14 results on '"Bale, Kim"'
Search Results
2. We all live in a virtual submarine
- Author
-
Chapman, Paul, Bale, Kim, and Drap, Pierre
- Subjects
Excavations (Archaeology) -- United States ,Excavations (Archaeology) -- Technology application ,Real-time control -- Analysis ,Real-time systems -- Analysis ,Virtual reality -- Usage ,Visualization (Computers) -- Analysis ,Technology application ,Real-time system ,Virtual reality technology ,Business ,Computers ,Computers and office automation industries ,Electronics - Published
- 2010
3. Constructionist Learning in Anatomy Education
- Author
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Ma, Minhua, primary, Bale, Kim, additional, and Rea, Paul, additional
- Published
- 2012
- Full Text
- View/download PDF
4. Linking Evidence with Heritage Visualization Using a Large Scale Collaborative Interface
- Author
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Abbott, Daisy, Bale, Kim, Gowigati, Ramy, Pritchard, Douglas, and Chapman, Paul
- Abstract
The virtual reconstruction of heritage sites and artefacts is a complicated task that requires researchers to gather and assess many different types of historical evidence which can vary widely in accuracy, authority, completeness, interpretation and opinion. It is now acknowledged that elements of speculation, interpretation and subjectivity form part of 3D reconstruction using primary research sources. Ensuring transparency in the reconstruction process and therefore the ability to evaluate the purpose, accuracy and methodology of the visualization is of great importance. Indeed, given the prevalence of 3D reconstruction in recent heritage research, methods of managing and displaying reconstructions alongside their associated metadata and sources has become an emerging area of research. In this paper, we describe the development of techniques that allow research sources to be added as multimedia annotations to a 3D reconstruction of the British Empire Exhibition of 1938. By connecting a series of wireless touchpad PCs with an embedded webserver we provide users with a unique collaborative interface for semantic description and placement of objects within a 3D scene. Our interface allows groups of users to simultaneously create annotations, whilst also allowing them to move freely within a large display visualization environment. The development of a unique, life-size, stereo visualization of this lost architecture with spatialised semantic annotations enhances not only the engagement with and understanding of this significant event in history, but the accountability of the research process itself.
- Published
- 2011
5. Linking Evidence with Heritage Visualization using a large\ud Scale Collaborative Interface
- Author
-
Bale, Kim, Abbott, Daisy, Gowigati, Ramy, Pritchard, Douglas, and Chapman, Paul
- Abstract
The virtual reconstruction of heritage sites and artefacts is a complicated task that requires researchers to gather and assess many different types of historical evidence which can vary widely in accuracy, authority, completeness, interpretation and opinion. It is now acknowledged that elements of speculation, interpretation and subjectivity form part of 3D reconstruction using primary research sources. Ensuring transparency in the reconstruction process and therefore the ability to evaluate the purpose, accuracy and methodology of the visualization is of great importance. Indeed, given the prevalence of 3D reconstruction in recent heritage research, methods of managing and displaying reconstructions alongside their associated metadata and sources has become an emerging area of research. In this paper, we describe the development of techniques that allow research sources to be added as multimedia annotations to a 3D reconstruction of the British Empire Exhibition of 1938. By connecting a series of wireless touchpad PCs with an embedded webserver we provide users with a unique collaborative interface for semantic description and placement of objects within a 3D scene. Our interface allows groups of users to simultaneously create annotations, whilst also allowing them to move freely within a large display visualization environment. The development of a unique, life-size, stereo visualization of this lost architecture with spatialised semantic annotations enhances not only the engagement with and understanding of this significant event in history, but the accountability of the research process itself.
