scholarly journals Digitalization of garment in the context of circular economy

2021 ◽  
Vol 72 (01) ◽  
pp. 102-107
Author(s):  
ADINA VICTORIA ALBU ◽  
TUDOR CACIORA ◽  
ZHARAS BERDENOV ◽  
DORINA CAMELIA ILIES ◽  
BOGDAN STURZU ◽  
...  

One of the principles of the circular economy is to recycle used or unused materials, in order to reuse them in the creation of new objects or the restoration of old ones. But due to the fragility, some of these materials, such as old textiles and clothing, are quite difficult to handle. This study presents a completely digital method with the help of which two pieces of clothing of different ages and physical properties, have been restored and stylized; the two pieces are made up of a traditional Romanian women’s shirt about 100 years old and a modern sports t-shirt. For the application of the principles of the circular economy, the restoration-stylization processes of the pieces were based on the material and ornaments collected digitally from a series of old Romanian towels, which are currently no longer used. For this we considered the creation of 3D models of all the materials considered by the method of photogrammetry in Agisoft Metashape 1.6.2 Professional Edition and their processing in MeshLab 2020.2, as well as the vectorization of traditional motifs in ArcGis 10.6. Such an approach limits to the minimum the numbers of attempts that the restores have at their disposal while also allowing the obtaining, storage and transmission of information about traditional textiles, aimed at capturing the imagination of modern artists and designers to restore them for future generations.

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Matthew D. Guay ◽  
Zeyad A. S. Emam ◽  
Adam B. Anderson ◽  
Maria A. Aronova ◽  
Irina D. Pokrovskaya ◽  
...  

AbstractBiologists who use electron microscopy (EM) images to build nanoscale 3D models of whole cells and their organelles have historically been limited to small numbers of cells and cellular features due to constraints in imaging and analysis. This has been a major factor limiting insight into the complex variability of cellular environments. Modern EM can produce gigavoxel image volumes containing large numbers of cells, but accurate manual segmentation of image features is slow and limits the creation of cell models. Segmentation algorithms based on convolutional neural networks can process large volumes quickly, but achieving EM task accuracy goals often challenges current techniques. Here, we define dense cellular segmentation as a multiclass semantic segmentation task for modeling cells and large numbers of their organelles, and give an example in human blood platelets. We present an algorithm using novel hybrid 2D–3D segmentation networks to produce dense cellular segmentations with accuracy levels that outperform baseline methods and approach those of human annotators. To our knowledge, this work represents the first published approach to automating the creation of cell models with this level of structural detail.


Author(s):  
G. Kontogianni ◽  
A. Georgopoulos

Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D<sup>®</sup> game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.


ACTA IMEKO ◽  
2021 ◽  
Vol 10 (1) ◽  
pp. 98
Author(s):  
Valeria Croce ◽  
Gabriella Caroti ◽  
Andrea Piemonte ◽  
Marco Giorgio Bevilacqua

The digitization of Cultural Heritage paves the way for new approaches to surveying and restitution of historical sites. With a view to the management of integrated programs of documentation and conservation, the research is now focusing on the creation of information systems where to link the digital representation of a building to semantic knowledge. With reference to the emblematic case study of the Calci Charterhouse, also known as Pisa Charterhouse, this contribution illustrates an approach to be followed in the transition from 3D survey information, derived from laser scanner and photogrammetric techniques, to the creation of semantically enriched 3D models. The proposed approach is based on the recognition -segmentation and classification- of elements on the original raw point cloud, and on the manual mapping of NURBS elements on it. For this shape recognition process, reference to architectural treatises and vocabularies of classical architecture is a key step. The created building components are finally imported in a H-BIM environment, where they are enriched with semantic information related to historical knowledge, documentary sources and restoration activities.


Spatium ◽  
2016 ◽  
pp. 30-36 ◽  
Author(s):  
Petar Pejic ◽  
Sonja Krasic

Digital three-dimensional models of the existing architectonic structures are created for the purpose of digitalization of the archive documents, presentation of buildings or an urban entity or for conducting various analyses and tests. Traditional methods for the creation of 3D models of the existing buildings assume manual measuring of their dimensions, using the photogrammetry method or laser scanning. Such approaches require considerable time spent in data acquisition or application of specific instruments and equipment. The goal of this paper is presentation of the procedure for the creation of 3D models of the existing structures using the globally available web resources and free software packages on standard PCs. This shortens the time of the production of a digital three-dimensional model of the structure considerably and excludes the physical presence at the location. In addition, precision of this method was tested and compared with the results acquired in a previous research.


