Scientific Program

Conference Series Ltd invites all the participants across the globe to attend 4th International Conference and Expo on Computer Graphics & Animation Berlin, Germany.

Day :

  • Computer Graphics | Computer Animation | Animation Industry | Modeling | Simulation | Game Design & Development | Gamification and Social Game Mechanics
Location: v. Hardenberg
Speaker

Chair

Ines A G Boaventura

Sao Paulo State University, Brazil

Session Introduction

Juan Carlos Torres

Granada University, Spain

Title: Adding semantic information to geometric models

Time : 12:10

Speaker
Biography:

Juan Carlos Torres is a Full Professor of Computer Graphics at the University of Granada, Spain. He is director of the Virtual Reality Laboratory at the University of Granada. He has been project leader of the “Cultural Heritage Information System” project developed with the Alhambra monument that has developed a 3D information system for cultural heritage that aim to add semantic information to the surface of 3D objects. He has participated in several digitizing projects of cultural heritage sites including the Alhambra Palace and the Roman city of Italica. He also is a member of the Eurographics association. He has been the chairman of the Esurographics Spanish Chapter and elected member Eurographics Executive Board. He has been co-chair of the Eurographics annual conference held in Granada, EUROGRAPHICS 2003, and chair of SIACG’04 held in Santiago de Compostela.

Abstract:

Both 3D software and hardware have matured. Nowadays it is possible to create precise 3D models of complex objects, edit them and print real objects from these 3D models.  But for many applications this is not enough. For instance, to manage 3D models of Cultural heritage artefacts we need also to associate non-geometric information linked to the model. For industrial applications this has been addressed using Building information modeling (BIM), that have evolved from Computer Aided Design.

Nevertheless BIM are not a good approach to link data to 3D meshes, as those created using laser scanner of structure from motion. Special methods have been proposed to associate data to the surface of 3D meshes. One successful approach is to apply the same techniques used by the Geographic Science community. The usefulness of GIS comes from the relation they implement between data and locations, which allows the user to perform spatial queries. In fact all the data is structured in a set of layers or maps, and every layer point has a known geographic coordinate. These ideas are also useful for any 3D model if we have data associated to its surface.

Speaker
Biography:

Ines Aparecida Gasparotto Boaventura graduated at Mathematics from Sao Paulo State University, UNESP, Brazil, master’s at Computer Science and Computational Mathematics and PhD at Electrical Engineering from University of Sao Paulo (USP). She has experience in Computer Science, focusing on Graphical Processing (Graphics), and acting on the following subjects: Biometrics, Image Processing, and Computer Vision. She is a full-time professor and head of the Department at Department of Computer Science and Statistics at UNESP, campus of Sao Jose do Rio Preto, Sao Paulo, Brazil. In 2011-2012 she was a visiting researcher at PRIP Laboratory –CSE –Michigan State University.

Abstract:

Face recognition technology is a hot topic of research in the field of image processing and computer vision. Face feature has very high reference value in the identification, because it is easy to collect the characteristics. Face recognition technology is widely applied in many system related to information and public safety. In this work it is presented a face recognition algorithm based on a new version of Multi-Scale Local Mapped Pattern Method.
The Local Binary Pattern (LBP) and its extended forms, such as Mean Local Mapped Pattern (LMP) and Multi-Scale Local Binary Pattern (MSLBP), were developed with the purpose of analyzing textures in images. Such methods compare histograms generated by micropatterns extracted from textures. A micropattern may be understood as a structure formed by pixels and its respective gray levels capable of describing or representing a spatial context of some feature found in the image, such as borders, corners, texture and even more complex and abstract patterns, like those found in a face image. In the MSLBP, a histogram is built in each scale with the values generated by image patterns smoothened by the Gaussian filtering. The LMP technique consists of smoothening the image gray levels from the mapping made through a pre-defined function. For each image pixel, the mapping of the region is made on the basis of a specific region of its neighbors.


In the face features description problem, the LMP technique presented excellent results in considering the average of the locally mapped patterns, whereas the MSLBP, working in several scales, also reached higher performance compared with the original LBP. Thus, in this work we propose a new technique combining the LMP method and a new version of the MSLBP method, herein referred to as MSLMP (Multi-Scale Mean Local Mapped Pattern). The proposal of this new approach is to extract micropatterns and to attenuate noisy actions often occurring in digital images.
Therefore, in this talk we will present some results of the method applied on face image of some well known face Database, such as ESSEX, JAFE and ORL. The experiments have been carried out so far suggest that the presented technique provides detections with higher performance than the results presented in the state-of-the-art research in the specialized scientific literature. For the mentioned databases, the results have reached 100% of accuracy, using 7 scales of the proposed method.

Petyo Budakov

New Bulgarian University, Bulgaria. DAAD Visiting Researcher

Title: 3D Rendered images and their application in the interior design

Time : 13:45-14:10

Speaker
Biography:

Petyo Vasilev Budakov graduated from the New Bulgarian University of Sofia, Bulgaria in December 2012 with PhD in Visual arts (3D in graphic design). He is a faculty in the Department “Cinema, advertising and show business”. As a chief assistant professor, most of his doctoral research has been devoted on the 3D Digital media, lighting and renders engines, brand identity development as well as designing and delivering effective presentations.

In 2016, he was awarded with a DAAD scholarship grant, and currently he is a visiting researcher in Germany. He is a co-founder of the online learning vocational training school – Adacademy®.

Abstract:

The main goal of this practice-led research is to make an in-depth investigation of the application of 3D in the interior design, focused on it is development and improvement over the time. It outlines the quality and productivity of the most commonly used 3D render engines. It illustrates the latest trends in area of graphic designs and interior design, as well as demonstrating various ways of applying 3D Studio Max as a powerful 3D software. However, this investigation is focused on the creation of photo-realistic 3D images and it explores their quality and level of realism. It makes a comparison between 3D screen captured renders and real photos of the same objects, without retouching. This research considers how colors, shapes, forms, lightings, shadows and cameras would be successfully recreated by using 3D Studio max. The author explains the main advantages of using 3D rendered images over the traditional photography.

Speaker
Biography:

William Hoff is currently with the DAQRI Austria Research Center in Vienna. Prior to that, he was an Associate Professor in Computer Science at the Colorado School of Mines. His research interests include computer vision and pattern recognition, with applications to augmented reality, robotics, and interactive systems.

Abstract:

Sports analysis is a useful application of technology, providing value to athletes, coaches, and sports fans by producing quantitative evaluation of performance. To address this field in the context of men’s gymnastics, a team at the Colorado School of Mines (Brian Reily, Hao Zhang, and William Hoff) has developed a system that utilizes a Microsoft Kinect 2 camera to automatically evaluate the performance of a gymnast on the pommel horse apparatus, specifically in regards to the consistency of the gymnast’s timing and body angle. The Kinect’s ability to determine the depth at each pixel provides information not available to typical sports analysis approaches based solely on RGB data. Our approach consists of a three stage pipeline that automatically identifies a depth of interest, localizes the gymnast, detects when the gymnast is performing a certain routine, and finally provides an analysis of that routine. We demonstrate that each stage of the pipeline produces effective results: our depth of interest approach identifies the gymnast 97.8% of the time and removes over 60% of extraneous data; our activity recognition approach is highly efficient and identifies ‘spinning’ by the gymnast with 93.8% accuracy; and our performance analysis method evaluates the gymnast’s timing with accuracy only limited by the frame rate of the Kinect. Additionally, we validate our system and the proposed methods with a real-world online application, used by actual gymnastics coaches and viewed as a highly effective training tool.

Jingtian Li

University of the Incarnate Word, USA

Title: Simplify anatomy for character modeling

Time : 14:35-15:00

Speaker
Biography:

Jingtian Li is an individual 3D Character Artist and Animator, he is also Assistant Professor of 3D Animation & Game Design (http://www.uiw3d.com) in the School of Media & Design at the University of the Incarnate Word in San Antonio. He also have been working in a variety of animation studios like Beijing Daysview Digital Image Co, Passion Picture NYC. He holds an MFA in Computer Animation form School of Visual Arts in New York City, and also a BFA of Digital Media from China Central Academy of Fine Arts.

