Startup

Artmyn

Description

Artmyn offers cutting-edge technological tools and services for the art ecosystem, revolutionizing the way artworks are experienced, promoted, analyzed, and secured. Their state-of-the-art scanning technology, the ARTMYN Scanner, provides the highest level of detail, allowing for online 5D visualization that enables viewers to explore artworks like never before. With automatic damage detection algorithms, Artmyn ensures the integrity of artworks by monitoring changes in their condition over time. Additionally, their e-Catalogue brings collections to the digital age, offering interactive 5D images, immersive videos, and digital condition reports to enhance customer engagement and transparency.

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Categories (8)
Contemporary history
Contemporary history, in English-language historiography, is a subset of modern history that describes the historical period from approximately 1945 to the present. Contemporary history is either a subset of the late modern period, or it is one of the three major subsets of modern history, alongside the early modern period and the late modern period. In the social sciences, contemporary history is also continuous with, and related to, the rise of postmodernity.
Virtual reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Computer graphics
Computer graphics is a sub-field of computer science which studies methods for digitally synthesizing and manipulating visual content. Although the term often refers to the study of three-dimensional computer graphics, it also encompasses two-dimensional graphics and image processing. Computer graphics studies manipulation of visual and geometric information using computational techniques. It focuses on the mathematical and computational foundations of image generation and processing rather than purely aesthetic issues.
Modern Era
The modern era is the period of human history that succeeds the Middle Ages (which ended around 1500 AD) up to the present. This terminology is a historical periodization that is applied primarily to European and Western history. The modern era can be further divided as follows: The early modern period lasted from c. AD 1500 to 1800 and resulted in wide-ranging intellectual, political and economic change.
Computer engineering
Computer engineering (CoE or CpE) is a branch of electronic engineering and computer science that integrates several fields of computer science and electronic engineering required to develop computer hardware and software. Computer engineers require training in electronic engineering, computer science, hardware-software integration, software design, and software engineering. It uses the techniques and principles of electrical engineering and computer science, and can encompass areas such as artificial intelligence (AI), robotics, computer networks, computer architecture and operating systems.
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Related concepts (13)
Digital Revolution
The Digital Revolution, also known as the Third Industrial Revolution, is the shift from mechanical and analogue electronic technologies from the Industrial Revolution towards digital electronics which began in the latter half of the 20th century, with the adoption and proliferation of digital computers and digital record-keeping, that continues to the present day. Implicitly, the term also refers to the sweeping changes brought about by digital computing and communication technologies during this period.
Information Age
The Information Age (also known as the Computer Age, Digital Age, Silicon Age, New Media Age, or Media Age) is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947, the optical amplifier in 1957, and Unix time, which began on January 1, 1970.
Digital native
The term digital native describes a person who has grown up in the information age. The term "digital native" was coined by Marc Prensky, an American writer, speaker and technologist who wrote several articles referencing this subject. This term specifically applied to the generation that grew up in the "digital age," predominantly regarding individuals born after the year 1980. Often grouped into Millennials, and Generation Z, these individuals can consume digital information and stimuli quickly and comfortably through electronic devices and platforms such as computers, mobile phones, and social media.
360-degree video
360-degree videos, also known as surround video, or immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. During playback on normal flat display the viewer has control of the viewing direction like a panorama. It can also be played on a display or projectors arranged in a sphere or some part of a sphere.
Immersion (virtual reality)
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation.
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Related courses (6)
DH-404: Cultural data sculpting
This course will engage novel approaches for visualizing and interacting with cultural heritage archives in immersive virtual environments.
CS-444: Virtual reality
The goal of VR is to embed the users in a potentially complex virtual environment while ensuring that they are able to react as if this environment were real. The course provides a human perception-ac
CS-411: Digital education
This course addresses the relationship between specific technological features and the learners' cognitive processes. It also covers the methods and results of empirical studies: do student actually l
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Related lectures (3)
Integration Procedures in SP80 Boat Design
Focuses on the design and optimization of integration procedures in the SP80 boat project.
Virtual Reality: Embodied
Explores Virtual Reality as Embodied Interaction, Phenomenology, Heidegger's concepts, VR applications, and the birth of the Head-Mounted Display.
Virtual Humans: Creation and Applications
Delves into the creation of virtual humans, immersive VR systems, challenges in controlling digital facsimiles, and applications in medicine.
Related publications (34)

Reaching articular limits can negatively impact embodiment in virtual reality

Olaf Blanke, Ronan Boulic, Bruno Herbelin

Providing Virtual Reality(VR) users with a 3D representation of their body complements the experience of immersion and presence in the virtual world with the experience of being physically located and more personally involved. A full-body avatar representa ...
2022

A comprehensive review of digital twin - part 1: modeling and twinning enabling technologies

Olga Fink, Chao Hu, Sayan Ghosh

As an emerging technology in the era of Industry 4.0, digital twin is gaining unprecedented attention because of its promise to further optimize process design, quality control, health monitoring, decision and policy making, and more, by comprehensively mo ...
SPRINGER2022

How do users interact with Virtual Geographic Environments? Users' behavior evaluation in urban participatory planning

Jens Ingensand, Thibaud Nicolas Chassin

For the past twenty years, the adoption of Virtual Geographic Environments is thriving. This democratization is due to numerous new opportunities offered by this medium. However, in participatory urban planning these interactive 3D geovisualizations are st ...
COPERNICUS GESELLSCHAFT MBH2021
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