Utilize este identificador para referenciar este registo: https://hdl.handle.net/1822/71696

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dc.contributor.authorPinheiro, Gonçalopor
dc.contributor.authorAlves, Nelsonpor
dc.contributor.authorMagalhães, Luís Gonzaga Mendespor
dc.contributor.authorAgrellos, Luíspor
dc.contributor.authorGuevara, Miguelpor
dc.date.accessioned2021-04-14T11:24:35Z-
dc.date.issued2019-
dc.identifier.isbn978-3-030-16446-1-
dc.identifier.issn1867-8211-
dc.identifier.urihttps://hdl.handle.net/1822/71696-
dc.description.abstractIn immersive and interactive contents like 360-degrees videos the user has the control of the camera, which poses a challenge to the content producer since the user may look to where he wants. This paper presents the concept and first steps towards the development of a framework that provides a workflow for storytelling in 360-degrees videos. With the proposed framework it will be possible to connect a sound to a source and taking advantage of binaural audio it will help to redirect the user attention to where the content producer wants. To present this kind of audio, the scenario must be mapped/reconstructed so as to understand how the objects contained in it interfere with the sound waves propagation. The proposed system is capable of reconstructing the scenario from a stereoscopic, still or motion 360-degrees video when provided in an equirectangular projection. The system also incorporates a module that detects and tracks people, mapping their motion from the real world to the 3D world. In this document we describe all the technical decisions and implementations of the system. To the best of our knowledge, this system is the only that has shown the capability to reconstruct scenarios in a large variety of 360 footage and allows for the creation of binaural audio from that reconstruction.por
dc.description.sponsorshipThis article is a result of the project CHIC - Cooperative Holistic view on Internet and Content (project n◦ 24498), supported by the European Regional Development Fund (ERDF), through the Competitiveness and Internationalization Operational Program (COMPETE 2020) under the PORTUGAL 2020 Partnership Agreement.por
dc.language.isoengpor
dc.publisherSpringerpor
dc.rightsrestrictedAccesspor
dc.subject360 videospor
dc.subject3D reconstructionpor
dc.subjectBinaural soundpor
dc.subjectComputer graphicspor
dc.subjectComputer visionpor
dc.subjectPeople detectionpor
dc.subjectPeople trackingpor
dc.subjectScene Reconstructionpor
dc.subjectStorytellingpor
dc.titleScene reconstruction for storytelling in 360º videospor
dc.typeconferencePaperpor
dc.peerreviewedyespor
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007%2F978-3-030-16447-8_12por
oaire.citationStartPage117por
oaire.citationEndPage126por
oaire.citationVolume273por
dc.date.updated2021-04-13T18:58:00Z-
dc.identifier.doi10.1007/978-3-030-16447-8_12por
dc.date.embargo10000-01-01-
sdum.export.identifier7664-
sdum.journalLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)por
sdum.conferencePublicationInternational Conference on Intelligent Technologies for Interactive Entertainment - INTETAIN 2018por
sdum.bookTitleIntelligent Technologies for Interactive Entertainmentpor
Aparece nas coleções:CAlg - Artigos em livros de atas/Papers in proceedings

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