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“Be Live 3D” — A Triple Layer Networked Clouded Semantic 3D Modeling

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posted on 2014-10-01, 20:59 authored by Giuseppe LaquidaraGiuseppe Laquidara, Annibale Elia, Marika Mazzi BoémMarika Mazzi Boém, Mario Monteleone, Federica Marano, Maria Pia Di Buono, Mariana Damova, Josep Maria Palet, Josep M. Puche, Salvatore BarbaSalvatore Barba, Marinos Ioannides, et al

“Be Live 3D” — A Triple Layer Networked Semantic Modeling

e project aims to build a HPW (High Power Web) framework, enforced with semantic and computational processors, able to harvest, analyze, modelize, semantically annotate 3D complex objects, and assorting them into a networked catalogue of built environments, fully explorable and cooperatively hackable through a suite of professional and consumer applications. e framework will be built within 3 different coexistent layers, accessible concurrently through 3 distinguished profiles, in order to be co-used by: #1. Researchers and technical experts in the field of archeological / architectural 3D modeling, predictive modeling, models building, large or short scale regional analysis; #2. Professionals creatives, CCIs and creative-labs; #3. users, visitors and a wide target of customers. Given the (triple) multi-tiered structure, the framework will offer an integrated ecosystem made of 3 different layers, each one offering a distinct paradigm of uses/needs: (a) an environment for capturing reality and real time 3D reproducing models and / or interior spaces, deep analysis, high-fidelity modeling, expert semantic annotation [1st level: professionals in archeology, architecture, built heritage; researchers, scholars and academics]; (b) a toolbox for experimental playing (i.e. "Creative Suite"), devoted to design approach, creative modeling and reuse of 3D models and spaces, expert crowd cataloguing and catalogue enrichment, expert semantic annotation, cooperative representation of deep and solid shapes, specialized professionals in the aesthetic evaluation and critics of heritage works [2nd level: creatives, critics, lecturers, industries’ entrepreneurs]; (c) an end-users high performative online service, allowing to experiment 3D information, simulating natural diving into archeological sites, simulating paths and itineraries through NLP queries (in Natural Language), also connecting to VR and AR devices through platform-independent graphical user interface (PIGUI), sharing co-experiences, co-understanding and co-interactions. e final triple integrated ecosystem [(a)+(b)+(c) = researcher and pro + creatives and pedagogues / academics + users and explorers] will offer a bottom-up paradigm approach and a user-driven process of ecosystem growth, driven by consumers’ demands, who will massively use the environment, exploring and requiring additional areas to visit, increased level of details, and a running procurement of “experiences”. In terms of system dynamics, at the level 1 the mentioned framework will run urgent computation instances, harvesting and processing huge amounts of coherent data from high-fidelity devices (scanners, digital cameras, etx.) and remote/ distributed providers; thus the complex system refers to the typical dynamics of Big Data processing and urgent computation (super computation, cloud - distributed computing). Moreover, at the level 2, the catalogue at the basis of the proposed framework will run on high-refined clustering process, ontology-driven information mining / retrieval, predictive model markup language, spatial learning / mapping similarities and differences throughout pan-European archaeological / architectural sites. e resulting catalogue will consist of an extremely rich and dense encyclopedic structure. At the level 3 — the end-customers one — the HPW framework will result in a worldwide networked layer of 3D archaeo-/architectural-entertainment spaces, playing a increasingly growth of breathtaking places and representations: starting from historical sites, the “Be live 3D” will evolve in a creative, suggestive and futuristic global scenery that will eventually make necessary and urgent the 3D demand from the end-users, who yearn to build additional layers of 3D creativity on the root levels of the historical basis of our culture. Basing on this paradigm, it will be easy, then, to properly address the supply of the users’ demand through creative models built on the historical European environments, enhancing their intrinsic value; as alive and kicking exhibits, a lush and swarm creativity will meet the needs of young people, researchers, and creatives — finally, stimulating the industrial production of additional modules, intrinsically linked to our cultural development.

 

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