Abstract:

Character modelling is one of the most popular field in the 3D animation and game industry, most of the students consider being a character artist as their career, but few students can really overcome all the difficulties of character creation process and really reach the professional level. Anatomy is one of difficult skill we have to help the students to master, this presentation introduces a way of using big shapes and planes instead of complex muscle and their names to help students understand anatomy on the big scale, and gradually move on into smaller shapes and planes, exploring ways of helping students to learn to observe and understand shapes of any unknown kind and recreate them in 3D, train their mind to simplity complex objects into easy and manageable primary shapes, help them to control detail rather than being overwhelmed, eventually, train their eye to quickly recognize the characteristic of any shape and able to easily recreate it in 3D with out struggles of trying to figure out what is wrong blindly.

Matthew Tovar

University of the Incarnate Word, USA

Title: Production planning workshop for 3D animation

Time : 15:00-13:25

Speaker
Biography:

Matthew Tovar is an Assisant Professor in the 3D Animation & Game Design department at the Univeristy of the Incarnate Word, USA. He worked and continues to work profesionally in the film and game industry with top studios such as Sony Computer Entertainment of America, Sony Pictures Imageworks, Infinity Ward, and Naughty Dog. His most notable recent projects include The Last of Us, Call of Duty: Infinte Warfare and Uncharted: The Lost Legacy.

Abstract:

The 3D Animation and Game Design program at the University of the Incarnate Word require students to produce complete 3D narrative animations or video games. Although students know this is coming, the specifics of how to plan the production, and make the specific design and story decisions that provide a successful piece seems to come as a surprise when students are actually in the class. We have, therefore, implemented a one credit planning course: Senior Thesis Workshop in which students produce no digital assets, but propose multiple projects with various teams and work them up to a pitch state. Then, still within this course, the students do initial concept design and planning work in preparation for the upcoming production cycle.

In this presentation, we will show the course structure of the workshop, and the results created there. We will share lessons learned in the process and how it has strengthened the output of the production courses.

Break:

Networking & Refreshment Break: 15:25-15:40 @ Foyer

Chieh-Ju Huang

Chienkuo Technology University, Taiwan

Title: The sound of geothermal: animation and board game design

Time : 16:06-16:30

Speaker
Biography:

Chieh-Ju Huang is Lecturer in Design, Department of Commercial Design at Chienkuo Technology University, Taiwan. She worked professionally with Service Design, Design Thinking, User Experience, and Educational Board Game Design. Now she is PhD Candidate in Doctoral Program in Design, College of Design, National Taipei University of Technology.

Abstract:

Using Chinese traditional story character “the god of fire” to design an animation describes the knowledge and mechanism of Geothermal power generation. The animation also show how people people can collaborate togeather to use renewable energy to solve the problem of community electricity shortage and the crisis of energy overuse. Beside the theory of Geothermal, the story teller will explain the development, operation and function from the energy of Geothermal. 

In addition, a board game is designed from “Design Thinking” and “POEMS” design tools.  When designing this board game, design thinking workshop was propused for investigating how and why the board game would be played. POEMS design tools support to the game rules from: People (users in this game), Objects (the objects in this game), Environment (the content and environment in this game), Messages (the knowledge from this game), and Service (the service and activities in this game).  It is for multiple players, and the cards contains path cards and tool cards for interacting with others. The board game based on the rules derived from the application of green energy. The players will learn how the Hydraulic, Wind power, Fire power, Nuclear power, and Geothermal energy work by playing this board game.

In a comprehensive way, this animation and board game for educational and energy usages are teaching the users about the knowledge of  power generation and environment protection.

Break:

Panel Discission

  • Computer Vision & Pattern Recognition | Imaging and Image Processing | Visualization | Human-Computer Interaction
Location: v. Hardenberg
Speaker

Chair

Yonghuai Liu

Aberystwyth University, UK

Session Introduction

Jiri Navrátil

Head of R&D CESNET, Czech Republic

Title: Cyber performance, new experiences on technical and artistic collaboration across internet

Time : 10:35-11:00

Speaker
Biography:

Jiri Navrátil received his PhD in Computer Science from Czech Technical University at Prague in 1984. He worked for 30 years at Computing and Information Center of CTU in different positions linked with High Performance Computing a Communications. During his several sabbatical leaves he worked in Switzerland, Japan and USA in the field of networking. Since 2006 he started work for CESNET - Czech Education a cientific Network as leader of group supporting special research applications using high speed Internet. In last years he participated on several multimedia performances organized in frame of large international cooperation in different fields.

Abstract:

CESNET is a research organization with research focused on networking and Internet applications including video processing. CESNET also plays a role of the National Research and Educational Network (NREN) in the Czech Republic providing e-infrastructure (high-speed network, computing services and data storage facilities) to academic users in the country. The CESNET network is a part of the pan European network GEANT, which connects all academic networks in Europe and provides many links to Asia, Africa, South America and the US. It creates an ideal environment for collaboration in many directions of science, medicine and culture.

Over the years CESNET has developed two technologies that allow transmission of HD and UHD videos over a network - Ultra Grid as a software-based solution and MVTP as hardware-accelerated FPGA-based solution. Both technologies are widely used as technological tools in the events which needs high quality and low latency video. In the last several years we organized together with several partners (Music and Dance Faculty of the Academy of Performing Arts in Prague, Konic Theatre Barcelona, New World Symphony Miami), KISTI Korea, RDAM Royal Danish Academy of Music and APAN - Cultural Work Group several Cyber Performances (CP) as joint events in which participated artists from many countries. The main goal of such CPs is to demonstrate capability of the current Internet to arrange live collaboration and on-line interactions of performing artists (musicians, dancers, animators) across countries and continents using modern multimedia tools.

These CPs are not simple and cheap, they need long time planning and preparation, and finally narrow collaboration of many people from different fields (artists, technicians, networkers). This is a reason why they are usually organised only in the frame of very important IT globally significant events such as Supercomputing, APAN or Internet2 meetings, TNC conferences, Cinegrid workshops, GLIF meetings, etc. From the past we can remind successful CP “Dancing Beyond Time” on 36th APAN in Daejeon, South Korea and CP “Dancing in Space” on 37th APAN meeting in Taiwan or “Walking in historical Prague” on Internet2 Meeting in Honolulu, USA. The Network Performing Arts Production Workshop (NPAPWS) is an event connecting the creators, artists and technicians working in this field from around the world to present their projects and discuss ways to proceed in this area. CESNET has participated in several previous NPAPW workshops, with a distributed concert “Piano and Violin” in London 2015 and “Organs and Trumpet” in Miami 2016. Our current colleagues Ian Biscoe and Jana Bitter presented on NPAPWS 2016 an outdoor CP “Bridge to Everyone”.

In this conference CGA2017, we will describe our experiences from the last CP prepared for NPAPW 2017 in Copenhagen called “Similarities”. The story of the performance is the following: Performers are the guides on the journey through their locations. Dancers guide the audience through their location via movement, which is directly interacting with and interpreting various features of their respective location (shapes, forms, colours, structures of the place). Musicians are providing a unifying soundtrack for both dancers and ideally, also musically react on the dancers' movements. The guided journeys (local performances) are captured on video, and the eye of the camera provides the progression of the resulting performance; a real-time-made film for Copenhagen. As the eye of the camera is selective, it reveals the location to the audience only gradually. The journey goes from the micro world of details and very close-up video through to the full image of each location. In the beginning, the detailed shapes and forms of each location seem to be very similar without being specific to one location, and then as the camera zooms out during the course of the performance, the viewer begins to recognize more and more the specificity of the location. Performers communicate with other locations and performers (because they can see video from the other locations) by searching similarities, similar shapes, structures or forms.

Teams from CZ, US, ES and DK jointly participated in this event. The team included network engineers and researchers, audio-visual technicians, programmers, musicians, dancers, scene designers and choreographers, with some people spanning multiple areas. The event began simultaneously in Prague, Czech Republic (CZ), Barcelona, Spain (ES), US (Miami) and Copenhagen (DK). The music performance was captured by a 4K camera and delivered from NTK National Technical Library to Barcelona.

Break:

Networking & Refreshment Break: 11:00-11:15 @ Foyer

Speaker
Biography:

Professor Anna Yankovskaya obtained her DSc in Computer Science from Tomsk State University in Russia. She is currently a head of Intelligent Systems Laboratory and a professor of the following universities: Tomsk State University of Architecture and Building, National Research Tomsk State University, Tomsk State University of Control Systems and Radioelectronics, National Research Tomsk Polytechnic University. She is an author of more than 650 publications and 7 monographies. Her scientific interests include mathematical foundations for test pattern recognition and theory of digital devices; artificial intelligence, intelligent systems, learning and testing systems, blended education and learning; logical tests, mixed diagnostic tests, cognitive graphics; advanced technology in education.

