35 research outputs found

    Telethrone : a situated display using retro-reflection basedmulti-view toward remote collaboration in small dynamic groups

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    This research identifies a gap in the tele-communication technology. Several novel technology demonstrators are tested experimentally throughout the research. The presented final system allows a remote participant in a conversation to unambiguously address individual members of a group of 5 people using non-verbal cues. The capability to link less formal groups through technology is the primary contribution. Technology-mediated communication is first reviewed, with attention to different supported styles of meetings. A gap is identified for small informal groups. Small dynamic groups which are convened on demand for the solution of specific problems may be called “ad-hoc”. In these meetings it is possible to ‘pull up a chair’. This is poorly supported by current tele-communication tools, that is, it is difficult for one or more members to join such a meeting from a remote location. It is also difficult for physically located parties to reorient themselves in the meeting as goals evolve. As the major contribution toward addressing this the ’Telethrone’ is introduced. Telethrone projects a remote user onto a chair, bringing them into your space. The chair seems to act as a situated display, which can support multi party head gaze, eye gaze, and body torque. Each observer knows where the projected user is looking. It is simpler to implement and cheaper than current comparable systems. The underpinning approach is technology and systems development, with regard to HCI and psychology throughout. Prototypes, refinements, and novel engineered systems are presented. Two experiments to test these systems are peer-reviewed, and further design & experimentation undertaken based on the positive results. The final paper is pending. An initial version of the new technology approach combined retro-reflective material with aligned pairs of cameras, and projectors, connected by IP video. A counterbalanced repeated measures experiment to analyse gaze interactions was undertaken. Results suggest that the remote user is not excluded from triadic poker game-play. Analysis of the multi-view aspect of the system was inconclusive as to whether it shows advantage over a set-up which does not support multi-view. User impressions from the questionnaires suggest that the current implementation still gives the impression of being a display despite its situated nature, although participants did feel the remote user was in the space with them. A refinement of the system using models generated by visual hull reconstruction can better connect eye gaze. An exploration is made of its ability to allow chairs to be moved around the meeting, and what this might enable for the participants of the meeting. The ability to move furniture was earlier identified as an aid to natural interaction, but may also affect highly correlated subgroups in an ad-hoc meeting. This is unsupported by current technologies. Repositioning of several onlooking chairs seems to support ’fault lines’. Performance constraints of the current system are explored. An experiment tests whether it is possible to judge remote participant eye gaze as the viewer changes location, attempting to address concerns raised by the first experiment in which the physical offsets of the IP cameras lenses from the projected eyes of the remote participants (in both directions), may have influenced perception of attention. A third experiment shows that five participants viewing a remote recording, presented through the Telethrone, can judge the attention of the remote participant accurately when the viewpoint is correctly rendered for their location in the room. This is compared to a control in which spatial discrimination is impossible. A figure for how many optically seperate retro-reflected segments is obtained through spatial anlysis and testing. It is possible to render the optical maximum of 5 independent viewpoints supporting an ’ideal’ meeting of 6 people. The tested system uses one computer at the meeting side of the exchange making it potentially deployable from a small flight case. The thesis presents and tests the utility of elements toward a system, and finds that remote users are in the conversation, spatially segmented with a view for each onlooker, that eye gaze can be reconnected through the system using 3D video, and that performance supports scalability up to the theoretical maximum for the material and an ideal meeting size

    Scientific Advances in STEM: From Professor to Students

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    This book collects the publications of the special Topic Scientific advances in STEM: from Professor to students. The aim is to contribute to the advancement of the Science and Engineering fields and their impact on the industrial sector, which requires a multidisciplinary approach. University generates and transmits knowledge to serve society. Social demands continuously evolve, mainly because of cultural, scientific, and technological development. Researchers must contextualize the subjects they investigate to their application to the local industry and community organizations, frequently using a multidisciplinary point of view, to enhance the progress in a wide variety of fields (aeronautics, automotive, biomedical, electrical and renewable energy, communications, environmental, electronic components, etc.). Most investigations in the fields of science and engineering require the work of multidisciplinary teams, representing a stockpile of research projects in different stages (final year projects, master’s or doctoral studies). In this context, this Topic offers a framework for integrating interdisciplinary research, drawing together experimental and theoretical contributions in a wide variety of fields