- Published
- 2011
6. Empire 3D: A Collaborative Semantic Annotation Tool for Virtual Environments
- Author
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Abbott, Daisy, Bale, Kim, Gowigati, Ramy, Pritchard, Douglas, and Chapman, Paul
- Abstract
3D visualization is a powerful tool to increase understanding and experience of the world’s cultural heritage. However, where there is incomplete primary material on which to base visualizations there is a recognised danger that 3D models, as absolutist in their representations, can be misinterpreted as a totally accurate replica of reality. Good practice in creating digital reconstructions of non extant architecture leads to researchers meticulously documenting the process and outputs of heritage visualizations, however unless the research sources and methods are made explicit and visible, the danger of mis-reading visualized data remains.\ud \ud This research describes the development of software that allows research sources, methods, and interpretation to be added as multimedia annotations to a 3D scene comprising the entire British Empire Exhibition of 1938. All real-world and digital objects are semantically described and given a spatial placement within the scene. The software is built on a CIDOC-CRM export-compatible data model and provides a novel interface which allows groups of users to collaboratively and simultaneously create annotations in an intuitive discursive visualization environment using remote tablet PCs. The development of a unique, life-size, stereo visualization of this lost architecture, with spatialised semantic annotations, will enhance engagement with and understanding of this hugely significant event in history.
- Published
- 2011
7. Virtual Exploration of Underwater Archaeological Sites : Visualization and Interaction in Mixed Reality Environments
- Author
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Haydar, Mahmoud, Maidi, Madjid, Roussel, David, Mallem, Malik, Drap, Pierre, Bale, Kim, Chapman, Paul, Informatique, Biologie Intégrative et Systèmes Complexes (IBISC), Université d'Évry-Val-d'Essonne (UEVE)-Centre National de la Recherche Scientifique (CNRS), Laboratoire des Sciences de l'Information et des Systèmes (LSIS), Aix Marseille Université (AMU)-Université de Toulon (UTLN)-Arts et Métiers Paristech ENSAM Aix-en-Provence-Centre National de la Recherche Scientifique (CNRS), Simulation and Visualization Research Group (SIMVIS), University of Hull, European Project: 34327,VENUS, and Centre National de la Recherche Scientifique (CNRS)-Arts et Métiers Paristech ENSAM Aix-en-Provence-Université de Toulon (UTLN)-Aix Marseille Université (AMU)
- Subjects
[INFO.INFO-IU]Computer Science [cs]/Ubiquitous Computing ,[INFO.INFO-AR]Computer Science [cs]/Hardware Architecture [cs.AR] ,[INFO.INFO-MM]Computer Science [cs]/Multimedia [cs.MM] ,ACM J.2 [Computer Applications]: Physical Sciences And Engineering ,[INFO.INFO-RB]Computer Science [cs]/Robotics [cs.RO] ,[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] ,[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] - Abstract
International audience; This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The first developed key point concerns the densification of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed.
- Published
- 2008
- Full Text
- View/download PDF
8. Exploring Underwater Sites: Virtual Submarine Allows Access to Europe’s Sunken Wrecks
- Author
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Chapman, Paul, Bale, Kim, and Drap, Pierre
- Abstract
Computer graphics have been used successfully for a number of years to help improve our understanding of both offshore activities and land based archaeological sites. ‘Marine Visualization’ has traditionally been dominated by the oil and gas industries, focusing on activities such as pipeline and debris clear-up operations, with limited work on shipwreck visualization. Previous work by the authors relating to shipwreck visualization has focussed on relatively modern vessels such as the SS Richard Montgomery, which sank in Sheerness, UK, August 1944. This article introduces the reader to the VENUS project (Virtual ExploratioN of Underwater Sites), a multidisciplinary project funded by the European Commission that focuses on procedures for surveying and visualizing maritime archaeological sites.
- Published
- 2008
9. Virtual Exploration of Underwater Archaeological Sites :\ud Visualization and Interaction in Mixed Reality Environments
- Author
-
Haydar, M, Maidi, M, Roussel, D, Mallem, M, Drap, P, Bale, Kim, and Chapman, Paul
- Abstract
This paper describes the ongoing developments in Photogrammetry and Mixed Reality for the Venus European project (Virtual ExploratioN of Underwater Sites, http://www.venus-project.eu). The main goal of the project is to provide archaeologists and the general public with virtual and augmented reality tools for exploring and studying deep underwater archaeological sites out of reach of divers. These sites have to be reconstructed in terms of environment (seabed) and content (artifacts) by performing bathymetric and photogrammetric surveys on the real site and matching points between geolocalized pictures. The base idea behind using Mixed Reality techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine but drastically differ in the way they present information. General public activities emphasize the visually and auditory realistic aspect of the reconstruction while archaeologists activities emphasize functional aspects focused on the cargo study rather than realism which leads to the development of two parallel VR demonstrators. This paper will focus on several key points developed for the reconstruction process as well as both VR demonstrators (archaeological and general public) issues. The ?rst developed key point concerns the densi?cation of seabed points obtained through photogrammetry in order to obtain high quality terrain reproduction. The second point concerns the development of the Virtual and Augmented Reality (VR/AR) demonstrators for archaeologists designed to exploit the results of the photogrammetric reconstruction. And the third point concerns the development of the VR demonstrator for general public aimed at creating awareness of both the artifacts that were found and of the process with which they were discovered by recreating the dive process from ship to seabed.