Abstract:

The idea of n-simplex application, and the theorem for decision-making, and its justification for intelligent systems were proposed by author in 1990 year. The mathematical visualization of the object under investigation mapping in n-simplex is given. For the first time 2-simplex prism was proposed by author and Yamshanov for decision-making and its justification within intelligent dynamic diagnostic systems in 2015 and within intelligent dynamic predictive systems in 2016. 2-simplex prism is a triangular prism which has identical equilateral triangles (2-simplices) in its bases. The height of the 2-simplex prism in intelligent dynamic systems corresponds to the dynamic process time interval under consideration. The results of each of the diagnostic, predictive decisions are shown in the form of points in 2-simplices disposed on cross-sections of 2-simplex prism. The height of 2-simplex prism is divided into a number of time intervals. The number of time intervals corresponds to the number of diagnostic or predictive decisions. The distance between two adjacent 2-simpleces is directly proportional to the time interval between adjacent 2-simpleces. For intelligent geoinformation systems the height corresponds to the distance from initial point to final destination. In this case the distance between two adjacent 2-simpleces corresponds to the distance between two points on a map. In this paper the application of 2-simplex prism cognitive graphic tool for a variety of problem areas for intelligent dynamic diagnostic and predictive systems. The problem areas are as follows: medicine, ecobiomedicine, ecology, geology, geoecology, emergency medicine and education. For the first time the use of 2-simplex prism is proposed for intelligent geoinformation systems. In the paper the mathematical basics of intelligent systems construction and the results of decision-making and its justification in intelligent system for organizational stress and depression diagnostic, and intelligent learning and testing systems in the field of discrete mathematics and power electronics are presented.

Sheng-Ming Wang

Department of Interaction Design, National Taipei University of Technology, Taiwan

Title: Design thinking for developing a case-based reasoning emotional robot

Time : 11:40-12:05

Speaker
Biography:

Sheng Ming is an associate professor in human-computer interaction technology and service design, Department of Interaction Design at National Taipei University of Technology. He received his MS degree in Building and Planning, PhD degree in School of Computer Science, University of Leeds, UK, in 1998. He worked professionally with number of interdisciplinary integration project for smart interaction technology development and serious game development. He known for natural user interface technology development projects for future classroom, which were funded by the Ministry of Science and Technology, Taiwan.

Abstract:

Research has shown that if affective computing technology and machine learning mechanisms can be introduced to enhance interaction and feedback between interactive service robots (ISRs) and users. This study integrates the concept and method of design thinking, emotion-detection technology, and case-based reasoning (CBR) to simulate the service situation of an interview, and thus to develop a prototype emotion-sensing robot (ESR) system. The results of the experiment were then used to analyze the effectiveness of integrating corresponding technologies as well as the value, utility, and affordance of the developed system.

The empirical verification of this study begin with a pilot test to create a basic database based on a simulated case, and initial weights were assigned to each attributing factor. Then, the prototype system was tested using participants from various fields of expertise and backgrounds, and differences in interaction and feedback between participants and the system were analyzed. These differences were then introduced into the system as references to modify the weights of each attributing factor when testing with participants from different professional areas. Empirical results showed that the emotional responses of participants during the simulated interview were consistent with those hypothesized in the user journey map. The results also revealed that blink rate was a significant determinant of the perception of tension. The predictive power in detecting facial expressions, analysis of semantic emotions, and accuracy of keyword matching related to perception of tension appeared to differ significantly between participants from different fields of expertise and backgrounds. Therefore, assigning more weight to detection factors that correlate specifically with participant emotions helps to reveal the utility of the prototype of the ESR system. Despite meeting both user requirements and user-oriented design requirements, as well as demonstrating the affordance of the system in this study, further improvements can be made. Future studies are necessary to enrich the cases in the database of CBR system and establish a foundation of machine learning principles for ESRs.

Alexandr Y Petukhov

Lobachevsky Nizhny Novgorod State University, Russia

Title: The theory of information images: an approach to modeling the cognitive activity of the human brain

Time : 12:05-12:30

Speaker
Biography:

Petukhov Aleksandr Yurevich is the head of the laboratory "Modeling the socio-political processes" in Lobachevsky Nizhny Novgorod State University. He is also a head of several large research projects in the field of information influence on the mind human (supported by grants from the President of the Russian Federation, Russian Research Foundation, etc.).

Abstract:

The presentation will presents the basic principles of the Information Image Theory and a mathematical model developed using it. The hierarchy of information images in an individual mind, which determines hisher real and virtual activity, is considered. Algorithms for describing transfer and distortion of information images by individuals in the communication process are constructed. To corroborate the theory experimentally, the bilingual Stroop test is used. The results of the test are interpreted using the introduced theory, and are then compared with the results of computer modeling based on the theory. It is shown that Information Images can be used not only to explain a number of cognitive processes of the human mind, but also to predict their dynamics in a number of particular cases.

Speaker
Biography:

Chieh-Ju Huang is Lecturer in Design, Department of Commercial Design at Chienkuo Technology University. She worked professionally with Service Design, Design Thinking, User Experience, and Educational Board Game Design. Now she is PhD Candidate in Doctoral Program in Design, College of Design, National Taipei University of Technology.

Abstract:

This project use "Methane Ice formation and mining techniques" as the theme to transfer their associated knowledge to general science education based on storytelling, scenario design, character design, interaction design and hologram projection technologies. There are two learning systems had been developed in this project. The first learning system is called "The Animation Learning System for Methane Ice Formation and Energy Transformation". The second learning system is called "The Hologram Projection Learning System for the Knowledge Kernel and Structure Recognition of Methane Ice". Two activities had been held to invite elementary school students and high school students to learn the science of Methane Ice by the two systems developed in this project. The evaluation results show that the usability of these two systems is very good for both elementary school and high school students. The result gets rid of the factors that the learning achievement of Methane Ice science learning been affected by unfriendly system design. Further learning achievement evaluation based on ARCS learning motivation model will be performed to show the affordance of the Methane Ice science learning mechanism proposed in this project.

Break:

Lunch Break 12:55-13:40 @Restaurant Theodor

  • Video Presentation
Location: v. Hardenberg
Speaker

Chair

Lars Linsen

Westfälische Wilhelms-Universität Münster, Germany

Session Introduction

Biju Dhanapalan

Nanyang Technological University, Singapore

Title: Kathakali and motion capture: An experimental dialogue between Indian classical dance and technology

Time : 14:05-14:30

Speaker
Biography:

Biju Dhanapalan is Associate Professor in the School of Art, Design and Media at Nanyang Technological University, Singapore. He is a leading visual effects director; he has designed and directed animation and VFX sequences for Indian, English, French and Hollywood productions for over a hundred feature films, ‘3 Idiots’, ‘PK,' and ‘Neerja’ to name a few. Besides features, he has lent his expertise across various verticals: art installations, new media, and commercials. His transdisciplinary training - Engineering and Industrial Design - has led him to design and develop custom devices and gears and various filming equipment including 3D stereoscopy rigs.

Abstract:

Kathakali, one of India’s eight classical dance forms, is a highly stylized and opulent dance-drama that originated nearly five hundred years ago in a southern state of India. Kathakali performers draw from a vast dictionary of highly advanced and sophisticated movements, a repertoire of gestures, and expressions. Motion capture was employed to encapsulate the temporal, three-dimensional data of a chosen Kathakali performance, in the motion capture laboratory at the School of Art, Design and Media, Nanyang Technological University, Singapore.
The analysis of the acquired motion capture data of Kathakali has revealed several possibilities. The numerical nature of the data facilitates direct admission to mathematicians, scientists, and animators into the complex and diverse kinetics of classical dance. Thus, lending a deeper understanding and meaningful abstractions of kinetic art. This research has opened possibilities of developing digital tools for classical dance pedagogy. Also an integrated archival of classical dance, pivoting on 3D motion capture with video and audio recording along with other pertinent data, can also be undertaken. The derivatives of the temporal data are being employed to drive the key parameters of an abstract animation film by the author himself.
By archiving a piece of a five-hundred-year-old tradition, the speaker has arguably tapped into the tangible and intangible heritage of an ancient civilization. This experimental dialogue between classical art and technology serves as a platform for a meaningful collaboration between ancient cultural heritage and rapidly advancing technology.

