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c-Space is an easy-to-use technology that allows affordable creation of 4D models of complex scenes from mobile devices, for the benefit of individual creators or creative industries. It can also be used to create a virtual and augmented-reality (AR) scenes that allows:
- Experiencing the “real” surrounding scene from different points of view;
- Experiencing “augmented” scenes of the surrounding environment at different moments in time;
- Authoring interactive “augmented” content that accounts for the real surrounding scene (e.g. allowing creation of “augmented” billboards hanging from a facade);
- Replacing real features within the surrounding space.
The quick summary of what you can do is enumerated below. To try our application click here.
Emotions play a key role in our lives, being a fundamental aspect in our cognitive processes, not only on human creativity and intelligence, but also in rational human thinking and decision-making. As a result, interesting new creative applications was envisaged, with creativity being eased by personalized interactions based on adaptation of information to emotional aspects and user goals. The c-Space affective computing API consents to detect and convey emotions to users, among other features, from images captured by the front-facing camera available within most smartphones and tables.
In planning a trip, often there is an assumption that tourists’ preferences for activities depend on static attributes of the person and choice alternatives. This stands in contrast to a central notion of need-based theories of choice behavior which state that individuals’ motivations to engage in certain activities are at least partly dependent on needs that change depending on previous activities. Our recommendation application takes into account tourists’ experiences at a destination, in real time, as well as the personalization of each suggested cultural program (tour) in a “smart” way, from the perspective of both the cultural and the overall experience of taking it.
The c-Space 4D reconstruction framework aims at filling a gap not yet covered by any technology on the market: the reconstruction of a 4D-scene (physical events) from heterogeneous inputs, including high-quality video from professional video cameras, still images captured with digital photo cameras, and video sequences recorded from smart phones. Our reconstruction framework can archive full reconstructions within hours, and directly from your mobile phone.
3D Augmented Reality
Previous applications on the field of virtual heritage have focused on recreating tangible cultural heritage by making realistic 3D models depicting them. These models could either be a direct recreation of a specific cultural heritage entity or a representation of how an entity may have appeared in the past. The limitation of these systems is that they offer very limited ways of interacting with digital content, e.g. use of spatial navigation to tour through a virtual environment. c-Space gives users the possibility to create their individual augmented experiences; from the phase of content creation to content interaction.
3D reconstructions are now working properly from mobile devices. The system is fully autonomous and it is operational 7 days a week. 3D Models can be visualized from your mobile device, web browser and software tools.
Evaluation: The enhancement of the quality of footage delivered by the mobile application was a focus point of recent testing and development. To this end, we generated image and video data using different devices in a defined capturing setup, for different object complexities. The same scene was recorded several times for quality comparison, first with a professional capturing equipment, followed by acquisition with various smartphones.
Automated frame alignment: In c-Space the reconstruction of a 4D scene is done frame by frame. For the reconstruction of a 4D frame the reconstruction process assumes an arbitrary coordinate system which is dependent on the way how cameras are aligned to each other. A direct alignment of the single 4D frame geometries is complex, since geometry differs completely from frame to frame. On this level a similarity analysis-based approach would be required which is very difficult to handle or time consuming. Instead we use the set of known cameras which in contrast to the geometry shows continuity. The per-frame camera setup positions estimated by the reconstruction process are now aligned from frame to frame. The transformation gained by this process is then applied to the 3D scene of the same frame. The method is implemented to deal with noise and uncertainty using a shape matching approach. It is now embedded in the reconstruction process workflow of the 4D Reconstruction Module, where it processes the sequence of 4D frames after reconstruction finishes. With the new algorithm the generated scenes now show continuity, where previously more or less random coordinate frames where assumed.
General improvements: Support for the control of reconstruction quality for each scene individually was added and is now available to the user who creates a scene. This also allows for faster reconstruction at lower quality, or maximum quality using more time. The feedback to the end user application about different ongoing processes of the 4D reconstruction module was further extended by more intermediate states, which were also included into the robust persistent state machine of the 3D reconstruction module. This allows processing to resume from the last internal partial process for each scene that was running before a possible interruption of the server occurred. Finally, the module publishes information that is used to inform the user when it was last online.
In the final phase of the activities within the c-Space’s cultural tour recommender service, the efforts mainly focused on the completion and validation of the service’s own functional blocks, as well as on the remaining alignment of the service with other involved components of the entire c-Space framework. Altogether, these covered a number of aspects, briefly outlined below.
