2007
DOI: 10.1007/s00371-007-0182-z
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Virtual world explorations by using topological and semantic knowledge

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Cited by 29 publications
(14 citation statements)
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“…Early works used simple heuristics such as the "three-quarter view" [Palmer et al 1981;Blanz et al 1999], minimizing degenerated projection of polygon [Kamada and Kawai 1988;Gómez et al 2001], maximizing the visible projected area on the screen [Sokolov and Plemenos 2008], or artistic composition [Gooch et al 2001]. Later, more advanced methods from scene understanding utilized the entropy functions and selected good viewpoints by maximizing the visible saliency of an object [Vázquez et al 2003;Page et al 2003;Sokolov and Plemenos 2008;Lee et al 2005]. The work of Polonsky et al [2005] categorizes such viewpoint descriptors and examines their effectiveness in determining the viewpoint quality.…”
Section: Related Workmentioning
confidence: 99%
“…Early works used simple heuristics such as the "three-quarter view" [Palmer et al 1981;Blanz et al 1999], minimizing degenerated projection of polygon [Kamada and Kawai 1988;Gómez et al 2001], maximizing the visible projected area on the screen [Sokolov and Plemenos 2008], or artistic composition [Gooch et al 2001]. Later, more advanced methods from scene understanding utilized the entropy functions and selected good viewpoints by maximizing the visible saliency of an object [Vázquez et al 2003;Page et al 2003;Sokolov and Plemenos 2008;Lee et al 2005]. The work of Polonsky et al [2005] categorizes such viewpoint descriptors and examines their effectiveness in determining the viewpoint quality.…”
Section: Related Workmentioning
confidence: 99%
“…Based on observations, we classify viewpoint selection methods by their input data: 3D models [VFSH01, LVJ05, PPB * 05], volume data [TFN05, BS05, JS06] and virtual environment [SP08]. Here we only explore viewpoint selection methods most related to our work.…”
Section: Introductionmentioning
confidence: 99%
“…In [26,28,46], a technique of integration of knowledge into VR applications, a framework for decoupling components in real-time intelligent, interactive systems with ontologies and a concept of semantic entities in VR applications have been discussed. In [38], a camera controlling approach to exploration of virtual worlds in real time by using topological and semantic knowledge has been proposed.…”
Section: State Of the Artmentioning
confidence: 99%
“…In the example, the woman statuette is to be used by domain experts in three different forms: as wooden and glassy virtual artifacts (lines 4-26) and as a painted virtual artifact with the inherent texture mapping (28)(29)(30)(31)(32)(33)(34)(35). The other models are to be used in single forms (lines [37][38][39][40][41][42][43][44][45]. In addition, the developer creates the crr:TouchSensor (47-51), which activates the crr:RotatingInterpolator (53-63) controlled by the crr:TimeSensor (65-69), which will enable the artifacts in virtual museum scenes to be rotated after being touched.…”
Section: Listing 1 a Concrete Content Representation (Crr)mentioning
confidence: 99%
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