digital twins, providing a solid foundation for graphics and immersive reality applications. In this work, we present LiD2LOD, a framework for the automatic generation of Level of Detail 1 (LOD1) city models from LiDAR point clouds. Our tool can create both semantic models according to the CityGML standard, suitable for geospatial data integration, and lightweight triangular meshes, optimized for visualization and rendering. We test our approach on point clouds that represent historical cities characterized by complex morphology, thereby proving its scalability and robustness.Smart Tools and Applications in Graphics - Eurographics Italian Chapter ConferenceGeometry Processin

    Cross-Linguistic and Cultural Adaptation of the Mini-VLAT: A Study on Visualization Literacy Assessment in Ukrainian

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    This study explores the impact of cultural adaptation, beyond simple translation, on visualization literacy assessment. Most assessment tools are developed for English-speaking audiences. We designed and compared three versions of the Mini-VLAT (a shortened, validated visualization literacy test) among Ukrainian speakers: an original English version, a directly translated Ukrainian version, and a culturally adapted Ukrainian version. The adapted version showed significantly higher accuracy compared to the original English version overall. Per-chart analysis revealed that some adapted charts led to statistically significant improvements in assessed metrics compared to both the original and translated versions. These findings demonstrate that cultural adaptation, specifically addressing context-specific knowledge, can enhance the validity and usability of visualization literacy assessments for non-native English speakers with moderate-to-high English proficiency.EuroVis 2025 - Short PapersEmpirical and Perception Studie

    1UP Placements Scheme: Simmersive Education for Games Development Professional Skills

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    This education paper presents the 1UP scheme, an award winning industry simulation. The 1UP scheme provides students with structured studio-style experience within an academic context. Students are directly employed (and paid) by the university in-house games studio for a 6-week summer placement. 1UP facilitates interdisciplinary student teams to develop commercialquality games under professional supervision. This paper outlines the scheme's structure, the design philosophy of the studio, and the educational impact. We detail some case studies of the games we have produced, including 'Disc-Go!', 'StaffsVerse', and the award winning 'MechHead'. These success projects and the student outcomes demonstrate the value of this approach in supporting skill development, portfolio enhancement, and employability. The 1UP model represents a scalable, award-winning approach to bridging the gap between education and industry within games development education.Computer Graphics and Visual Computing (CGVC)Game

    MDNF: Multi-Diffusion-Nets for Neural Fields on Meshes

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    We propose a novel framework for representing neural fields on triangle meshes that is multi-resolution across both spatial and frequency domains. Inspired by the Neural Fourier Filter Bank (NFFB), our architecture decomposes the spatial and frequency domains by associating finer spatial resolution levels with higher frequency bands, while coarser resolutions are mapped to lower frequencies. To achieve geometry-aware spatial decomposition we leverage multiple DiffusionNet components, each associated with a different spatial resolution level. Subsequently, we apply a Fourier feature mapping to encourage finer resolution levels to be associated with higher frequencies. The final signal is composed in a wavelet-inspired manner using a sine-activated MLP, aggregating higher-frequency signals on top of lower-frequency ones. Our architecture attains high accuracy in learning complex neural fields and is robust to discontinuities, exponential scale variations of the target field, and mesh modification. We demonstrate the effectiveness of our approach through its application to diverse neural fields, such as synthetic RGB functions, UV texture coordinates, and vertex normals, illustrating different challenges. To validate our method, we compare its performance against two alternatives, showcasing the advantages of our multi-resolution architecture.Computer Graphics ForumFields on Meshes44

    Evaluating Temporal Coherence using a Watercolor Renderer

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    Temporal coherence is a long-standing issue within Non-Photorealistic Rendering (NPR). The problem has been defined as a trade-off between the three main factors: flatness, temporal continuity and motion coherence. Approaches that improve temporal coherence are applied across different styles within diverse animation contexts. We have implemented a watercolour renderer that supports multiple temporal coherence approaches in a unified system to investigate this trade-off. The approaches are then evaluated against existing work, with consideration of how external factors including animations and textures may influence perceived incoherence.ACM/EG Expressive Symposium - WICED: Eurographics Workshop on Intelligent Cinematography and Editing - Artworks, Posters, DemosPoster

    Real-Time GPU Tree Generation

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    Trees for real-time media are typically created using procedural algorithms and then baked to a polygon format, requiring large amounts of memory. We propose a novel procedural system and model for generating and rendering realistic trees and similar vegetation specifically tailored to run in real-time on GPUs. By using GPU work graphs with mesh nodes, we render gigabytes-worth of tree geometry from kilobytes of generation code every frame exclusively on the GPU. Contrary to prior work, our method combines instant in-engine artist authoring, continuous frame-specific level of detail and tessellation, highly detailed animation, and seasonal details like blossoms, fruits, and snow. Generating the unique tree geometries of our teaser test scene and rendering them to the G-buffer takes 3.13 ms on an AMD Radeon RX 7900 XTX.High-Performance Graphics - Symposium PapersProcedural Generation and Sculptin

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