108,870 research outputs found
Ego-Downward and Ambient Video based Person Location Association
Using an ego-centric camera to do localization and tracking is highly needed
for urban navigation and indoor assistive system when GPS is not available or
not accurate enough. The traditional hand-designed feature tracking and
estimation approach would fail without visible features. Recently, there are
several works exploring to use context features to do localization. However,
all of these suffer severe accuracy loss if given no visual context
information. To provide a possible solution to this problem, this paper
proposes a camera system with both ego-downward and third-static view to
perform localization and tracking in a learning approach. Besides, we also
proposed a novel action and motion verification model for cross-view
verification and localization. We performed comparative experiments based on
our collected dataset which considers the same dressing, gender, and background
diversity. Results indicate that the proposed model can achieve
improvement in accuracy performance. Eventually, we tested the model on
multi-people scenarios and obtained an average accuracy
3D video bit rate adaptation decision taking using ambient illumination context
3-Dimensional (3D) video adaptation decision taking is an open field in which not many researchers have carried out investigations yet compared to 3D video display, coding, etc. Moreover, utilizing ambient illumination as an environmental context for 3D video adaptation decision taking has particularly not been studied in literature to date. In this paper, a user perception model, which is based on determining perception characteristics of a user for a 3D video content viewed under a particular ambient illumination condition, is proposed. Using the proposed model, a 3D video bit rate adaptation decision taking technique is developed to determine the adapted bit rate for the 3D video content to maintain 3D video
quality perception by considering the ambient illumination condition changes. Experimental results demonstrate that the proposed technique is capable of exploiting the changes in ambient illumination level to use network resources more efficiently without sacrificing the 3D video quality perception
3D video bit rate adaptation decision taking using ambient illumination context
3-Dimensional (3D) video adaptation decision taking is an open field in which not many researchers have carried out investigations yet compared to 3D video display, coding, etc. Moreover, utilizing ambient illumination as an environmental context for 3D video adaptation decision taking has particularly not been studied in literature to date. In this paper, a user perception model, which is based on determining perception characteristics of a user for a 3D video content viewed under a particular ambient illumination condition, is proposed. Using the proposed model, a 3D video bit rate adaptation decision taking technique is developed to determine the adapted bit rate for the 3D video content to maintain 3D video
quality perception by considering the ambient illumination condition changes. Experimental results demonstrate that the proposed technique is capable of exploiting the changes in ambient illumination level to use network resources more efficiently without sacrificing the 3D video quality perception
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Ambient video awareness: “It’s great, but I still don’t want it”
Video instant messaging tools are not as widely used as we would have predicted and have so far failed to fulfill their promise to become an indispensable tool of social presence, interacting within the workgroup environment and creating a sense of community. Whilst users are becoming
comfortable with videoconferencing and software video meetings, the use of video in “awareness” is still very uncommon. Over a 2-year period, we have run 8 discrete Hexagon room studies on naturalistic “ambient video awareness”. Only one of these studies can be considered to be a (limited) success. This paper discusses some of the factors inhibiting the use of such tools in e-learning environments, based on users’ feedback on issues, such as the tool promotion, user interface, size of community and visibility concerns
Flows in inkjet-printed aqueous rivulets
We used optical microscopy to investigate flows inside water rivulets that
were inkjet-printed onto different surfaces and under different ambient
conditions. The acquired fluid dynamics videos were submitted to the 2013
Gallery of Fluid Motion.Comment: This article accompanies a fluid dynamics video submitted to the 2013
Gallery of Fluid Motion of the 66th Annual Meeting of the APS Division of
Fluid Dynamic
Scalar Transfer across a Turbulent/non-turbulent Interface in a Planar Jet
This fluid dynamics video is an entry for the Gallery of Fluid Motion of the
66th Annual Meeting of the APS-DFD. In this video, the scalar transfer across
the turbulent/non-turbulent (T/NT) interface in a planar jet is investigated by
using a direct numerical simulation. Visualization of the scalar flux across