The full set of user preferences has been included into the calculations, so that the service now takes into account the full range of data on preferences. The values of the parameters have been updated to their final versions, accompanied by the necessary re-arrangements and corrections as per the most recent improvements in the development. Besides, both the parameters and their values have been made available for modifications outside the service’s other implementation – e.g., to consider different kinds of destinations and/or other tourist populations with different (national) preferences. Additionally, the second survey that collected data about preferences, choice and planning behaviour of city trip tourists was also conducted. Based on the preferences of the respondents for POI’s/activities in a city and their themes a dynamic stated choice experiment was developed to test whether tourists prefer storylines, thus similar POI’s and themes during their city trip or whether they look for variety in their plans. An advanced choice model was estimated that includes the correlation between the planned activities and themes.
The inclusion of the OpenTripPlanner-based solution has been finalised as part of both the service itself and the client Tour Planner app (together with partner GRAPHITECH). All data and parameters about the service’s transportation sub-component now fully rely on the existing OpenTripPlanner-based solution which covers the city and the surroundings area of the use case’s destination location in Trento, Italy.
Our AR prototype requires a projector to be connected to a smart-phone with a camera, which is works as a processing unit to track the physical objects that we want to augment. The setup of an augmented space relies on the use of the UXDP service. Users can upload images of the physical space and then indicate where they would like to have content projected. The interaction is based on drag-and-drop gestures. Once designed an augmented environment, the user can try the experience by initializing the application from his/her device.
The complete procedure to create an augmented scenario is the following. First we need to upload a picture of the real environment. Then we have to connect the content that will augment the physical object to the image instance. Afterwards, we use the option “Marker Editor” to visually place the digital content where we would like it to be projected.
For the projection module to work properly users must create their own smart-projector prototype. The image below shows our 3D printed prototype.
Space consortium organized its first Hackathon. During the event, participants got their hands on the c-Space framework. In addition to small improvements and valuable feedback, this is what we have accomplished:
- We introduced an API attribute to control/set the quality of the reconstruction. This feature facilitates previews without having to wait too long for the final reconstruction.
- We deployed a new web interface, which among other things provides information on the status of each c-Space module.
- We worked on a brand new analytic interface for emotions and user interaction. The new module supports multiple applications as well as multiple users. User emotions can be aggregated by user, gender, country, and age.
- A new media portal was released to public. The new version simplifies 3D reconstruction processes by allowing reconstructions directly from the web portal. Successful scenes can also be visualized online. You can try our media portal here: Media Portal.
- Our UXDP portal got some improvements as well. Users can set share permissions for their UXDP applications and use conditional expressions to shape their application work-flow.
- We worked on a brand new interface for our recommender system. You can try the new web interface here: Recommender System.
The advertising pilot in c-Space is entering into the last phase and has been open to creative, industrial and marketing entrepreneurs, as well as digital innovation and UX managers. All components in c-Space are now fully available from Google play store and from the web portal of the project. This is offering opportunities for extensive reviews and comments from target end users in a wide number of sectors. Technoport is gathering feedback on the 3D reconstruction module and the mobile 3D viewer from creative companies making use of the services of the high-tech incubator and the one of the Fab Lab Luxembourg. The extension of this facility is providing access to further designs and products for capture, prototyping and showcasing purposes. Beyond 3D modelling, the added-value of c-Space for innovative entrepreneurs lie in the possibility to create customised mobile applications integrating the affective analysis module and the smart routing system developed in c-Space. Affective feedback has been reported to be highly valuable to marketers, while mobile advertisers have expressed a strong interest in offering sponsored city tours or commercial hunting games combining smart routing features with interactive displays and 3D capture.
Our application aims at providing diverse types of cultural user experience: to enable tourists to explore new places from a social-driven perceptive; to support new forms of connection and interaction between users and information (data exchange, contents sharing, feedback); to compose interactive narrative conveying the richness of information of interest to the user; to allow users to experience the narrative and underlying physical environment as a mixed-reality experience while allowing for deeper, context-specific exploration at any time through AR system.
The first results were presented at the final conference of c-Space. However, our work is not over. Our goal for the upcoming weeks is to involve tourists and larger audiences to better understand user expectations and acceptance of our technology and prove again the potential of smart-phones as a medium of exchange of memories and experiences.
As part of the validation of the c-Space technologies developed during the project, an urban game was organized in Donostia-San Sebastián, current European Capital of Culture.
