14,295 research outputs found

    SMIL State: an architecture and implementation for adaptive time-based web applications

    Get PDF
    In this paper we examine adaptive time-based web applications (or presentations). These are interactive presentations where time dictates which parts of the application are presented (providing the major structuring paradigm), and that require interactivity and other dynamic adaptation. We investigate the current technologies available to create such presentations and their shortcomings, and suggest a mechanism for addressing these shortcomings. This mechanism, SMIL State, can be used to add user-defined state to declarative time-based languages such as SMIL or SVG animation, thereby enabling the author to create control flows that are difficult to realize within the temporal containment model of the host languages. In addition, SMIL State can be used as a bridging mechanism between languages, enabling easy integration of external components into the web application. Finally, SMIL State enables richer expressions for content control. This paper defines SMIL State in terms of an introductory example, followed by a detailed specification of the State model. Next, the implementation of this model is discussed. We conclude with a set of potential use cases, including dynamic content adaptation and delayed insertion of custom content such as advertisements. © 2009 Springer Science+Business Media, LLC

    Video Data Visualization System: Semantic Classification And Personalization

    Full text link
    We present in this paper an intelligent video data visualization tool, based on semantic classification, for retrieving and exploring a large scale corpus of videos. Our work is based on semantic classification resulting from semantic analysis of video. The obtained classes will be projected in the visualization space. The graph is represented by nodes and edges, the nodes are the keyframes of video documents and the edges are the relation between documents and the classes of documents. Finally, we construct the user's profile, based on the interaction with the system, to render the system more adequate to its references.Comment: graphic

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

    Full text link
    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Smoothness perception : investigation of beat rate effect on frame rate perception

    Get PDF
    Despite the complexity of the Human Visual System (HVS), research over the last few decades has highlighted a number of its limitations. These limitations can be exploited in computer graphics to significantly reduce computational cost and thus required rendering time, without a viewer perceiving any difference in resultant image quality. Furthermore, cross-modal interaction between different modalities, such as the influence of audio on visual perception, has also been shown as significant both in psychology and computer graphics. In this paper we investigate the effect of beat rate on temporal visual perception, i.e. frame rate perception. For the visual quality and perception evaluation, a series of psychophysical experiments was conducted and the data analysed. The results indicate that beat rates in some cases do affect temporal visual perception and that certain beat rates can be used in order to reduce the amount of rendering required to achieve a perceptual high quality. This is another step towards a comprehensive understanding of auditory-visual cross-modal interaction and could be potentially used in high-fidelity interactive multi-sensory virtual environments

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    A framework for realistic 3D tele-immersion

    Get PDF
    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    The DRIVE-SAFE project: signal processing and advanced information technologies for improving driving prudence and accidents

    Get PDF
    In this paper, we will talk about the Drivesafe project whose aim is creating conditions for prudent driving on highways and roadways with the purposes of reducing accidents caused by driver behavior. To achieve these primary goals, critical data is being collected from multimodal sensors (such as cameras, microphones, and other sensors) to build a unique databank on driver behavior. We are developing system and technologies for analyzing the data and automatically determining potentially dangerous situations (such as driver fatigue, distraction, etc.). Based on the findings from these studies, we will propose systems for warning the drivers and taking other precautionary measures to avoid accidents once a dangerous situation is detected. In order to address these issues a national consortium has been formed including Automotive Research Center (OTAM), Koç University, Istanbul Technical University, Sabancı University, Ford A.S., Renault A.S., and Fiat A. Ş
    corecore