Masuod Akbarzadeh

Polyhedral Structures Laboratory, University of Pennsylvania, USA

Title: On geometry and equilibrium of forces in 3D

Time : 14:30-14:55

Speaker
Biography:

Masoud Akbarzadeh is a designer with a unique academic background and experience in architectural design, computation, and structural engineering. He is an Assistant Professor of Architecture in Structures and Advanced Technologies and the Director of the Polyhedral Structures Laboratory (PSL). He holds a D.Sc. from the Institute of Technology in Architecture, ETH Zurich, and two degrees from MIT: a Master of Science in Architecture Studies (Computation) and a MArch, the thesis for which earned him the renowned SOM award.

Abstract:

Geometry is commonly known as a branch of mathematics concerned with questions of shape, size, the relative position of figures, and the properties of space. Fewer know about the importance of geometry in physics and equilibrium of forces. This presentation will expand on the use of geometry in describing the static equilibrium of the complex spatial system of forces, and more importantly, how it would help structural designers and architects to design highly efficient structures. This branch of science is called graphic statics where the equilibrium of forces in a structural form is described geometrically/graphically. The geometric representation of forces provides an unprecedented control for designers to not only design the geometry of the system, but also design and optimize its internal forces. Traditional graphic statics is based on 2D reciprocal diagrams formulated by Maxwell in 1864 and is quite limited in dealing with a 3D system of forces. This presentation will specifically expand the current research of the author and show the new development of graphic statics in 3D based on a 150-year proposition by Rankine in Philosophical Magazine. In addition, it shows how the well-known computer graphic techniques such as aggregation/or subdivision of polyhedral cells can be used in 3D graphic statics and to generate non-conventional, expressive efficient structural forms.

Speaker
Biography:

Joshua graduated as a Systems Engineer with emphasis in systems simulation, optimization and decision analysis in 1985. In Caracas-Venezuela, he was staff to the strategic planning Vice-President of Union Bank S.A.C.A. between 1986 and 1988. He became a consultant for the oil industry together with the firm Sercontec C.A. between the years 1988 and 1991. He was co-founder and Director of BDS (Banking Decision Services C.A.) in between 1991 and 1994. Between 1986 and 1993, he taught systems simulation, decision analysis, time series analysis, systems dynamics, system concepts and mathematical modeling at the Universidad Metropolitana (Metropolitan University) where he supervised seven (7) thesis projects, most of them simulation models and decision support systems. In 2009 he completed a Master’s thesis in Cognitive Neuroscience, by the name of “The Brain of Melchizedek” at Otago University in New Zealand. Since 2011, he travelled to different nations in his capacity of Ambassador of Peace, delivering seminars, TV interviews, radio talks and conferences to large audiences at universities, medical clubs and hospitals about the integration between Scientific Knowledge and Spiritual Wisdom. He has also been engaged in research in systems cognitive neuroscience since 2012, co-authoring several publications including work in brain dynamics, applied mathematics, systems modeling and philosophy concerning the understanding of human consciousness, the creation of knowledge and meaning and values based decision making. In 2015 Joshua led the research group at The Embassy of Peace in Whitianga, New Zealand for the International Synchronization Heart Rate Variability (HRV) Study conducted by the HeartMath Institute. Recently, he has also authored and co-authored several publications both in the Journal of Consciousness Exploration & Research and in the Scientific GOD Journal. Currently, he is in preparation for the completion of a PhD dissertation on matters related to human consciousness and the biophysics of brain dynamics.

Abstract:

This presentation is inspired by the work of Walter J. Freeman on brain field dynamics and its implications in the understanding of cognitive functions, intentional action and decision-making. The main purpose is to present a novel way of applying the art of encephalography. We have moved from the mere plotting of brain signals in the time domain to spatio-temporal frames that produce a brain dynamics movie with power to give us different visual patterns of behavior in various conditions based on experimental data produced by different stimuli. The methodology of brain movie making is briefly described to explain how large quantities of brain data images are processed to produce the movies which are then displayed in order to visually discriminate between different cognitive states, as well as the different stages of cognitive processes related to the cycle of creation of knowledge and meaning so vital for decision-making. It is proposed that careful observation of each of these movies will facilitate a learning process, in order to: (a) identify different structures and visual patterns where large-scale synchronizations and desynchronizations are observed together with the temporal evolution of the different stages of the hypothesized cycle of creation of knowledge and meaning and (b) facilitate the study of brain dynamics across different frequency bands with the aid of different indices like the Pragmatic Information index which is based on the instantaneous phase and the analytic amplitude. To summarize, the art of encephalography enhanced by brain dynamics movies allows us to identify brain patterns and events associated with different measurements across bands and the different stages of the cycle of creation of knowledge and meaning.

This work was accomplished by the research team at The Embassy of Peace in Whitianga, New Zealand, in close collaboration with Walter J. Freeman and Robert Kozma.

Tatjana Burzanović

University of Donja Gorica, Montenegro

Title: Universal design-design for all

Time : 15:20-15:40

Speaker
Biography:

Tatjana Burzanović is a lecturer and coordinator at the faculty of design and multimedia, the University of Donja Gorica, Montenegro. She teaches as faculty for design and multimedia on the subject of Marketing Design, Visual Communications, Portfolio; and as faculty for culture and tourism on Indian Culture. Previously she teaches at the Faculty of Architecture in Podgorica, where she prepared a textbook (1000 pages) for students from Architectural and Computer Graphics. She is the author of the book on “The Interrelation Between Art Worlds: Illustrations of Bhagavad Gita”, which is available on Amazon. In this book, she studies the relationships of simultaneous and successive art.

Abstract:

Why do we say design for all? What do we mean by that? What is design? What is Design for All? Design for all is a design which one respects human rights, diversity, which enables social inclusion and equality for all."  This is a holistic and innovative model to create an environment that respects ethnic, age and other characteristics, is aimed at, designers, developers, contractors, builders, political leaders...? Decision makers! Why is design for all important? Across Europe, age, cultural development, and people skills are higher than ever? We now know that active living with disabilities, wash to overcome the disease much more than ever before. The world is a complex place and it was not what we make it, not what we allowed him to give us a chance, but that requires of us the responsibility - to create the foundations of inclusion. All around us is the design and everything is designed to be adapted for use. This raises the question, “How anyone has the right to classify someone as different and someone who cannot use the benefits of the design?" Design when adapted to everyone for use by everyone regardless of their ability or therefore, the idea of design for all, the philosophy of responsibility towards the social diversity. In what consists the responsibility of the general community or business sector - primarily in the creation of a large number of products and services, usable for all people because it is much cheaper when from the beginning builds accessibility standards than everyone when adapting to new environments and new customers.

Significantly, the business sector is "Money talks," which they understand well because DFA can only IncDesign for all and jobs for all! "Design for all creates opportunities for everyone to be active, productive participants in economic development, and therefore the DFA to reduce social exclusion and improve economic benefit. Design for all and tourism, - along with employment, entertainment is a human right of all members of a society - is also a major source of income for many countries. Design for all creates the preconditions for accessibility of all to be able to use tourism and entertainment offerings.

Yi bin Hou, Jin Wang*

Beijing University of Technology, China

Title: Investigation on the internet of things

Time : 15:40-16:00

Speaker
Biography:

Yibin Hou graduated from Xi’an Jiaotong University, computer science department, with a master’s degree in engineering, graduated from the Netherlands EINDHOVEN university of technology department, received a doctor’s degree from the department of engineering. From 2002 to 2013 as vice President of Beijing university of technology. Beijing university of technology’s professor, doctoral supervisor, embedded computing, director of the institute, Beijing university of technology, deputy director of academic committee and secretary-general, Beijing Internet software and systems engineering technology research center director. His research interests is the Internet of things.

Jin Wang received a Bacher’s degree in Software Engineering from Beijing University of Chemical Technology, Beijing, China, in 2012. She won the National Scholarship in 2010 and won the National Endeavor Fellowship in 2009. She received a master graduate in Computer Application Technology in Shijiazhuang Tiedao University in 2015. She published many papers including ISTP, EI and SCI and participate in the National Natural Science Fund Project. From 2015 she is in the school of software engineering, Department of information, Beijing University of Technology, completing her PhD. Her research interests are the Internet of things and software engineering and Embedded and image and video quality assessment.

