Salon – 19e Laval Virtual, Laval, France, 22-26 mars 2017

Du 22 au 26 mars 2017 aura lieu à Laval (Mayenne) la 19e édition du Laval Virtual.

Au fil des éditions, les Rencontres Internationales de la Réalité Virtuelle deviennent les Rencontres Internationales des Technologies et Usages du Virtuel, ne représentant plus seulement la Réalité Virtuelle dans son ensemble mais également la Réalité Augmentée, la 3D interactive, la Robotique, l’Internet des Objets et toutes les Technologies Innovantes et Convergentes.

Devenu incontournable pour les entreprises, les laboratoires et les universités qui travaillent au développement de la Réalité Virtuelle et Augmentée, le succès de Laval Virtual se poursuit avec l’émergence d’un nouveau projet à Laval : Laval Virtual Campus, qui verra le jour courant 2017.

 

Domaines abordés :

  • Réalité Virtuelle
  • Réalité augmentée
  • Impression 3D
  • Robotique
  • Objets connectés
  • Capture 360 et Scan
  • Motion Capture
  • 3D interactive
  • Drones
  • Solutions immersives
  • Wearables
  • Projection Mapping

 

JOURNÉES PROFESSIONNELLES

  • MERCREDI 22 MARS : 10h – 18h
  • JEUDI 23 MARS : 9h – 18h
  • VENDREDI 24 MARS : 9h – 16h

JOURNÉES GRAND PUBLIC

  • SAMEDI 25 MARS : 10h – 18h
  • DIMANCHE 26 MARS : 10h – 18h

 

Site internet ici
Programme des tables rondes ici
Programme des conférences ici
Présentation des contenus immersifs ici

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From March 22nd to 26th 2017 will be held in Laval (France) the 19th edition of the Laval Virtual.

These International Conferences and exhibition on virtual technologies and uses regroup actors working, researching and using Augmented Reality, Virtual Reality, 3D, Robotics and every Innovative Tecnologies you can think of.

Main topics:

  • Virtual Reality
  • Augmented Reality
  • 3D printing
  • Robotics
  • Connected objects
  • 360 Capture and Scan
  • Motion Capture
  • 3D interactive
  • Drones
  • Immersion
  • Wearables
  • Projection Mapping

 

Website here
Roundtables program here
Conferences program here
Présentation des contenus immersifs here

 

Conférence – 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage, Genova, Italy, 5-7 October 2016

Du 5 au 7 octobre 2016 aura lieu à Gênes, Italie, le 14e Workshop Eurographics on Graphics and Cultural Heritage.

Le but de ce workshop est de créer un dialogue international entre les experts des TIC (Technologies de l’information et de la communication) et les chercheurs du Patrimoine Culturel, afin d’avoir une meilleure compréhension des besoins pour traiter, gérer et délivrer l’information culturelle à une plus large audience.

Les principaux thèmes sont :

•    2/3/4D data acquisition and processing in Cultural Heritage
•    Multispectral imaging and data fusion
•    Digital acquisition, representation and communication of intangible heritage
•    Material acquisition analysis
•    Heterogeneous data collection, integration and management
•    3D printing of cultural assets
•    Shape analysis and interpretation
•    Similarity and search of digital artefacts
•    Visualization and Virtual Museums
•    Multi-modal and interactive environments and applications for Cultural Heritage
•    Spatial and mobile augmentation of physical collections with digital presentations
•    Semantic-aware representation of digital artefacts (metadata, classification schemes, annotation)
•    Digital libraries and archiving of 3D documents
•    Standards and documentation
•    Serious games in Cultural Heritage
•    Storytelling and design of heritage communications
•    Tools for education and training in Cultural Heritage
•    Experiences and projects in Computer Graphics and CH documentation, conservation and dissemination

Conférenciers invités :

  • A Vision for Future Cultural Heritage Projects: Building on Lessons from “Digitally Enabled Scholarship of Medieval Manuscripts », Holly Rushmeier, Yale University
  • H2020 and Cultural Heritage, Albert Gauthier, Policy Officer, Data Applications and Creativity, DG CONNECT

  • 3D imaging and Cultural Heritage – where do we stand? , Fabio Remondino, Bruno Kessler Foundation

 

Site internet ici

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Dal 5 al 7 ottobre 2016 si terrà a Genova il 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage.

L’obbiettivo di quest’evento sarà di stabilire un dialogo internazionale tra gli esperti dell’ICT ed i ricercatori dei Beni Culturali per poter capire meglio i bisogni fondamentali per il processing, la gestione e la consegna dell’informazione culturale al pubblico.

