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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
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
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)
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
Vogalonga 
Boat Race 
- Venice, Italy 
© 1975 - 2014 Comitato Organizzatore Vogalonga 
30 
SEPTEMBER
How We Capture The Real World 
YouTube: 1 word = 5.160 videos 
textual descriptions, maps, etc. 
PGC material 
30 
SEPTEMBER
How We Capture The Real World 
3D Content ? 
The real world is ALL done in 3D! 
Why are we discarding 
two dimensions ? 
30 
SEPTEMBER
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
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
• 
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
• 
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
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
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
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
c-Space framework 
3.1 multi-modal recommender services 
30 
SEPTEMBER 
3. Deliver a more immersive experience and create new visual computing paradigms
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
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
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
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
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.
Thanks. 
For your attention 
bruno.simoes@graphitech.it 
@brunogsimoes 
linkedin.com/in/brunogsimoes

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Audio-Visual Gestalt Workshop

  • 1. 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
  • 2. 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
  • 3. 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)
  • 4. 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
  • 5. Vogalonga Boat Race - Venice, Italy © 1975 - 2014 Comitato Organizzatore Vogalonga 30 SEPTEMBER
  • 6. How We Capture The Real World YouTube: 1 word = 5.160 videos textual descriptions, maps, etc. PGC material 30 SEPTEMBER
  • 7. How We Capture The Real World 3D Content ? The real world is ALL done in 3D! Why are we discarding two dimensions ? 30 SEPTEMBER
  • 8. 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
  • 9. 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
  • 10. • 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
  • 11. • 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
  • 12. 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
  • 13. 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
  • 14. 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
  • 15. c-Space framework 3.1 multi-modal recommender services 30 SEPTEMBER 3. Deliver a more immersive experience and create new visual computing paradigms
  • 16. 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
  • 17. 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
  • 18. 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
  • 19. 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
  • 20. 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.
  • 21. Thanks. For your attention bruno.simoes@graphitech.it @brunogsimoes linkedin.com/in/brunogsimoes