Folk dances and music are essential aspects of intangible cultural heritage identifying the history and traditions of nations. Due to dynamic changes in the social structure, many national aspects are not cultivated and therefore forgotten. There is a need to develop methods to preserve these valuable aspects of culture. There are five Polish national dances: the Polonez, the Oberek, the Mazur, the Krakowiak, and the Kujawiak that reflect key elements of Polish intangible cultural heritage. They can be observed both in the way of performing dances as well as in music. There are many preserved audio and video files that differ depending on the multiple features such as composers or versions. The primary objective of this study was to apply machine learning approaches in order to distinguish the above-mentioned music of Polish traditional dances. The audio recordings dataset consisting of 137 dances in mp3 format was created. Each recording was divided into ten-second files reflecting the characteristic elements of each dance. The transformation of sound to the Mel scale improves human auditory perception. Thus, from every recording the Mel-spectrograms were generated. For the purpose of this study the most applied classification tools were compared such as VGG16, ResNet50, DenseNet121, and MobileNetV2. To compare the performance of the selected models, the following measures were applied: accuracy, precision, recall, and F1 score. ResNet50 achieved the best testing accuracy (over 90%), while DenseNet121 had the best testing loss (0.38).
The dynamic development of the entertainment market entails the need to develop new methods enabling the application of current scientific achievements. Motion capture is one of the cutting-edge technologies that plays a key role in movement and trajectory computer mapping. The use of optical systems allows one to obtain highly precise motion data that is often applied in computer animations. This study aimed to define the research methodology proposed to analyze the movement of remotely controlled cars utilizing developed gap filling algorithm, a part of post-processing, for creating realistic vehicle animation. On a specially prepared model, six various types of movements were recorded, such as: driving straight line forward, driving straight line backwards, driving on a curve to the left, driving on a curve to the right and driving around a roundabout on both sides. These movements were recorded using a VICON passive motion capture system. As a result, three-dimensional models of vehicles were created that were further post-processed, mainly by filling in the gaps in the trajectories. The case study highlighted problems such as missing points at the beginning and end of the recordings. Therefore, algorithm was developed to solve the above-mentioned problem and allowed for obtaining an accurate movement trajectory throughout the entire route. Realistic animations were created from the prepared data. The preliminary studies allowed one for the verification of the research method and implemented algorithm for obtaining animations reflecting accurate movements.
The research presented in this paper aims to analysis of the impact of using universal design in implementation of virtual museum interfaces to user perception. Experiment uses collaboration with Museum of the History of the City of Lublin to create the web application which presents virtual exhibits. The application was based on the React JavaScript framework, which enabled the creation of a basic web interface and the React 360 to generate the three-dimensional view. During research, implemented application was compared with the muzeumpuck.wkraj.pl website, which does not conform the universal design principles. The main research method consisted of Eye-tracking technology and LUT survey. The analysis of the results shows that interface which follow principles of universal design was easier to navigate. The time of searching specifical elements on that interface was shorter than in other application, as well.
PL
Badania przedstawione w niniejszym artykule mają na celu analizę wpływu zastosowania projektowania uniwersalnego w implementacji wirtualnych interfejsów muzealnych na percepcję użytkowników. W celu stworzenia aplikacji internetowej, która prezentuje wirtualne eksponaty, nawiązano współpracę z Muzeum Historii Miasta Lublina. Aplikacja została oparta na javascriptowym szkielecie programistycznym React, który umożliwił stworzenie podstawowego interfejsu webowego oraz React 360 do wygenerowania trójwymiarowego widoku. W trakcie badań porównano zaimplementowaną aplikację z serwisem muzeumpuck.wkraj.pl, który nie spełnia zasad projektowania uniwersalnego. Główną metodą badawczą była technologia eye-trackingowa oraz lista kontrolna LUT. Z analizy wyników wynika, że interfejs zgodny z zasadami projektowania uniwersalnego był łatwiejszy w nawigacji. Czas wyszukiwania poszczególnych elementów na tym interfejsie był również krótszy niż w innej aplikacji.
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