With the collaboration of the Eureka Zientzia Museoa (Eureka Science Museum), students from several Donostia-San Sebastián secondary schools participated in a game that involved the collaboration of a team to solve a quiz that required the interaction with the surrounding environment using c-Space technologies.
The entire game was developed using the c-Space User eXperience Design Platform validating its potentiality to allow a non-expert user to create a rich and interactive experience. During the game, the different technologies provided by c-Space were used. Presentation layer was used to show the different multimedia content. 4D reconstruction pipeline was required to generate models of the historical buildings miniatures present in the museum. Location features were used to provide location-based content. Affective recognition was performed during the experience. Content Infrastructure provided authentication and access to the game content.
A final event was organized where the c-Space project was presented, detailing its objectives and results and introducing the different capabilities from a technological perspective, and prizes were given to the game winners.
We are now accepting applications for the c-Space Challenge. The primary objective of c-Space Challenge is to encourage creative people to create prototypes on innovative ideas on top of the c-Space framework! The use of the available datasets of open public data, especially the ones already present in c-Space is encoraged.
The best applications will awarded significant prizes. So, if you want to win this contest you just need to be innovative and creative. Show us your ideas! - See more at: http://www.c-spaceproject.eu/challenge.php
The c-Space session at the 9th International KES Conference is now over. The objective of this event was to present and discuss the story of how content, creativity, and technology come together to discover new ways to elevate industry, businesses and brands.
Collaboration between the c-Space project and BIO4ever has resulted into a first successful scientific publication. We are now collaborating towards the creation of practical applications. Stay tuned for more details.
After years of development, we have finally released our developers's API, web services, and mobile application. The mobile application is a very simple app that showcases how c-Space services and processing algorithms work; directly from your mobile phone. You can download the app directly from Google play store
We are delighted to announce that our c-Space session at the 9th International KES Conference is about to begin. The event for creative content creators, brand marketers, advertising agencies, and social networks is taking place in stunning Tenerife. It tells the story of how content, creativity, technology and influencers come together to discover new ways to elevate their industry, business and brand.
Space consortium is very pleased to announce the end of its first c-Space Hackathon. It was a great opportunity to hack new features into the c-Space framework. Stay tuned for the results.
c-Space and BIO4ever (RBSI14Y7Y4) have established a cooperation program. The objective of this cooperation is to demonstrate how the c-Space tools can support professionals in urban planning and architecture especially regarding their communication strategy and their capacity to offer a comprehensive and appealing vision of a project. The results will be used as an example of the potentialities of the c-Space technology in the context of the architectural design process. The tool developed within both projects will be dedicated for investors, architects, construction engineers, professional builders, suppliers and other relevant parties, including also final customers.
Fondazione GraphiTech is delighted to announce that the paper entitled “c-Space: 3D visualization and modelling of digital models on mobile devices”, written by Davide Lotto, Bruno Simões and Raffaele De Amicis, will be presented in the eChallanges e-2015 that will be held on 25 and 26 November 2015 in Vilnius, Lithuania. In this paper, the authors presented new metaphors of interaction that permits the editing of 3D scenes, even on displays of small sizes, and a visualization system that gives user extra freedom, when compared to existent tools, while keeping at the same time minimal levels of complexity.