2018 ◽  
Vol 60 (3) ◽  
pp. 629-658
Author(s):  
Stuart Earle Strange

AbstractQuestions of responsibility are central to the politics and metaphysics of history. This paper examines the creation of different histories from alternative formulations of personal and collective responsibility among urban Ndyuka Maroons in present-day Suriname. Tracing conflicting attempts to assign accountability for a senior man's sickness, I argue that a distinctly Ndyuka conception of history emerges from the dialectical relation between the material qualities of misfortunes and the practices Ndyuka use to affix responsibility. Ndyuka efforts to assuage history as embodied by ghosts and other spirits that seek revenge on corporate kin groups simultaneously use the symptoms of misfortune to make history and attempt to contain or deny the transmissibility of collective responsibility to future generations. Understanding this process demonstrates how distinct perceptions of historicity emerge from different conceptions of responsibility, and the extent to which intergenerational sociality is defined by conflicted attempts to redefine historical accountability as much as to acknowledge it.


Author(s):  
Gian Paolo Cesaretti ◽  
Daniela Covino ◽  
Irene Paola Borrelli ◽  
Immacolata Viola

The asymmetry in combining ethics, economic efficiency, intra-generational and inter-generational equity, which characterizes the current governance of the three fundamental functions of the planet's economic systems, is at the origin of the segmented approach to well-being in territories, that is, the inability to be able to satisfy the various demands of the Company without "outsourcing the costs of the scarcity" of capital stocks, generating inequalities and jeopardizing the well-being of future generations. In other words, without being able to pursue an integrated approach to well-being and its sustainability. In this context, the awareness of firms and families of having to adopt new deci-sion-making models, focused on the circular economy, and capable of directing Territories towards a "Circular Economic System" becomes central.


Author(s):  
Roberto Cipolla ◽  
Kwan-Yee K. Wong

This chapter discusses profiles or outlines which are dominant features of images. Profiles can be extracted easily and reliably from the images and can provide information on the shape and motion of an object. Classical techniques for motion estimation and model reconstruction are highly dependent on point and line correspondences, hence they cannot be applied directly to profiles which are viewpoint dependent. The limitations of classical techniques paved the way for the creation of different sets of algorithms specific to profiles. In this chapter, the focus is on state-of-the-art algorithms for model reconstruction and model estimation from profiles. These new sets of algorithms are capable of reconstructing any kind of objects including smooth and textureless surfaces. They also render convincing 3D models, reinforcing the practicality of the algorithm.


2019 ◽  
Vol 11 (11) ◽  
pp. 1267 ◽  
Author(s):  
Francioni ◽  
Simone ◽  
Stead ◽  
Sciarra ◽  
Mataloni ◽  
...  

Digital photogrammetry (DP) represents one of the most used survey techniques in engineering geology. The availability of new high-resolution digital cameras and photogrammetry software has led to a step-change increase in the quality of engineering and structural geological data that can be collected. In particular, the introduction of the structure from motion methodology has led to a significant increase in the routine uses of photogrammetry in geological and engineering geological practice, making this method of survey easier and more attractive. Using structure from motion methods, the creation of photogrammetric 3D models is now easier and faster, however the use of ground control points to scale/geo-reference the models are still required. This often leads to the necessity of using total stations or Global Positioning System (GPS) for the acquisition of ground control points. Although the integrated use of digital photogrammetry and total station/GPS is now common practice, it is clear that this may not always be practical or economically convenient due to the increase in cost of the survey. To address these issues, this research proposes a new method of utilizing photogrammetry for the creation of georeferenced and scaled 3D models not requiring the use of total stations and GPS. The method is based on the use of an object of known geometry located on the outcrop during the survey. Targets located on such objects are used as ground control points and their coordinates are calculated using a simple geological compass and trigonometric formula or CAD 3D software. We present three different levels of survey using (i) a calibrated digital camera, (ii) a non-calibrated digital camera and (iii) two commercial smartphones. The data obtained using the proposed approach and the three levels of survey methods have been validated against a laser scanning (LS) point cloud. Through this validation we highlight the advantages and limitations of the proposed method, suggesting potential applications in engineering geology.


2009 ◽  
Vol 2 (3) ◽  
Author(s):  
Jordi Janer

The computer-assisted design of soundscapes for virtual environments has received far less attention than the creation of graphical content. In this “think piece” we briefly introduce the principal characteristics of a framework under development that aims towards the creation of an automatic sonification of virtual worlds. As a starting point, the proposed system is based on an on-line collaborative sound repository that, together with content-based audio retrieval tools, assists the search of sounds to be associated with 3D models or scenes.


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