Abstract:

Do IOT problem definition and research. Research on Internet of things, first research object, Re research alliance,Re study network. Objects are things in the Internet of things, Link is how objects connect to the network, Network is what this network is. Objective function is the key problem. Can start with simple and critical questions. Algorithm is the solution to the problem steps. What is the Internet of things, objects connected to the Internet is the Internet of things, cup networking, car networking. Things better than other networks, is composed of what objects, what composition, what nature, what innovation and superiority. Internet of things four key technologies are widely used, these four technologies are mainly RFID, WSN, M2M, as well as the integration of the two. RFID can be achieved using MATLAB, NS2, Android, WSN can use NS2, OMNET++ implementation, M2M can be developed using JAVA. Therefore, this paper focuses on the advantages of Internet of things than the internet. The Internet of things has no unified definition. Some people believes that the interconnection of RFID is the Internet of things, some think that a sensor network is the Internet of things, some think that M2M (machine to machine) is the Internet of things. Some people think make the Internet stretched and extended to any goods and goods is the Internet of things. The Internet of things not only meets the demands for information of goods’ networking, but also the current technology development’s push. And final the most important thing is the internet of things can boost the economy, so the investigation on the Internet of things is very important.

Break:

Networking & Refreshment Break: 16:00-16:15 @ Foyer

Poster Presentation: 16:15-16:30 @ Foyer

Award & Closing Ceremony

  • Short Animatiom Presentation

Session Introduction

Ryan Hazarika

India

Title: A Blind Dog - Dil Hairaan Hai
Speaker
Biography:

Ryan Hazarika is a director and actor, known for short animation film on Hum Badal Gaye (2012).

Abstract:

Every dog owner is familiar to that irresistible and imploring gaze of their dog that yearns for reciprocation. The bond between humans and dogs is very quickly established due to natural body chemistry wherein both the species release the same hormone called oxytocin upon that look of mutual recognition. This unique bond of attraction and love makes the dog man’s best friend. But what if the dog is blind? How does a blind dog still connect with humans as much like a normal dog? Dil Hairaan Hai is a real life based special story of the relationship between a musician and his blind dog. Ryan is a guitarist and singer who came across this blind dog one day while strolling on the sidewalk singing a song. He noticed this dog walking beside him as long as he sang. He realized that the dog is blind only when he resumed singing and the dog came running at the sound of his voice. The dog’s alacritous attraction towards Ryan’s voice immediately struck a chord in Ryan’s heart. Ryan got a loyal listener in this dog he then named ‘Rocky’ and it was the beginning of a beautiful friendship that will last for eternity. Touched by his malady of blindness, Ryan took Rocky everywhere he went. As Rocky’s emotions got stimulated by Ryan’s voice, Ryan preferred to sing and let Rocky follow his voice instead of pulling him with a rope collar. From morning walks to evening strolls by the alleys and to nearby fields, the short animation shows Ryan singing all the while and playing the guitar and Rocky happily eloping and running around to the beat of Ryan’s smoky-husky voice. Ryan’s voice is so powerful to Rocky that he runs around to his voice safely even in the presence of a bonfire. Years pass by and Rocky grows old, but the bonding only strengthens. The story comes to an end when Rocky dies. Ryan sings the final lines with a heavy heart as he stares at Rocky’s grave. This simple story brings out a special and heartfelt message about the presence of strong emotional ties with animals outside the realm of human relations. Humans should treat all animals altruistically as animals are hardwired with emotions the same way as humans.

  • Inactive Speakers

Session Introduction

Çağrı Barış Kasap

Academician - UX/UI Designer, Turkey

Title: An iterative design process: case of grand theft auto
Speaker
Biography:

Cagri Baris Kasap is an independent Assistant Professor in the process of changing work places. He is working in the fields of UX/UI and Interaction Design.

Abstract:

While on one level Rockstar Games' Grand Theft Auto series (GTA) is all kitschy, gratuitous violence for entertainment purposes, it is also a masterpiece of interactive design. Arguably, it presents one of the most sophisticated developments in commercial video gaming to render a highly traversable urban space, one in which a player performs actions with a tremendous degree of freedom and unscripted spontaneity. This accounts for its wild popularity in the gaming market. The best-selling video game in America in 2001, GTA Ilfs success was usurped only by the release of the game's next evolution, Grand Theft Auto: Vice City, which became the year's best seller in 2002. With the October 2004 release of Grand Theft Auto: San Andreas, likely the most anticipated game of the year, Rockstar has once again set the gaming world on fire with its latest sprawling work of twisted genius. Since its first version released in 1997, Grand Theft Auto as a game that fulfills the standards of being an ‘action-adventure’, ‘driving’, ‘role-playing’, ‘stealth’ and ‘racing’  game, all at once, had gone through several (seven) version diversions. In this paper, I will try to map out the similarities and differences between each version.

Haim Levkowitz

Chair and Professor, University of Massachusetts Lowell, USA

Title: Big data and computer graphics will offer remote relief
Speaker
Biography:

Haim Levkowitz is the Chair of the Computer Science Department at the University of Massachusetts Lowell, in Lowell, MA, USA, where he has been a Faculty member since 1989. He was a twice-recipient of a US Fulbright Scholar Award to Brazil (August – December 2012 and August 2004 – January 2005). He was a Visiting Professor at ICMC — Instituto de Ciencias Matematicas e de Computacao (The Institute of Mathematics and Computer Sciences)—at the University of Sao Paul, Sao Carlos – SP, Brazil (August 2004 - August 2005; August 2012 to August 2013). He co-founded and was Co-Director of the Institute for Visualization and Perception Research (through 2012), and is now Director of the Human-Information Interaction Research Group. He is a world renowned authority on visualization, perception, color, and their application in data mining and information retrieval. He is the author
of “Color Theory and Modeling for Computer Graphics, Visualization, and Multimedia Applications” (Springer 1997) and co-editor of “Perceptual Issues in Visualization” (Springer 1995), as well as many papers in these subjects. He is also co-author/co-editor of "Writing Scientific Papers in English Successfully: Your Complete Roadmap," (E. Schuster, H. Levkowitz, and O.N. Oliveira Jr., eds., Paperback: ISBN: 978-8588533974; Kindle: ISBN: 8588533979, available now on Amazon.com: http://www.amazon.com/Writing-Scientific-Papers-English-Successfully/dp/8588533979). He has more than 44 years experience teaching and lecturing, and has taught many tutorials and short courses, in addition to regular academic courses. In addition to his academic career, Professor Levkowitz has had an active entrepreneurial career as Founder or Co-Founder, Chief Technology Officer, Scientific and Strategic Advisor, Director, and venture investor at a number of high-tech startups.

Abstract:

Imagine you wake up one morning and -- just like it happens to so many other people every day everywhere -- something in your body is not working the way it worked just the night before: your lower back (very common), your knee, your elbow, or many other possible parts of your body ache and cannot function the way they previously did. After the typical doctor appointment, MRI scan, specialist consultation, and the like, you are prescribed Physical Therapy (PT). Only problem is that your work and life schedule, and your geographic location make it impossible for you to attend any PT center. Or, you are a soldier in some far away field, suffering something similar, with no possible PT specialist within hundreds or thousands of miles.

You are, however, luckier. The following day, a special delivery drops at your location a package. In it is a cuff, like the ones you have seen many athletes put on a tender knee of elbow. Almost, this one has an array of hundreds of sensors. You slip it on that aching knee, bluetooth connect it to your phone and start the sets of exercises prescribed to you. As you start your exercises, someone comes on the line, correcting your movements, guiding you to the right exercise routine. She is your remote Physical Therapist. She can be located half way around the world, but your "smart" cuff gives her a live viewing how you are doing your exercises. But not just that, it also gives her indicator measurements that tell her how your motion ability is compared to a person that is similar to you in age, gender, body build, and many other measurements, but who do not suffer from any injury. Further, the camera that came in the package with the cuff is aimed at your face. It collects your facial expressions and analyses them to assess the level of pain you might experience as you are going through your exercises. Based on all those indicators, your PT might guide you towards different exercises, or just to increase or reduce how strenuous those exercises should be and much more.

No, this is not a science fiction movie. In this talk I will describe how with the help of big data and the latest machine learning technologies we are able to analyse your PT exercise data, and how computer graphics and visualization techniques provide your PT trainer a live viewing of what you are actually performing and how you are performing it.

Christel Chamaret

Senior Scientist, Technicolor Research & Innovation, France

Title: Human Motion Perception: from psychology to VFX
Speaker
Biography:

Christel Chamaret is Senior Scientist at Technicolor Research & Innovation in Rennes, France.  She is working in different projects related to VFX workflow. She received the PhD degree from University of Rennes, France in 2016, completed in parallel of her activities. Her research interest deals with any technologies related to Human Perception and more recently using deep learning approaches. She has previously worked on visual attention models and quality metric. She has also designed and conducted a number of user studies to validate computational models and image processing algorithms.