    Exploring Sparse, Unstructured Video Collections of Places

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    The abundance of mobile devices and digital cameras with video capture makes it easy to obtain large collections of video clips that contain the same location, environment, or event. However, such an unstructured collection is difficult to comprehend and explore. We propose a system that analyses collections of unstructured but related video data to create a Videoscape: a data structure that enables interactive exploration of video collections by visually navigating — spatially and/or temporally — between different clips. We automatically identify transition opportunities, or portals. From these portals, we construct the Videoscape, a graph whose edges are video clips and whose nodes are portals between clips. Now structured, the videos can be interactively explored by walking the graph or by geographic map. Given this system, we gauge preference for different video transition styles in a user study, and generate heuristics that automatically choose an appropriate transition style. We evaluate our system using three further user studies, which allows us to conclude that Videoscapes provides significant benefits over related methods. Our system leads to previously unseen ways of interactive spatio-temporal exploration of casually captured videos, and we demonstrate this on several video collections

    A HIGH VISUAL QUALITY SPRITE GENERATOR USING INTELLIGENT BLENDING WITHOUT SEGMENTATION MASKS

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    ∗[email protected] The sprite generator introduced in MPEG-4 blends frames by averaging, which will make places, that are always occupied by moving objects, look blurred. Thus, providing segmented masks for moving objects is suggested. Several researchers have employed automatic segmentation methods to produce moving object masks. Based on these masks, they used a reliability-based blending strategy to generate sprites. Since perfect segmentation is impossible, some ghost-like shadows will appear in the generated sprite. To treat this problem, in this paper, an intelligent blending strategy without needing segmentation masks is proposed. It is based on the fact that for each point in the generated sprite, the corresponding pixels in most frames belong to background and only fewbelongtomovingobjects.Acountingschemaisprovidedtomakeonlybackground points participate in average blending. The experimental result shows that the visual quality of the generated sprite using the proposed blending strategy is close to that using manually segmented masks and is better than that generated by Lu-Gao-Wu method. No ghostlike shadows are produced. Furthermore, a uniform feature point extraction method is proposed to increase the precision of global motion estimation, the effectiveness of this part is presented by showing the comparison results with other existing method

    La traduzione specializzata all’opera per una piccola impresa in espansione: la mia esperienza di internazionalizzazione in cinese di Bioretics© S.r.l.

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    Global markets are currently immersed in two all-encompassing and unstoppable processes: internationalization and globalization. While the former pushes companies to look beyond the borders of their country of origin to forge relationships with foreign trading partners, the latter fosters the standardization in all countries, by reducing spatiotemporal distances and breaking down geographical, political, economic and socio-cultural barriers. In recent decades, another domain has appeared to propel these unifying drives: Artificial Intelligence, together with its high technologies aiming to implement human cognitive abilities in machinery. The “Language Toolkit – Le lingue straniere al servizio dell’internazionalizzazione dell’impresa” project, promoted by the Department of Interpreting and Translation (ForlĂŹ Campus) in collaboration with the Romagna Chamber of Commerce (ForlĂŹ-Cesena and Rimini), seeks to help Italian SMEs make their way into the global market. It is precisely within this project that this dissertation has been conceived. Indeed, its purpose is to present the translation and localization project from English into Chinese of a series of texts produced by Bioretics© S.r.l.: an investor deck, the company website and part of the installation and use manual of the Aliquis© framework software, its flagship product. This dissertation is structured as follows: Chapter 1 presents the project and the company in detail; Chapter 2 outlines the internationalization and globalization processes and the Artificial Intelligence market both in Italy and in China; Chapter 3 provides the theoretical foundations for every aspect related to Specialized Translation, including website localization; Chapter 4 describes the resources and tools used to perform the translations; Chapter 5 proposes an analysis of the source texts; Chapter 6 is a commentary on translation strategies and choices

    Proceedings of the 9th Arab Society for Computer Aided Architectural Design (ASCAAD) international conference 2021 (ASCAAD 2021): architecture in the age of disruptive technologies: transformation and challenges.

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    The ASCAAD 2021 conference theme is Architecture in the age of disruptive technologies: transformation and challenges. The theme addresses the gradual shift in computational design from prototypical morphogenetic-centered associations in the architectural discourse. This imminent shift of focus is increasingly stirring a debate in the architectural community and is provoking a much needed critical questioning of the role of computation in architecture as a sole embodiment and enactment of technical dimensions, into one that rather deliberately pursues and embraces the humanities as an ultimate aspiration