the T/NT interface shows that the diffusive species premixed in the ambient
flow is transferred into the turbulent region mainly across the leading edge
(Here, the leading edge is the T/NT interface across which the turbulent fluid
turns into the non-turbulent fluid in the streamwise direction).Comment: The fluid dynamics video for an entry for the Gallery of Fluid Motion
of the 66th Annual Meeting of the APS-DFD is include
Shoulder Tap in Ambient Video Communications
Many virtual meeting or virtual office apps provide users with a focus zone. Avatars of users in a focus zone are visible to other participants; however, users in the focus zone are shut out from ongoing conversations in their vicinity in the virtual office. A problem arises when a first participant desires to talk to a second participant that is in a focus zone or is otherwise engaged, e.g., in a separate conversation or simply away from their desk. This disclosure describes soft-alerting techniques to gently obtain the attention of individuals in a focus zone within an ambient video communications environment such as a virtual office or world. The techniques are analogous to a shoulder tap in the physical world and allow participants to seek attention without excessive intrusion
MENCIPTAKAN PENGALAMAN PSIKEDELIK MELALUI AMBIENT SOUND DAN TRIPPY VISUAL
Penciptaan karya ini berjudul Menciptakan Pengalaman Psikedelik Melalui Ambient Sound dan Trippy Visual ditujukan agar dapat menciptakan pengalaman psikedelik tanpa mengubah otak secara permanen layaknya zat psikotropika. Zat psikotropika dapat mengakibatkan auditory effect dan visual effect. Menurut Djohan, suara dapat digunakan sebagai alternatif untuk merubah suasana hati atau memroduksi pikiran (2003). Florence de Mèredieu menjelaskan melalui kutipan Bill viola bahwa, video dekat terhadap suara (2005). CAN menjelaskan melalui kutipan Krisna murti bahwa, seni media baru merupakan kesadaran baru untuk memperlakukan teknologi bukan serta-merta menjadi benda konsumsi melainkan memanfaatkan teknologi sebagai medium untuk menciptakan “seni” (Kompas, 2002:42). Metode yang digunakan dalam perwujudan karya ini yakni pengaplikasian penelitian-penelitian terdahulu guna menciptakan pengalaman psikedelik melalui ambient sound dan trippy visual. Dapat dipahami bahwa, Karya ini bermaterikan ambient sound dan trippy visual disertai dengan eksplorasi teknis, baik dalam gubahan frekuensi ambient sound guna menyisipkan binaural beat maupun eksplorasi visual effect dan sound effect pada materi video. Berdasarkan uji coba dan pengambilan sample, Sensasi pengalaman psikedelik yang dapat diciptakan melalui karya video ini yakni; diffraction, scenery slicing, dan drifting berdurasi <10 detik. Kunci : psikedelik, ambient, sound, trippy, dan visual
Modeling user perception of 3D video based on ambient illumination context for enhanced user centric media access and consumption
For enjoying 3D video to its full extent, it is imperative that access and consumption of it is user centric, which in turn ensures improved 3D video perception. Several important factors including video characteristics, users’ preferences, contexts prevailing in various usage environments, etc have influences on 3D video perception. Thus, to assist efficient provision of user centric media, user perception of 3D video should be modeled considering the factors affecting perception. Considering ambient illumination context to model 3D video perception is an interesting research topic, which has not been particularly investigated in literature. This context is taken into account while modeling video quality and depth perception of 3D video in this paper. For the video quality perception model: motion and structural feature characteristics of color texture sequences; and for the depth perception model: luminance contrast of color texture and depth intensity of depth map sequences of 3D video are used as primary content related factors in the paper. Results derived using the video quality and depth perception models demonstrate that these models can efficiently predict user perception of 3D video considering the ambient illumination context in user centric media access and consumption environments
Toward Forecasting Volcanic Eruptions using Seismic Noise
During inter-eruption periods, magma pressurization yields subtle changes of
the elastic properties of volcanic edifices. We use the reproducibility
properties of the ambient seismic noise recorded on the Piton de la Fournaise
volcano to measure relative seismic velocity variations of less than 0.1 % with
a temporal resolution of one day. Our results show that five studied volcanic
eruptions were preceded by clearly detectable seismic velocity decreases within
the zone of magma injection. These precursors reflect the edifice dilatation
induced by magma pressurization and can be useful indicators to improve the
forecasting of volcanic eruptions.Comment: Supplementary information:
http://www-lgit.obs.ujf-grenoble.fr/~fbrengui/brenguier_SI.pdf Supplementary
video:
http://www-lgit.obs.ujf-grenoble.fr/~fbrengui/brenguierMovieVolcano.av
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