Abstract:

The visual attention is challenged every day by an environment more and more complex and a bigger offer for digital entertainment. The competition seems unequal and the visual attention system has no other choice than being selective. The scientific work on visual attention exploded from the 1980’s consistently with the maturity and accuracy of measurement apparatus (fMRI, eye-tracking and so on). In such context, Human motion raised the interest from various communities, from psychologists, to biologists, neuroscientists.

Pionner work of Gunnar Johnson (1973-1976) defined the biological motion perception through a the point-light displays paradigm. He evidenced that few small light bulbs positioned to the major points of a human figure dressed entirely in black may be used to study the human position. Thus, 10 dots at 200 ms of display time were sufficient for a human observer to perceptually organize the dots into a full coherent shape.

Later, in 2008, other scientists evidenced some signatures included into the biological motion patterns. From the point-light displays, one can easily identify between animal and human figure, recognize a familiar person and determine relevant attributes, such as gender, age, mental states, actions and intentions.

In this presentation, we will introduce the work from psychologists and will attempt to make the link with recent publications in the computer vision community, such as the style transfer of motion/gait, the automatic quality assessement of animations and so on.

Renata Papišta

University of Sarajevo, Bosnia and Hercegovina

Title: From line to pixel - from idea to realisation
Speaker
Biography:

Renata Papišta is a member of Bosnia and Herzegovina Association of Visual Artists, Croatian Association of Visual Artist and from 2010 and also works at the Academy of Fine Arts in Sarajevo, Department of Printmaking. In 2006, she graduated from the Academy of Fine Arts, at the Printmaking department where she completed her master studies in experimental printmaking 2009. Her artwork has been exhibited at the biennials, triennials, and art festivals in Bosnia and Herzegovina and abroad. Most valued presentations of this artist, however, were given through the 19 solo exhibitions, while the 6 prizes are considered representative acknowledgments of her contribution to the art. She led a workshop on experimental printmaking in the most important art centers in Slovenia, Macedonia, Bosnia, and Poland.

Abstract:

The main goal is transformed printing into a spatial idea, to having a deal with questions about the state of graphic art today: its position, significance and application. This is a contemporary way for the parent to undergo a metamorphosis in which it nevertheless retains its main characteristics - a print that goes outside convention, but still cultivates its connection with traditional printmaking culture; a print that goes outside the margins but tries with all its strength not to be marginalized. Emphases are put not only in the artistic form but also on the content. It is not just about work in the field of printmaking, but the fields of photography, art installation, site-specific form and different available medium. Considering whit that, there is a word about setting in various exhibition spaces, not necessarily professional art galleries but public spaces as well. The works, in compositions of transforming formats and shapes, invite collaboration with the space, the material, the forms and themes which artists deal with. Transformation, oscillations and change are one of the main questions for creativity today. Developing through the some motive, but in a different medium is very important, and can make the connection between the artist and experts in various fields of science.

Speaker
Biography:

Mohammad Ali Mirzaei recieved his PhD degree from École d'ingénieur de Arts Et Metier in Paris, France and serves as full-time reseacher at European Nuclear Tesearch Center (CERN) at ATLAS experiment in Geneva, Switzerland. His reseach interest includes Imae processing acceleration, Asociated Memory Chips, FPGA, ASIC and heterogenous systems.

Abstract:

Image processing have been effectively employed in a lot of engineering and research fields such as biology, medicine, robotics, unmanned areal and terrain mobile vehicles, simulators, military, media, live streaming, web-based applications and so on. Real-time image processing using different hardware architecture founds thousands of very interesting applications ranging from robotics to computer aided navigation and simulators. It seems this field of image processing is very demanding because the research outcome can be a semi-industrial prototype, which will be marketed with a little engineering work or directly can be used in industry. So far, a lot of hardware platforms have been developed for this purpose including platforms based on FPGA, GPU, GPCPU, Mixed GPU-FPGA or CPU-FPGA. Recently, a lot of efforts have been made to design ASICs for image processing needs and to combine these ASICs with abovementioned platforms to make high performance heterogeneous architecture. The aim is to accelerate image-processing algorithms beyond the current frontier of the technology.
In this talk, I am going to present you some of the very latest efforts in this regards.

Kariem Saleh

Rise Visual Effects Berlin, Germany

Title: Bringing handcrafted elements into computer animated movies

Time : 15:40-16:05

Speaker
Biography:

Kariem Saleh is a german filmmaker and 3D-animator. He studied at USC School of Cinematic Arts as well as Filmacademy Baden-Württemberg, where he graduated in 2015. He currently works for Rise Visual Effects in Berlin and won the “Best in Show” Award of SIGGRAPH’s Electronic Theater in 2017. He explores new methods in virtual filmmaking, combining VR, motion capture and photogrammetry approaches.

Abstract:

Today computer graphics are able to produce imagery in any artistic style desired. We have tools that enable artists to achieve cartoonish as well as hyper-realistic renderings alike. Most of these tools require the artist to sit in front of a desktop workstation and do nothing more than moving the mouse or the stylus while pressing a couple of different buttons on the keyboard. After millions of years the process of creating images and performances results in no more dirt, no more sweat, and a lot less fun. Therefore results tend to come out perfectly polished and slick. Somehow modern movies have a strangely bewildering quality to them and appear much more inhuman than the good old model plane on a wire or the giant guy in a rubber suit, destroying a model city scape. There seams to be the old-school low tech side of the spectrum as well as the high-tech end of the spectrum. Both areas still exist in modern pop culture. But the high-tech end receives much more exposure and attention. I believe that the most interesting and beautiful impulses come from the space between the two ends of this spectrum. Therefore I spent most of my time in film school, working on projects that celebrate my love for handcrafted arts, while also pushing the boundaries of high-end 3D animation and filmmaking.

In this talk, I will go over some of the different approaches we took to bring handmade miniature sets into a 3D world. Or to use glove-puppetry to enhance our animated character performances. Bringing the heart and soul back into computer graphics while still pushing technology forward is the main goal for me in virtual filmmaking and storytelling.

Speaker
Biography:

Mahmoud Abd Ellatif is an Associate Professor in Faculty of Computers and Information, Helwan University, Egypt.

Abstract:

The current approaches of e-learning systems face some challenges; the research community mentioned that the next generation of e-learning is e-learning ecosystem. E- Learning ecosystem has many advantages, in which, content must be designed for interaction, and learners create groups, interact and collaborate with each other's and with educators. The E-learning ecosystem has some challenges; it needs to make the learning environment adapted according to various learners’ needs and preferences. E-learning ecosystem uses the teacher-student model, in which, the fixed learning pathway is fit for all learners. E-learning ecosystem needs to merge the personalization's concept through adopting new technologies. Using Semantic web ontology and Semantic Web Rule Language for personalizing the learning environment plays a leading role to build smart e-learning ecosystem and enrich learning environment. 
The main points of my speaking include:

  1. E-learning ecosystem Layers
  2. The Semantic Relations Between Learning Styles Categories, Learning Objects, Learning Activities and Teaching Methods
  3. Semantic Decision Table to select the sutibale Learning Styles to match Learning Objects For Each learner..
  4. Semantic web ontology and Semantic Web Rule Language for personalizing the learning environment

Speaker
Biography:

Laze Tripkov works as the Faculty of Design and Multimedia in Podgorica, Montenegro. He teaches Theory and Basic of graphic design, Typography, and Poster design. He participated in many conferences in Europe, curated more than 10 design exhibitions, held lectures and workshops, and also participated as a jury member at renewed festivals, competitions, and conferences. Member of ICO-D. The initiator of creative clusters, national consultant for Business Creative Cup. Founder of the Design Association of Macedonia. Former director of the Museum of Contemporary Arts in Skopje, Macedonia.

Abstract:

The design has very wide range of activities. Should a designer and the thinking process enrol in the exploration of new tools, having on mind the technology development? This session will explore and underline the multidisciplinary research that I have provided over the year with the role and impact of social design practices as a visual communication tool, in the shaping of the future. Do creativity depends on the level of availability of technology or it creates a lack of understanding. Solving the problem with an opportunity to be realized in direct prototype coming easily from a 3d printer has set new boundaries. The 3d printing technology has opened a wide range of options to be taken into consideration, especially if the graphic design would stay sustainable. May be graphic design is in danger, or should overtake certain transformation and adaptations to reshaping the graphic segment. At the Faculty, we have been working to integrate the product design accessibility (3d printers) and upgraded with the implementation in the academic process of learning and solving problems.
The conference talk will provide theory and practical examples of program activities and side activities, workshop and laboratory practices. A new program is on its way, experimental phases have to lead to a certain progression. Connecting the both is a stable future for visual communication or not?!

