1,778 research outputs found

    Adaptive Sampling for Low Latency Vision Processing

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    Vehicular Instrumentation and Data Processing for the Study of Driver Intent

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    The primary goal of this thesis is to provide processed experimental data needed to determine whether driver intentionality and driving-related actions can be predicted from quantitative and qualitative analysis of driver behaviour. Towards this end, an instrumented experimental vehicle capable of recording several synchronized streams of data from the surroundings of the vehicle, the driver gaze with head pose and the vehicle state in a naturalistic driving environment was designed and developed. Several driving data sequences in both urban and rural environments were recorded with the instrumented vehicle. These sequences were automatically annotated for relevant artifacts such as lanes, vehicles and safely driveable areas within road lanes. A framework and associated algorithms required for cross-calibrating the gaze tracking system with the world coordinate system mounted on the outdoor stereo system was also designed and implemented, allowing the mapping of the driver gaze with the surrounding environment. This instrumentation is currently being used for the study of driver intent, geared towards the development of driver maneuver prediction models

    Configurable Input Devices for 3D Interaction using Optical Tracking

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    Three-dimensional interaction with virtual objects is one of the aspects that needs to be addressed in order to increase the usability and usefulness of virtual reality. Human beings have difficulties understanding 3D spatial relationships and manipulating 3D user interfaces, which require the control of multiple degrees of freedom simultaneously. Conventional interaction paradigms known from the desktop computer, such as the use of interaction devices as the mouse and keyboard, may be insufficient or even inappropriate for 3D spatial interaction tasks. The aim of the research in this thesis is to develop the technology required to improve 3D user interaction. This can be accomplished by allowing interaction devices to be constructed such that their use is apparent from their structure, and by enabling efficient development of new input devices for 3D interaction. The driving vision in this thesis is that for effective and natural direct 3D interaction the structure of an interaction device should be specifically tuned to the interaction task. Two aspects play an important role in this vision. First, interaction devices should be structured such that interaction techniques are as direct and transparent as possible. Interaction techniques define the mapping between interaction task parameters and the degrees of freedom of interaction devices. Second, the underlying technology should enable developers to rapidly construct and evaluate new interaction devices. The thesis is organized as follows. In Chapter 2, a review of the optical tracking field is given. The tracking pipeline is discussed, existing methods are reviewed, and improvement opportunities are identified. In Chapters 3 and 4 the focus is on the development of optical tracking techniques of rigid objects. The goal of the tracking method presented in Chapter 3 is to reduce the occlusion problem. The method exploits projection invariant properties of line pencil markers, and the fact that line features only need to be partially visible. In Chapter 4, the aim is to develop a tracking system that supports devices of arbitrary shapes, and allows for rapid development of new interaction devices. The method is based on subgraph isomorphism to identify point clouds. To support the development of new devices in the virtual environment an automatic model estimation method is used. Chapter 5 provides an analysis of three optical tracking systems based on different principles. The first system is based on an optimization procedure that matches the 3D device model points to the 2D data points that are detected in the camera images. The other systems are the tracking methods as discussed in Chapters 3 and 4. In Chapter 6 an analysis of various filtering and prediction methods is given. These techniques can be used to make the tracking system more robust against noise, and to reduce the latency problem. Chapter 7 focusses on optical tracking of composite input devices, i.e., input devices 197 198 Summary that consist of multiple rigid parts that can have combinations of rotational and translational degrees of freedom with respect to each other. Techniques are developed to automatically generate a 3D model of a segmented input device from motion data, and to use this model to track the device. In Chapter 8, the presented techniques are combined to create a configurable input device, which supports direct and natural co-located interaction. In this chapter, the goal of the thesis is realized. The device can be configured such that its structure reflects the parameters of the interaction task. In Chapter 9, the configurable interaction device is used to study the influence of spatial device structure with respect to the interaction task at hand. The driving vision of this thesis, that the spatial structure of an interaction device should match that of the task, is analyzed and evaluated by performing a user study. The concepts and techniques developed in this thesis allow researchers to rapidly construct and apply new interaction devices for 3D interaction in virtual environments. Devices can be constructed such that their spatial structure reflects the 3D parameters of the interaction task at hand. The interaction technique then becomes a transparent one-to-one mapping that directly mediates the functions of the device to the task. The developed configurable interaction devices can be used to construct intuitive spatial interfaces, and allow researchers to rapidly evaluate new device configurations and to efficiently perform studies on the relation between the spatial structure of devices and the interaction task

    Evaluating 3D pointing techniques

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    "This dissertation investigates various issues related to the empirical evaluation of 3D pointing interfaces. In this context, the term ""3D pointing"" is appropriated from analogous 2D pointing literature to refer to 3D point selection tasks, i.e., specifying a target in three-dimensional space. Such pointing interfaces are required for interaction with virtual 3D environments, e.g., in computer games and virtual reality. Researchers have developed and empirically evaluated many such techniques. Yet, several technical issues and human factors complicate evaluation. Moreover, results tend not to be directly comparable between experiments, as these experiments usually use different methodologies and measures. Based on well-established methods for comparing 2D pointing interfaces this dissertation investigates different aspects of 3D pointing. The main objective of this work is to establish methods for the direct and fair comparisons between 2D and 3D pointing interfaces. This dissertation proposes and then validates an experimental paradigm for evaluating 3D interaction techniques that rely on pointing. It also investigates some technical considerations such as latency and device noise. Results show that the mouse outperforms (between 10% and 60%) other 3D input techniques in all tested conditions. Moreover, a monoscopic cursor tends to perform better than a stereo cursor when using stereo display, by as much as 30% for deep targets. Results suggest that common 3D pointing techniques are best modelled by first projecting target parameters (i.e., distance and size) to the screen plane.

    Mobile Robot Navigation for Person Following in Indoor Environments

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    Service robotics is a rapidly growing area of interest in robotics research. Service robots inhabit human-populated environments and carry out specific tasks. The goal of this dissertation is to develop a service robot capable of following a human leader around populated indoor environments. A classification system for person followers is proposed such that it clearly defines the expected interaction between the leader and the robotic follower. In populated environments, the robot needs to be able to detect and identify its leader and track the leader through occlusions, a common characteristic of populated spaces. An appearance-based person descriptor, which augments the Kinect skeletal tracker, is developed and its performance in detecting and overcoming short and long-term leader occlusions is demonstrated. While following its leader, the robot has to ensure that it does not collide with stationary and moving obstacles, including other humans, in the environment. This requirement necessitates the use of a systematic navigation algorithm. A modified version of navigation function path planning, called the predictive fields path planner, is developed. This path planner models the motion of obstacles, uses a simplified representation of practical workspaces, and generates bounded, stable control inputs which guide the robot to its desired position without collisions with obstacles. The predictive fields path planner is experimentally verified on a non-person follower system and then integrated into the robot navigation module of the person follower system. To navigate the robot, it is necessary to localize it within its environment. A mapping approach based on depth data from the Kinect RGB-D sensor is used in generating a local map of the environment. The map is generated by combining inter-frame rotation and translation estimates based on scan generation and dead reckoning respectively. Thus, a complete mobile robot navigation system for person following in indoor environments is presented
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