- Published
- 2008
10. Kaleidomaps: A New Technique for the Visualization of Multivariate Time-Series Data
- Author
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Bale, Kim, primary, Chapman, Paul, additional, Barraclough, Nick, additional, Purdy, Jon, additional, Aydin, Nizamettin, additional, and Dark, Paul, additional
- Published
- 2007
- Full Text
- View/download PDF
11. 3D visualisation for education, diagnosis and treatment of lliotibial band syndrome.
- Author
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Beveridge, Erin, Ma, Minhua, Rea, Paul, Bale, Kim, and Anderson, Paul
- Abstract
The evolution of medical imaging technologies and computer graphics is leading to dramatic improvements for medical training, diagnosis and treatment, and patient understanding. This paper discusses how volumetric visualization and 3D scanning can be integrated with cadaveric dissection to deliver benefits in the key areas of clinician-patient communication and medical education. The specific area of medical application is a prevalent musculoskeletal disorder-iliotibial (IT) band syndrome. By combining knowledge from cadaveric dissection and volumetric visualization, a virtual laboratory was created using the Unity 3D game engine, as an interactive education tool for use in various settings. The system is designed to improve the experience of clinicians who had commented that their earlier training would have been enhanced by key features of the system, including accurate three-dimensional models generated from computed tomography, high resolution cryosection images of the Visible Human dataset, and surface anatomy generated from a white light scan of an athlete. The finding from the virtual laboratory concept is that knowledge gained through dissection helps enhance the value of the model by incorporating more detail of the distal attachments of the IT band. Experienced clinicians who regularly treat IT band syndrome were excited by the potential of the model and keen to make suggestions for future enhancement. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
- Full Text
- View/download PDF
12. Why your gyno needs to know you're Gay
- Author
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Bale, Kim
- Subjects
Sexual orientation -- Health aspects -- Social aspects ,Physician and patient -- Management -- Health aspects -- Social aspects ,Gynecologists -- Social aspects -- Health aspects ,Lesbians -- Health aspects -- Social aspects ,Company business management ,Women's issues/gender studies - Abstract
Cold metal stirrups and paper gowns don't exactly motivate women to schedule regular trips to their gynecologist. And, as if the poking and prodding weren't uncomfortable enough, the blunt personal [...]
- Published
- 2009
13. Taking the wheel
- Author
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Bale, Kim
- Subjects
Students -- Achievements and awards ,Scholarships ,Women's issues/gender studies ,Achievements and awards - Abstract
Every year, the Point Foundation awards scholarships to outstanding LGBT youth. Here are three of the 27 scholars honored last year as leaders dedicated to serving their communities: A native [...]
- Published
- 2009
14. 5 Ways to Kick the Habit.
- Author
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Bale, Kim
- Subjects
SMOKING cessation ,MEDICAL consultation ,SMOKING cessation products ,CHEWING gum ,CANDY ,SUGAR-free confectionery ,NICOTINE addiction treatment - Abstract
The article presents advice from Melissa S. Lim, a pulmonologist at Sequoia Hospital in California, on several ways to stop smoking. She suggests establishing a goal to quit smoking and aspire to achieve such aim. She says that smokers should consult a doctor in order to identify the proper smoking cessation therapy for them. She also recommends common substitutes to nicotine such as chewing gum and sugarfree candies.
- Published
- 2009
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