Adam Watkins

University of the Incarnate Word, USA

Title: 3D anatomy eduction: breaking down silos
Speaker
Biography:

Adam Watkins is Professor and Coordinator of 3D Animation & Game Design in the School of Media & Design at the University of the Incarnate Word, USA. He has authored more than a dozen books and over one-hundred articles on 3D animation, modeling, and game design. He has been teaching at the unversity level for almost 20 years.

Abstract:

Anatomy is essential for any digital 3D modeler, character designer, animator, or rigger. Tackling human anatomy early in the education of these artists is critical to creating portfolio-worthy projects in their later classes. Unfortunately, these early classes are also tool-heavy and students are wading through scores of new technologies and techniques. At UIW, we have tackled this “chicken and the egg” problem by creating three parallel courses - Character Modeling, Figure Drawing and Anatomy for Animators - that students take at the same time during their second semester. This separates the two areas - anatomy and technical proficiency - into separate bit-sized chunks. However, success heavily depends on these two courses being tightly threaded together so the knowledge in each feeds into the other.
In this presentation, we will look at the justification, rationale, structure, and implementation of these three courses, the problems associated with separate courses, and how the courses can be effectively threaded together. Assignments will be shared along with examples of finished sculpts and models. Particular attention will be given to lessons learned in things that have not worked, tweaked methods, choices that have proven successful, and how we plan to move forward.

Speaker
Biography:

Alan Soares is a researcher at CGLab of the Federal University of Bahia - Brazil, and has a company that provides software development services and also he is a master’s student of computer science with focus on gesture recognition that began his journey in scientific initiation during graduation. In addition to being a researcher, he has excelled in the technology industry for his knowledge and experience in software development. He worked with simulated bipedal robots during the graduation period and as a result obtained important titles in competitions such as the LARC and the robotics world competition held by the Robocup Federation.

Abstract:

The recognition of dynamic gestures of hands using pure geometric 3D data in real-time is a challenge. RGB-D sensors simplified this task, giving an easy way to acquire 3D points and track them using the depth maps information. But use this collection of raw 3D points as a gesture representation in a classification process is prone to mismatches, since gestures of different people can vary in scale, location and velocity. In this paper we analyze how different techniques of simplification and regularization can provide more accurate representations of the gestures. Using Dynamic Time Warping (DTW) as the classification method, we show that the simplification and regularization steps can improve the recognition rate and also reduce the time of gesture recognition.

Speaker
Biography:

The authenticity of digital images has remained questionable ever since the technology has progressed to the extent where a plethora of freely available software can drastically change the image contents with much less effort. This offers a dedicated challenge to ascertain the veracity of a digital image, especially when it is to be presented as a legal evidence. A number of techniques have been proposed to detect image forgery, albeit their respective efficacy depends on the type of forgery and image features. Moreover, their respective performance with respect to accuracy and execution time also varies. This paper focuses on the most frequently used image forgery referred to as copy-move forgery. The work carried out in this paper is two-fold. First, a hybrid approach combining the existing block-based and non-block-based techniques of copy-move forgery has been proposed. Second, the performance of the proposed technique has been evaluated with different image features, including SIFT, SURF, MSER, MinEgen, FAST and Harris. The evaluation criteria comprising accuracy, precision, recall and execution time help to select a desired tradeoff between accuracy and execution time. The results proposed in the paper show that the proposed image forgery detection technique can successfully detect copy-move forgery with a remarkably high accuracy and reasonable execution time. Apart from this, the proposed technique also works fine with the smoothed and brightened images.

Abstract:

TBA

Eva Delincakova

Freelance Animator, Berlin, Germany

Title: Advanced 2D skeletal animations in games
Speaker
Biography:

Eva Delincakova is an award winning animator, published author and driven creative thinker who challenges the status quo in 2D animation. Her fascination for animation took her the TU Delft Interactive Intelligence Group where she researched the impact of animated gestures and emotions on people’s behavior. She picked up entrepreneurship where she started the edu-game project. She worked as an Art Director on advergames for clients like Burger King, Oracle, and Universal. She is now a freelance Game Animator, working professionally with a number of game development companies.

Abstract:

Creating great 2D animations requires using traditional animation principles, good workflow and new technologies that give you all the creative freedom you need. But designing amazing animations is only part of the work. To correctly render animations in games you need to know how to easily implement them. This presentation gives practical tips from concept to implementation of 2D skeletal animation work; how to approach swapping tricky images, simulate a 3D look, optimize texture atlases for game engines and more.

Speaker
Biography:

Ogunlade Benjamin Ande is an Associate Professor of Graphics and Communication Design with the Department of Fine and Applied Arts, Ladoke Akintola University of Technology Ogbomosho, Oyo State, Nigeria. He holds BA in Graphic Design, MA in (Industrial Design) Graphics and PhD in (Industrial Design) Graphics from Ahmadu Bello University, Zaria. He was also the Head of Department. He served in various committees at both academic and administrative level in the University. He also supervised a large number of under-graduate and post-graduate graphic design students in and outside the University. He is a Member of relevant professional bodies like Association of African Industrial Designers (AAID), Society of Nigerian Artists, (SNA) and Advertising Practitioner Council of Nigeria (APCON). He has attended and presented papers at many symposia and conferences at both national and international levels with over thirty five publications in reputable journals (both local and international). He serves as an Editorial Board Member of repute and also an External Examiner to various tertiary institutions.

Abstract:

The bewildering pace of change in technology has had a polarizing effect on design education profession. Graphic design educators tend to cope in two ways, either by finding the least invasive ways to use technology without interfering with their standard mode of practice, or by embracing technology at every step and turn in new and innovative ways. The former does a disservice to graphic design students, but the latter is unsustainable. This research explores the sustainability of using computer technology in graphic design education and puts forward principles and guidelines to determine the most effective technology tools to use in the most sustainable situation. In this framework, the onus is put on graphic design students to complete active graphic design projects in and outside the studios. The resulting learning environment and the computer tools employed in various graphic design activities are investigated in this study. Data were collected via field notes, questionnaires, student interviews, researcher journal entries, and student reflections. The findings of this research indicate that a principled approach to the sustainable use of computer technology in graphic design education fosters a student-centered orientation which raises student motivation, reduces the affective filter and builds confidence without placing undue pressure on lecturer’s demonstration or on limited design resources.

Demetra Englezou

European University of Cyprus, Cyprus

Title: Motion Vibes: An educational project
Speaker
Biography:

Demetra Englezou is an Lecturer at European University of Cyprus. She has a Master's degree in Computer Animation from Bournemouth University, UK in 2001, and B.A in Graphic Design from the University of the West of England – Bristol, Uk in 2000. She has produced 3d Animation projects for television adverts for Major worldwide companies. She has received the Pancyprian Award for the Logo design for the Office Of the Cyprus Telecommunication Controller Officer OCECPR 2004. She is a member of the International organization Art Tech Media, as well as an associate member of the international organization SMPTE (Society of Motion Picture and Television Engineers) from 2009.

Abstract:

Motion Vibes is an educational project that teaches motion design exclusively to deaf people with an artistic inclination. The Motion Vibes was born due to the need to teach effectively Motion Design to hearing-impaired students.