I temi principali sono:

•    2/3/4D data acquisition and processing in Cultural Heritage
•    Multispectral imaging and data fusion
•    Digital acquisition, representation and communication of intangible heritage
•    Material acquisition analysis
•    Heterogeneous data collection, integration and management
•    3D printing of cultural assets
•    Shape analysis and interpretation
•    Similarity and search of digital artefacts
•    Visualization and Virtual Museums
•    Multi-modal and interactive environments and applications for Cultural Heritage
•    Spatial and mobile augmentation of physical collections with digital presentations
•    Semantic-aware representation of digital artefacts (metadata, classification schemes, annotation)
•    Digital libraries and archiving of 3D documents
•    Standards and documentation
•    Serious games in Cultural Heritage
•    Storytelling and design of heritage communications
•    Tools for education and training in Cultural Heritage
•    Experiences and projects in Computer Graphics and CH documentation, conservation and dissemination

 

Speakers invitati :

  • A Vision for Future Cultural Heritage Projects: Building on Lessons from “Digitally Enabled Scholarship of Medieval Manuscripts », Holly Rushmeier, Yale University
  • H2020 and Cultural Heritage, Albert Gauthier, Policy Officer, Data Applications and Creativity, DG CONNECT

  • 3D imaging and Cultural Heritage – where do we stand? , Fabio Remondino, Bruno Kessler Foundation

Sito internet qui

 

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From October the 5th to the 7th, 2016, will be held in Genova, Italy, the 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage.

The 14th EUROGRAPHICS Workshop on Graphics and Cultural Heritage (GCH 2016) aims to foster an international dialogue between ICT experts and CH scientists to have a better understanding of the critical requirements for processing, managing, and delivering cultural information to a broader audience.

Main thematics are:

•    2/3/4D data acquisition and processing in Cultural Heritage
•    Multispectral imaging and data fusion
•    Digital acquisition, representation and communication of intangible heritage
•    Material acquisition analysis
•    Heterogeneous data collection, integration and management
•    3D printing of cultural assets
•    Shape analysis and interpretation
•    Similarity and search of digital artefacts
•    Visualization and Virtual Museums
•    Multi-modal and interactive environments and applications for Cultural Heritage
•    Spatial and mobile augmentation of physical collections with digital presentations
•    Semantic-aware representation of digital artefacts (metadata, classification schemes, annotation)
•    Digital libraries and archiving of 3D documents
•    Standards and documentation
•    Serious games in Cultural Heritage
•    Storytelling and design of heritage communications
•    Tools for education and training in Cultural Heritage
•    Experiences and projects in Computer Graphics and CH documentation, conservation and dissemination

 

Invited speakers :

  • A Vision for Future Cultural Heritage Projects: Building on Lessons from “Digitally Enabled Scholarship of Medieval Manuscripts », Holly Rushmeier, Yale University
  • H2020 and Cultural Heritage, Albert Gauthier, Policy Officer, Data Applications and Creativity, DG CONNECT

  • 3D imaging and Cultural Heritage – where do we stand? , Fabio Remondino, Bruno Kessler Foundation

 

Website here

 

« The Next Rembrandt », un nouveau Rembrandt imprimé en 3D

Un nouveau Rembrandt a été créé grâce à une collaboration entre 18 chercheurs : historiens d’Art, analystes et développeurs, afin d’étudier le lien possible entre science, données et Art. Le projet a réuni le Musée Rembrandt d’Amsterdam, le Musée Mauritshuis de La Haye, Microsoft et l’Institut de Technologie de Delft.

Plus de 300 tableaux du maître hollandais ont été scannés en 3D à très haute résolution puis étudiés par les chercheurs et un algorithme a été développé pour les analyser et en extraire un maximum d’informations.

Une fois différentes données extraites (grandes tendances du peintre, position des visages dans les portraits, etc.), les scientifiques ont élaboré un autre algorithme permettant de mettre en évidence les différences d’épaisseur des touches de peinture selon les zones du tableau, à la manière d’une analyse topographique des altitudes dans un paysage.

Après avoir fini les analyses, les scientifiques ont ensuite imprimé en 3D un « tableau-type » formé de 13 couches d’encre spéciale pour pouvoir obtenir le relief rendu par la peinture et la touche du maître.

Le résultat très impressionnant est une toile de 148 millions de pixels basé sur 168,263 fragments de Rembrandt originaux, qui pourrait tromper facilement un visiteur dans un musée qui prendrait cette « toile technologique » pour un original de Rembrandt.

Vidéo de démonstration ici

Site web du projet ici

Article en français ici, article en italien ici et article en anglais ici

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A new Rembrandt has been created thanks to a collaboration between 18 scientists: Art historians, data scientists and developpers, to study the possible link between science, data and Art. The project has involved various organisations including Microsoft, Delft University of Technology, the Mauritshuis in The Hague and the Rembrandt House Museum in Amsterdam.

More than 300 paintings of the Dutch painter has been 3D scanned at a very high resolution and then studied by the researchers. An algorithm has been then developped to analyse them and extract as many informations as it could.

Once the data extracted (major tendancies of the painter, positions of the faces in the portraits, etc.), the scientists elaborated another algorithm allowing to highlight the differences between the painting strokes depending on the various zones of the painting, as it would be done in a topographical analysis of the various heights in a landscape.

Once the analysis made, the scientists then 3D printed a « standard-painting » with 13 layers of a peculiar ink in order to obtain the three dimensions of the paint and Rembrandt’s individual way of painting.

The very impressive result is a painting formed of 148 millions pixels based on 168,263 Rembrandt painting fragments, that could easily cheat the majority of visitors in a museum that could take this « technological painting » as a true Rembrandt.

Demo video here

Website of the project here

Article in english here, article in french here, article in italian here