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Author

Fabio Bruno

Bio: Fabio Bruno is an academic researcher from University of Calabria. The author has contributed to research in topics: Augmented reality & Virtual reality. The author has an hindex of 24, co-authored 112 publications receiving 1869 citations.


Papers
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Journal ArticleDOI
TL;DR: A complete methodology to create a virtual exhibition system, based on realistic high-quality 3D models of archaeological finds and a low-cost multimedia stereoscopic system called MNEME, which allows the user to interact in a free and easy way with a rich collection of archaeological Finds.

344 citations

Journal ArticleDOI
TL;DR: The first results are presented of a research project that aims to investigate the possibility of using active optical techniques for the whole-field 3D reconstructions in an underwater environment, based on the projection of structured lighting patterns acquired by a stereo vision system.
Abstract: Current research on underwater 3D imaging methods is mainly addressing long range applications like seafloor mapping or surveys of archeological sites and shipwrecks. Recently, there is an increasing need for more accessible and precise close-range 3D acquisition technologies in some application fields like, for example, monitoring the growth of coral reefs or reconstructing underwater archaeological pieces that in most cases cannot be recovered from the seabed. This paper presents the first results of a research project that aims to investigate the possibility of using active optical techniques for the whole-field 3D reconstructions in an underwater environment. In this work we have tested an optical technique, frequently used for in air acquisition, based on the projection of structured lighting patterns acquired by a stereo vision system. We describe the experimental setup used for the underwater tests, which were conducted in a water tank with different turbidity conditions. The tests have evidenced that the quality of 3D reconstruction is acceptable even with high turbidity values, despite the heavy presence of scattering and absorption effects.

204 citations

Journal ArticleDOI
TL;DR: This study aims to evaluate the feasibility and the efficacy of an innovative Participatory Design approach where Virtual Reality plays a 'double role': a tool to evaluating the usability of the virtual product interface, and a communication channel that allows users to be directly involved in the design process as co-designers.
Abstract: The usability of the user interface is a key aspect for the success of several industrial products. This assumption has led to the introduction of numerous design methodologies addressed to evaluate the user-friendliness of industrial products. Most of these methodologies follow the participatory design approach to involve the user in the design process. Virtual Reality is a valid tool to support Participatory Design, because it facilitates the collaboration among designers and users. The present study aims to evaluate the feasibility and the efficacy of an innovative Participatory Design approach where Virtual Reality plays a 'double role': a tool to evaluate the usability of the virtual product interface, and a communication channel that allows users to be directly involved in the design process as co-designers. In order to achieve these goals, we conducted three experiments: the purpose of the first experiment is to determine the influence of the virtual interface on the usability evaluation by comparing ''user-real product'' interaction and ''user-virtual product'' interaction. Subsequently, we tested the effectiveness of our approach with two experiments involving users (directly or through their participation in a focus group) in the redesign of a product user interface. The experiments were conducted with two typologies of consumer appliances: a microwave oven and a washing machine.

115 citations

Journal ArticleDOI
TL;DR: The paper aims to overcome the problems related to the use of macro lenses in photogrammetry, showing how it is possible to retrieve the camera calibration parameters of the sharp images by using an open source Structure from Motion software.

91 citations

Journal ArticleDOI
20 Aug 2013-Sensors
TL;DR: This work has compared in water two 3D imaging techniques based on active and passive approaches, respectively, and whole-field acquisition, and evaluated their capability to acquire 3D points in presence of turbidity.
Abstract: In some application fields, such as underwater archaeology or marine biology, there is the need to collect three-dimensional, close-range data from objects that cannot be removed from their site. In particular, 3D imaging techniques are widely employed for close-range acquisitions in underwater environment. In this work we have compared in water two 3D imaging techniques based on active and passive approaches, respectively, and whole-field acquisition. The comparison is performed under poor visibility conditions, produced in the laboratory by suspending different quantities of clay in a water tank. For a fair comparison, a stereo configuration has been adopted for both the techniques, using the same setup, working distance, calibration, and objects. At the moment, the proposed setup is not suitable for real world applications, but it allowed us to conduct a preliminary analysis on the performances of the two techniques and to understand their capability to acquire 3D points in presence of turbidity. The performances have been evaluated in terms of accuracy and density of the acquired 3D points. Our results can be used as a reference for further comparisons in the analysis of other 3D techniques and algorithms.