    Generative modeling of dynamic visual scenes

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.Cataloged from PDF version of thesis.Includes bibliographical references (p. 301-312).Modeling visual scenes is one of the fundamental tasks of computer vision. Whereas tremendous efforts have been devoted to video analysis in past decades, most prior work focuses on specific tasks, leading to dedicated methods to solve them. This PhD thesis instead aims to derive a probabilistic generative model that coherently integrates different aspects, notably appearance, motion, and the interaction between them. Specifically, this model considers each video as a composite of dynamic layers, each associated with a covering domain, an appearance template, and a flow describing its motion. These layers change dynamically following the associated flows, and are combined into video frames according to a Z-order that specifies their relative depth-order. To describe these layers and their dynamic changes, three major components are incorporated: (1) An appearance model describes the generative process of the pixel values of a video layer. This model, via the combination of a probabilistic patch manifold and a conditional Markov random field, is able to express rich local details while maintaining global coherence. (2) A motion model captures the motion pattern of a layer through a new concept called geometric flow that originates from differential geometric analysis. A geometric flow unifies the trajectory-based representation and the notion of geometric transformation to represent the collective dynamic behaviors persisting over time. (3) A partial Z-order specifies the relative depth order between layers. Here, through the unique correspondence between equivalent classes of partial orders and consistent choice functions, a distribution over the spaces of partial orders is established, and inference can thus be performed thereon. The development of these models leads to significant challenges in probabilistic modeling and inference that need new techniques to address. We studied two important problems: (1) Both the appearance model and the motion model rely on mixture modeling to capture complex distributions. In a dynamic setting, the components parameters and the number of components in a mixture model can change over time. While the use of Dirichlet processes (DPs) as priors allows indefinite number of components, incorporating temporal dependencies between DPs remains a nontrivial issue, theoretically and practically. Our research on this problem leads to a new construction of dependent DPs, enabling various forms of dynamic variations for nonparametric mixture models by harnessing the connections between Poisson and Dirichlet processes. (2) The inference of partial Z-order from a video needs a method to sample from the posterior distribution of partial orders. A key challenge here is that the underlying space of partial orders is disconnected, meaning that one may not be able to make local updates without violating the combinatorial constraints for partial orders. We developed a novel sampling method to tackle this problem, which dynamically introduces virtual states as bridges to connect between different parts of the space, implicitly resulting in an ergodic Markov chain over an augmented space. With this generative model of visual scenes, many vision problems can be readily solved through inference performed on the model. Empirical experiments demonstrate that this framework yields promising results on a series of practical tasks, including video denoising and inpainting, collective motion analysis, and semantic scene understanding.by Dahua Lin.Ph.D

    Critical Programming: Toward a Philosophy of Computing

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    Beliefs about the relationship between human beings and computing machines and their destinies have alternated from heroic counterparts to conspirators of automated genocide, from apocalyptic extinction events to evolutionary cyborg convergences. Many fear that people are losing key intellectual and social abilities as tasks are offloaded to the everywhere of the built environment, which is developing a mind of its own. If digital technologies have contributed to forming a dumbest generation and ushering in a robotic moment, we all have a stake in addressing this collective intelligence problem. While digital humanities continue to flourish and introduce new uses for computer technologies, the basic modes of philosophical inquiry remain in the grip of print media, and default philosophies of computing prevail, or experimental ones propagate false hopes. I cast this as-is situation as the post-postmodern network dividual cyborg, recognizing that the rational enlightenment of modernism and regressive subjectivity of postmodernism now operate in an empire of extended mind cybernetics combined with techno-capitalist networks forming societies of control. Recent critical theorists identify a justificatory scheme foregrounding participation in projects, valorizing social network linkages over heroic individualism, and commending flexibility and adaptability through life long learning over stable career paths. It seems to reify one possible, contingent configuration of global capitalism as if it was the reflection of a deterministic evolution of commingled technogenesis and synaptogenesis. To counter this trend I offer a theoretical framework to focus on the phenomenology of software and code, joining social critiques with textuality and media studies, the former proposing that theory be done through practice, and the latter seeking to understand their schematism of perceptibility by taking into account engineering techniques like time axis manipulation. The social construction of technology makes additional theoretical contributions dispelling closed world, deterministic historical narratives and requiring voices be given to the engineers and technologists that best know their subject area. This theoretical slate has been recently deployed to produce rich histories of computing, networking, and software, inform the nascent disciplines of software studies and code studies, as well as guide ethnographers of software development communities. I call my syncretism of these approaches the procedural rhetoric of diachrony in synchrony, recognizing that multiple explanatory layers operating in their individual temporal and physical orders of magnitude simultaneously undergird post-postmodern network phenomena. Its touchstone is that the human-machine situation is best contemplated by doing, which as a methodology for digital humanities research I call critical programming. Philosophers of computing explore working code places by designing, coding, and executing complex software projects as an integral part of their intellectual activity, reflecting on how developing theoretical understanding necessitates iterative development of code as it does other texts, and how resolving coding dilemmas may clarify or modify provisional theories as our minds struggle to intuit the alien temporalities of machine processes
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