CVICG4CULT 2017 Abstracts


Full Papers
Paper Nr: 3
Title:

Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style

Authors:

Francesca Maria Dagnino, Francesca Pozzi, Giacomo Cozzani and Luca Bernava

Abstract: Serious games are being increasingly adopted to sustain teaching and learning in a variety of educational fields (school education, etc.); the cultural heritage field does not make an exception, especially as far as tangible heritage is concerned. More recently, even in the field of ICH, games have started to be used to allow learning of intangible cultural expressions or traditions (Yilmaz et al. 2015). In the frame of Intangible Cultural Heritage (ICH), ITD-CNR has developed the “Canto a Tenore game”, a mixed 2D/3D adventure game, aimed at supporting learning of the basics of this rare singing style, which originated and is still practised in Sardinia (Italy). The idea behind the game is to involve the player in an engaging journey, where s/he has to help the main character, who is currently living abroad, to find his roots in Sardinia. The comprehensive integration of contents in the gameplay, as well as the immersive nature of the 3D environments, allow the user to learn the basics of the Canto in an engaging way. In this paper the authors discuss the main strong points, challenges and criticalities of adopting such technologies
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Paper Nr: 4
Title:

Hybrid Meta-Filtering System for Cultural Monument Related Recommendations

Authors:

Eftychios Protopapadakis, Nikolaos Doulamis and Athanasios Voulodimos

Abstract: A two-phase monument recommendation concept is presented. The system ranks the alternative destinations by using the point and click technique during the process. The core of the system is a hybrid image filtering mechanism, which utilize both collaborative and content-based filtering. At first, the user profile is modelled in the form of a distance matrix, exploiting the user’s annotations over a small set of descriptive images. At the same time, user’s profile is compared to other profiles; the k closest profiles are utilized to refine the distance matrix. Then, the system provides relevant images to the user asking him/her to select few. The selected images are used in order to rank the alternative monuments.
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Paper Nr: 5
Title:

Recognizing Buildings through Deep Learning: A Case Study on Half-timbered Framed Buildings in Calw City

Authors:

Konstantinos Makantasis, Nikolaos Doulamis and Athanasios Voulodimos

Abstract: Automatic detection and recognition of specific types of urban buildings is extremely important for a variety of applications ranging from outdoor urban reconstruction to navigation. In this paper we propose a system for the automatic detection and recognition of urban buildings. Most of the existing work relies on the exploitation of handcrafted features for recognizing buildings. However, due to their complex structure it is rarely a priori known which features are important for the recognition task. Our method overcomes this drawback by exploiting a deep learning framework, based on convolutional neural networks, which automatically construct highly descriptive features directly from raw data. We evaluate the performance of our method on the recognition of half-timbered framed buildings in Calw city in Germany.
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Paper Nr: 6
Title:

Transforming Intangible Folkloric Performing Arts into Tangible Choreographic Digital Objects: The Terpsichore Approach

Authors:

Anastasios Doulamis, Athanasios Voulodimos, Nikolaos Doulamis, Sofia Soile and Anastasios Lampropoulos

Abstract: Intangible Cultural Heritage is a mainspring of cultural diversity and as such it should be a focal point in cultural heritage preservation and safeguarding endeavours. Nevertheless, although significant progress has been made in digitization technology as regards tangible cultural assets and especially in the area of 3D reconstruction, the e-documentation of intangible cultural heritage has not seen comparable progress. One of the main reasons associated lies in the significant challenges involved in the systematic e-digitisation of intangible cultural assets, such as performing arts. In this paper, we present at a high-level an approach for transforming intangible cultural assets, namely folk dances, into tangible choreographic digital objects. The approach is being implemented in the context of the H2020 European project “Terpsichore”.
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