The objective of the Motion Vibes project has been to draw upon the pedagogical advancements of teaching music to the deaf and to reserve the method from creating music through visual components to creating motions graphics inspired by music. The project began with volunteer students from the European University of Cyprus. Some of the students were studying for Graphic Design degree (BA), while others study Computer Science or Educational courses. All the participating students were deaf or hard-of hearing. Each class session lasted around two and a half hours, the first forty minutes of which were dedicated to theory and to explaining the various procedures we would apply. A sign-language interpreter translated all the necessary information that the students needed to understand the main objective of the project. The rest of the class time was taken up by practical demonstrations and applications of the project. This study is just the beginning of an investigation that will provide many solutions to current creative problems and help us develop new pedagogical methods of teaching moving graphics to deaf students. Despite all obstacles to the process of teaching motion design to deaf students, the results were very satisfactory. The whole process was a great experience for both the students and the Lecturers. The students expressed their enthusiasm for the course and felt that they discovered a new path of expression, that of moving creation. They had also said that by the end of the course they had a better understanding of the relation between sound (through vibrations) and moving images. The world of the deaf is a world of incredible depth and surprises. The main finding of this project has been that motion design is a course that does indeed need special modifications in order to accommodate the learning needs of deaf and hard-of-hearing students, but not one that lies beyond their reach. The possibilities are tremendous, and with the rapid evolution of technological tools, new opportunities and tools for the exploration of motion graphics through visual and tactile aids, immerge every day. The next task in this project will be to create a narrative story that utilizes motion images and sound, by applying these same techniques. By the end of the workshop the students were able to put together a motions design film with various transformations and shapes following the musical pattern. The general concept was based on the creation of action and reaction according to the vibrations of the music. Interestingly enough, the animations created by the students expressed not only the emotions we communicated to them via the various images, but also reflected their own emotional state as well. In the end, the animated paintings were a combination of the feelings of their own inner world and of the influence of sound, and the different colors used in the film also bear evidence to this automate mechanism.

Speaker
Biography:

Matt Stewart is an Excutive Success Coach for the Centre for Arts and Technology in Kelowna, British Columbia which has 2D and 3D Animation programs.
https://digitalartschool.com/

Abstract:

Matt Stewart was an Executive Business Coach who has flown all over world, witnessing billion dollar deals, and even met Warren Buffest. Recounting the story of his leukemia diagnosis, Matt details how such a difficult experience eventually led him to reframe his executive coaching mindset for the younger generation of Animation students. This session seeks to explore the impact of bringing Executive Coaches into a post secondary technical school to work on an individual basis with every student and the impact this has had in preparing animation students to join the workforce with a balance of strong technical and non-cognitive (aka soft) skills.

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This paper introduces HCI design approach for an online shopping gestural-based interface. The proposed semi-immersive Virtual Reality (VR) interface aims to elevate the user experience in such indirect environment, where effective delivering functional yet distinguishable experience effectively is crucial. The system comprises product customisation and personalization service, in which the product is visualized in a three-dimensional highly interactive manner.
The level of flexibility and realism of the aforementioned system and its impact on the experience presents new prospects for e-commerce systems, particularly for luxury markets. Providing immersive atmospheric and multi sensory experience is a key factor in the success of luxury stores. However, in online environment, the experience takes on different aspect. This is due to the fact that the interaction is mediated by the technology. Although the hardware and software medium technologies are now witness rapid advancement, the adopted product visualisation and customisation methods are evidently lacking both realism and interactivity. A preliminary heuristic evaluation was conducted by HCI experts prior to user trials to uncover potential usability issues. The heuristic session’s outcome emphasised valuable components and design aspects within the system with regards to the system functionality, visualisation and interaction quality. Some factors and design issues for optimising and further enhancing the system were also highlighted.

Leonel Antonio Toledo Díaz

Barcelona Supercomputer Center, Spain

Title: Virtual environments using XML
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Leonel Antonio Toledo Díaz recieved his Ph.D from Instituto Tecnológico de Estudios Superiores de Monterrey Campus Estado de México in 2014, where he was a full-time professor from 2012 to 2014. He was an assistant professor and researcher and has devoted most of his research work to crowd simulation and visualization optimization. He has worked at the Barcelona Supercomputing Center using general purpose graphics processors for high performance graphics. His thesis work was in Level of detail used to create varied animated crowds. Currently he is a researcher at Barcelona Supercomputer Center.

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The process of constructing cities and agent simulation is expanding as a research area in computer graphics and artificial intelligence. Developing environments with intelligent agents implies several challenges, for instance, rendering thousands of objects within a any given scene with geometric and topological variety is very complex and many computational resources such as memory and processing power are required.
A broad range of areas and applications such as games, movies or urban simulation requiere virtual 3D city models with detailed geometry, which poses several challenges. Cities are systems of high functional and visual complexity. To achieve this is necessary to implement level of detail techniques that reduce the workload from the system.
The main contributions of this research are the following: A system that allows to render thousands of props to create urban environments incorporating crowd simulation. This system reduces memory consumption to create populated virtual environments, and no matter how many elements are currently rendered at any given time, memory requirements do not exponentially increase. Everything that is displayed on the scene is configurable using XML specification files.
Applications for virtual city generation range from research and educational purpposes such as urban planning, and creating virtual environments for simulation, which goverments and civil engineers can benefit from, applications can be extended to traffic simulation or disaster route planning.

Amir Hossein Niknamfar

American Institute of Industrial and Systems Engineers, USA

Title: Memories-based genetic algorithm software
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Amir Hossein Niknamfar received his B.S. and M.S. degrees both in Industrial Engineering at the Islamic Azad University, Qazvin Branch, Iran, in 2009 and 2013, respectively. He is recently Member of American Institute of Industrial and Systems Engineers, USA, and a referee for 08 journals.

Abstract:

“In real applications of hub networks, the travel times may vary due to traffic, climate conditions, and land or road type. To facilitate this difficulty, in this paper the travel times are assumed to be characterized by trapezoidal fuzzy variables to present a fuzzy capacitated single allocation p-hub center transportation (FCSApHCP) with uncertain information. The proposed FCSApHCP is redefined into its equivalent parametric integer nonlinear programming problem using credibility constraints. The aim is to determine the location of p capacitated hubs and the allocation of center nodes to them in order to minimize the maximum travel time in a hub-and-center network under uncertain environments. As the FCSApHCP is NP-hard, a novel approach called memories-based genetic algorithm (MGA) is developed to solve it. This algorithm utilizes two knowledge modules to gain a good and bad knowledge about hub locations and saves them in a good and bad hub memory, respectively. As there is no benchmark available to validate the results btained, a genetic algorithm with multi-parent crossover is designed to solve the problem as well. Then, the algorithms are tuned to solve the problem, based on which their performances are analyzed and compared statistically. Finally, the applicability of the proposed approach and the solution methodologies are demonstrated. Sensitivity analyses on the discount factor in the network and the memory sizes of the proposed MGA are conducted at the end to provide more insights.

Nick Palfrey

Founder, NWP Technology, UK

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Nick Palfrey is Founder of NWP Technology, United Kingdom and also CEO of Real Visual Group, Plymouth, UK. He also possess research expertize on Virtual Reality and Interactive Media, Company Director and Consultant. An entrepreneurial, award winning and highly influential technologist, visionary leader and excellent board level director with a history of delivering pioneering projects in a broad spectrum of sectors such as defence, pharmaceutical, construction and manufacturing.  Real Visual Group launched in 2011 with a vision for applying gaming technology to new markets, Real Visual delivers cutting edge, 3D, non-gaming applications across every platform for a broad spectrum of industries. Real Visual develops real time 3D simulations to create realistic training technology, or 'serious games', which can be published on a wide range of platforms. He has worked all over the world, providing solutions, increasing value and growing relationships.  With experience in Australia, Asia, North America and Europe, he can assist buyers in becoming more intelligent with their requirements and support businesses with their sales and marketing ambitions.

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  • Poster Presentation
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Ali Ukasha is Assocciate Professor in Animation/Illustration, Department of Electrical and Electronics Engineering at Sebha University, Libya. He published more than 33 papers at an international conferences and journals. He published one book on image processing in 2016.

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The necessity of knowing the boundaries of the image is occupies the most important to researchers. With clear conrours, the doctor can easily diagnose the patient's condition. This is possible, but the challenge is whether we can do that for the medical image after it has been encrypted. The encryption algorithm used here is RSA algorithm (Rivest-Shamir-Adleman) which uses two-key encryption, one of them is secret. In this work we introduce a new idea to extract the contours from the encrypted image after converting them to spectral domain methods using Lifting Wavelet, Walsh, and Periodic Haar Piecewise-Linear Transforms. In the specrum image, the compression is done using zonal sampling method. To increase security, the Arnold transform will be applied to the encrypted image using privat keys. The contours extraction from the reconstructed medical image can performed using Canny edge detector. The comparison between those specral algorithms is performed in terms of mean square error, peak signal to noise ratio, compression ratio, and the contour points number which can be detected by the edge detector operator. The experiments results show that by this algorithm, the contour points can be easily detected from the transmitted encrypted medical image and is better using DCT transform. The compression ration using PHL transform is exceeds to 88.5391% with retained energy reached to 84.125%.