|Federico Devigili, Raffaele De Amicis, and Davide Lotto. Mapping and Pocketing techniques for Laser Marking of 2D Shapes on 3D Curved Surfaces. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Reimar Tausch, Dieter W. Fellner, Pedro Santos, Hendrik Schmedt, and Martin Schröttner. 3DHOG for Geometric Similarity Measurement and Retrieval on Digital Cultural Heritage Archives. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Bita Ture Savadkoohi and Raffaele De Amicis. Computer Aided Process As 3D Data Provider In Footwear Industry. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Andres Navarro, Catherine Delevoye and David Oyarzun. Emotional platform for marketing research. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Bruno Simões and Raffaele De Amicis. Gamification as a Key Enabling Technology for Image Sensing and Content Tagging. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Paola La Scala, Bruno Simões, and Raffaele De Amicis. Bridging Heritage and Tourist UX: A Socially-driven Perspective. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Bruno Simões and Raffaele De Amicis. Experience-driven Framework for Technologically-enhanced Environments: Key Challenges and Potential Solutions. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Petr Aksenov, Theo Arentze and Astrid Kemperman. A personalised recommender system for tourists on city trips: concepts and implementation. The 9th International Conference on Intelligent Interactive Multimedia Systems and Services. Tenerife, Spain, 15-17 June 2016.|
|Anna Sandak, Jakub Sandak, Bruno Simões (2016) Bio4ever project approach for modelling of bio-based building materials weathering. World Conference on Timber Engineering (WCTE 2016). 22-25 August 2016, Vienna, Austria.|
|Anna Sandak, Jakub Sandak, Bruno Simões, Federico Prandi, Raffaele De Amicis (2016) BIO4ever project concept to promote the bio-based materials in modern construction sector. COST Action FP1303 workshop: Designing with bio-based building materials -Challenges and opportunities. 24th – 25th February 2016, Madrid, Spain. ISBN:978-91-88349-16-3|
|D. Lotto, B. Simões and R. De Amicis. "c-Space: 3D visualization and modelling of digital models on mobile devices". The eChallenges e-2015 Conference. Vilnius, Lithuania, 25-27 November 2015.|
|B. Simões, F. Prandi and R. De Amicis. "Creativity Support in Projection-based Augmented Environments". Proceedings of Augmented and Virtual Reality: Second International Conference, AVR 2015. Lecce, Italy, 31 August - 3 September 2015.|
|B. Simões, M. Bianchi, A. Debiasi and R. De Amicis. "Serious Games For Large-Scale Image Sensing". The 5th EAI International Conference on Serious Games, Interaction and Simulation. Novedrate, Italy, 16-18 September 2015.|
|Aksenov, P., Navarro, A., Oyarzun, D., Arentze, T.A. & Kemperman, A.D.A.M. (2015). Dynamic adaptation of personalised recommendations based on tourists’ affective state. In C. Stephanidis (Ed.), Conference Paper : Proceedings of the 17th International Conference on Human-Computer Interaction, 2-7 August 2015, Los Angeles, California, (Communications in Computer and Information Science, pp. 491-496). springer.|
|Kemperman, A.D.A.M., Arentze, T.A. & Aksenov, P. (2015). Measuring dynamic needs and preferences for recommending personalized tourist routes. Conference Paper : Proceedings of the Recent Advances in Retailing & Services Science Conference, 27-30 July 2015, Montreal, Canada, EIRASS, accepted or in press.|
|B. Simões, M. Marangon and R. De Amicis. c-Space: A Mobile Framework for the Visualization of Spatial-temporal 3D Models. The 8th International Conference on Intelligent Interactive Multimedia Systems and Services. Sorrento, Italy, 17-19 June 2015.|
|B. Simões, P. Aksenov, P. Santos, T. Arentze and R. De Amicis. c-Space: Fostering new creative paradigms based on recording and sharing "casual" videos through the internet. Multimedia and Expo Workshops (ICMEW), 2015 IEEE International Conference on Multimedia and Expo, pp. 1-4. Torino, Italy, 29 June - 3 July 2015. doi: 10.1109/ICMEW.2015.7169833|
|Arentze, T.A., Kemperman, A.D.A.M. & Aksenov, P. (2015). The role of dynamic needs in tourists’ activity choice: design and results of a stated choice experiment. Conference Paper : Proceedings of the International Choice Modeling Conference, 10-13 May 2015, Austin, Texas, (pp. 1-15).|
|FOSS4G: Free and Open Source Software for Geospatial EUROPE COMO2015 - Title: Geotagging Software for media content based on EGNOS/GPS Location Based Service (LBS); Authors: A. Anagnostopoulos, A. Trypitsidis, M. Bonazountas, D. Kallidromitou, N. Papadakis.|
|Delevoye, C. (Director) (2014, October 20). How STP managers can turn technology development activities into value-added business support programmes and a very effective promotional asset. 31st IASP World Conference. Lecture conducted from International association of science parks and areas of innovation , Doha.|
|B. Simões and R. De Amicis. "Digital Earth in a User-Centric Perspective", Proceedings of COM.BigData 2014: The 1st International Summit on Big Data Computing. Washington DC (USA), 2014.|
|B. Simões and A. Zelenkauskaite. "Big data through cross-platform interest-based interactivity". International Conference on Big Data and Smart Computing (BIGCOMP), IEEE, p. 191-196, January 2014.|
|Arentze, T.A.: LATUS: A Dynamic Model for Leisure Activity-Travel Utility Simulation. In Proc of the 94th Transportation Research Board Annual Meeting (2014)|