8,145 research outputs found

    Interaction With Tilting Gestures In Ubiquitous Environments

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    In this paper, we introduce a tilting interface that controls direction based applications in ubiquitous environments. A tilt interface is useful for situations that require remote and quick interactions or that are executed in public spaces. We explored the proposed tilting interface with different application types and classified the tilting interaction techniques. Augmenting objects with sensors can potentially address the problem of the lack of intuitive and natural input devices in ubiquitous environments. We have conducted an experiment to test the usability of the proposed tilting interface to compare it with conventional input devices and hand gestures. The experiment results showed greater improvement of the tilt gestures in comparison with hand gestures in terms of speed, accuracy, and user satisfaction.Comment: 13 pages, 10 figure

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Control of constraint weights for an autonomous camera

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    Constraint satisfaction based techniques for camera control has the flexibility to add new constraints easily to increase the quality of a shot. We address the problem of deducing and adjusting constraint weights at run time to guide the movement of the camera in an informed and controlled way in response to the requirement of the shot. This enables the control of weights at the frame level. We analyze the mathematical representation of the cost structure of the domain of constraint search so that the constraint solver can search the domain efficiently. We start with a simple tracking shot of a single target. The cost structure of the domain of search suggests the use of a binary search which searches along a curve for 2D and on a surface for 3D by utilizing the information about the cost structure. The problems of occlusion and collision avoidance have also been addressed

    Applications of CSP solving in computer games (camera control)

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    While camera control systems of commercial 3D games have improved greatly in recent years, they are not as fully developed as are other game components such as graphics and physics engines. Bourne and Sattar (2006) have proposed a reactive constraint based third person perspective camera control system. We have extended the capability of their system to handle occlusion while following the main character, and have used camera cuts to find appropriate camera positions for a few difficult situations. We have developed a reactive constraint based third person perspective chase camera control system to follow a character in a 3D environment. The camera follows the character from (near) optimal positions defined by a camera profile. The desired values of the height and distance constraints of the camera profile are changed appropriately whenever the character enters a semi-enclosed or an enclosed area, and the desired value of the orientation constraint of the camera profile is changed incrementally whenever theoptimal camera view is obstructed. Camera cuts are used whenever the main character backs up to a wall or any other obstructions, or comes out of a semi-enclosed or an enclosed area. Two auxiliary cameras to observe the main camera positions from top and side views have been added. The chase camera control system achieved real-time performance while following the main character in a typical 3D environment, and maintained an optimal view based on a user specified/selected camera profile

    Accurately Measuring the Satisfaction of Visual Properties in Virtual Camera Control

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    International audienceAbstract. Declarative approaches to camera control model inputs as properties on the camera and then rely on constraint-based and/or optimization techniques to compute the camera parameters or paths that best satisfy those properties. To reach acceptable performances, such approaches often (if not always) compute properties satisfaction in an approximate way. Therefore, it is difficult to measure results in terms of accuracy, and also compare approaches that use different approxima- tions. In this paper, we propose a simple language which can be used to express most of the properties proposed in the literature and whose semantics provide a way to accurately measure their satisfaction. The language can be used for several purposes, for example to measure how accurate a specific approach is and to compare two distinct approaches in terms of accuracy

    Data-Driven Approach to Simulating Realistic Human Joint Constraints

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    Modeling realistic human joint limits is important for applications involving physical human-robot interaction. However, setting appropriate human joint limits is challenging because it is pose-dependent: the range of joint motion varies depending on the positions of other bones. The paper introduces a new technique to accurately simulate human joint limits in physics simulation. We propose to learn an implicit equation to represent the boundary of valid human joint configurations from real human data. The function in the implicit equation is represented by a fully connected neural network whose gradients can be efficiently computed via back-propagation. Using gradients, we can efficiently enforce realistic human joint limits through constraint forces in a physics engine or as constraints in an optimization problem.Comment: To appear at ICRA 2018; 6 pages, 9 figures; for associated video, see https://youtu.be/wzkoE7wCbu

    Combining Local and Global Optimisation for Virtual Camera Control

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    Controlling a virtual camera in 3D computer games is a complex task. The camera is required to react to dynamically changing environments and produce high quality visual results and smooth animations. This paper proposes an approach that combines local and global search to solve the virtual camera control problem. The automatic camera control problem is described and it is decomposed into sub-problems; then a hierarchical architecture that solves each sub-problem using the most appropriate optimisation technique is proposed. The approach is compared to pure local search solutions to showcase the advantages of the proposed architecture in terms of visual performance and robustness.peer-reviewe
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