86 citations


Cited by
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Journal ArticleDOI
TL;DR: This article reviews the actual optical 3D measurement sensors and 3D modeling techniques, with their limitations and potentialities, requirements and specifications.
Abstract: The importance of landscape and heritage recording and documentation with optical remote sensing sensors is well recognized at international level. The continuous development of new sensors, data capture methodologies and multi-resolution 3D representations, contributes significantly to the digital 3D documentation, mapping, conservation and representation of landscapes and heritages and to the growth of research in this field. This article reviews the actual optical 3D measurement sensors and 3D modeling techniques, with their limitations and potentialities, requirements and specifications. Examples of 3D surveying and modeling of heritage sites and objects are also shown throughout the paper.

655 citations

Journal ArticleDOI
TL;DR: The typical workflow applied by SfM-MVS software packages is detailed, practical details of implementing S fM- MVS are reviewed, existing validation studies to assess practically achievable data quality are combined, and the range of applications in physical geography are reviewed.
Abstract: Accurate, precise and rapid acquisition of topographic data is fundamental to many sub-disciplines of physical geography. Technological developments over the past few decades have made fully distributed data sets of centimetric resolution and accuracy commonplace, yet the emergence of Structure from Motion (SfM) with Multi-View Stereo (MVS) in recent years has revolutionised three-dimensional topographic surveys in physical geography by democratising data collection and processing. SfM-MVS originates from the fields of computer vision and photogrammetry, requires minimal expensive equipment or specialist expertise and, under certain conditions, can produce point clouds of comparable quality to existing survey methods (e.g. Terrestrial Laser Scanning). Consequently, applications of SfM-MVS in physical geography have multiplied rapidly. There are many practical options available to physical geographers when planning a SfM-MVS survey (e.g. platforms, cameras, software), yet, many SfM-MVS end-users are uncert...

565 citations

Journal ArticleDOI
TL;DR: The article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective and identifies specific application areas in digital cultural heritage and makes suggestions as to which technology is most appropriate in each case.
Abstract: A multimedia approach to the diffusion, communication, and exploitation of Cultural Heritage (CH) is a well-established trend worldwide. Several studies demonstrate that the use of new and combined media enhances how culture is experienced. The benefit is in terms of both number of people who can have access to knowledge and the quality of the diffusion of the knowledge itself. In this regard, CH uses augmented-, virtual-, and mixed-reality technologies for different purposes, including education, exhibition enhancement, exploration, reconstruction, and virtual museums. These technologies enable user-centred presentation and make cultural heritage digitally accessible, especially when physical access is constrained. A number of surveys of these emerging technologies have been conducted; however, they are either not domain specific or lack a holistic perspective in that they do not cover all the aspects of the technology. A review of these technologies from a cultural heritage perspective is therefore warranted. Accordingly, our article surveys the state-of-the-art in augmented-, virtual-, and mixed-reality systems as a whole and from a cultural heritage perspective. In addition, we identify specific application areas in digital cultural heritage and make suggestions as to which technology is most appropriate in each case. Finally, the article predicts future research directions for augmented and virtual reality, with a particular focus on interaction interfaces and explores the implications for the cultural heritage domain.

473 citations

Journal ArticleDOI
TL;DR: The possibilities for 3D registration of archaeological features are examined in a computer vision-based approach using the PhotoScan software package (Agisoft LCC) and it proved to be a scientific and cost-effective improvement compared to traditional documentation methods.

344 citations

Posted ContentDOI
TL;DR: This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang' of the authors' cyberspace.
Abstract: Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have bought us various degrees of digital transformation. The term `metaverse' has been coined to further facilitate the digital transformation in every aspect of our physical lives. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic, catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang'. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. We thus examine eight enabling technologies rigorously - Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile Networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss six user-centric factors -- Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose a concrete research agenda for the development of the metaverse.

326 citations