8,896 research outputs found

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    An Exploratory Study of Patient Falls

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    Debate continues between the contribution of education level and clinical expertise in the nursing practice environment. Research suggests a link between Baccalaureate of Science in Nursing (BSN) nurses and positive patient outcomes such as lower mortality, decreased falls, and fewer medication errors. Purpose: To examine if there a negative correlation between patient falls and the level of nurse education at an urban hospital located in Midwest Illinois during the years 2010-2014? Methods: A retrospective crosssectional cohort analysis was conducted using data from the National Database of Nursing Quality Indicators (NDNQI) from the years 2010-2014. Sample: Inpatients aged ≥ 18 years who experienced a unintentional sudden descent, with or without injury that resulted in the patient striking the floor or object and occurred on inpatient nursing units. Results: The regression model was constructed with annual patient falls as the dependent variable and formal education and a log transformed variable for percentage of certified nurses as the independent variables. The model overall is a good fit, F (2,22) = 9.014, p = .001, adj. R2 = .40. Conclusion: Annual patient falls will decrease by increasing the number of nurses with baccalaureate degrees and/or certifications from a professional nursing board-governing body

    Augmented reality selection through smart glasses

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    O mercado de óculos inteligentes está em crescimento. Este crescimento abre a possibilidade de um dia os óculos inteligentes assumirem um papel mais ativo tal como os smartphones já têm na vida quotidiana das pessoas. Vários métodos de interação com esta tecnologia têm sido estudados, mas ainda não é claro qual o método que poderá ser o melhor para interagir com objetos virtuais. Neste trabalho são mencionados diversos estudos que se focam nos diferentes métodos de interação para aplicações de realidade aumentada. É dado destaque às técnicas de interação para óculos inteligentes tal como às suas vantagens e desvantagens. No contexto deste trabalho foi desenvolvido um protótipo de Realidade Aumentada para locais fechados, implementando três métodos de interação diferentes. Foram também estudadas as preferências do utilizador e sua vontade de executar o método de interação em público. Além disso, é extraído o tempo de reação que é o tempo entre a deteção de uma marca e o utilizador interagir com ela. Um protótipo de Realidade Aumentada ao ar livre foi desenvolvido a fim compreender os desafios diferentes entre uma aplicação de Realidade Aumentada para ambientes interiores e exteriores. Na discussão é possível entender que os utilizadores se sentem mais confortáveis usando um método de interação semelhante ao que eles já usam. No entanto, a solução com dois métodos de interação, função de toque nos óculos inteligentes e movimento da cabeça, permitem obter resultados próximos aos resultados do controlador. É importante destacar que os utilizadores não passaram por uma fase de aprendizagem os resultados apresentados nos testes referem-se sempre à primeira e única vez com o método de interação. O que leva a crer que o futuro de interação com óculos inteligentes possa ser uma fusão de diferentes técnicas de interação.The smart glasses’ market continues growing. It enables the possibility of someday smart glasses to have a presence as smartphones have already nowadays in people's daily life. Several interaction methods for smart glasses have been studied, but it is not clear which method could be the best to interact with virtual objects. In this research, it is covered studies that focus on the different interaction methods for reality augmented applications. It is highlighted the interaction methods for smart glasses and the advantages and disadvantages of each interaction method. In this work, an Augmented Reality prototype for indoor was developed, implementing three different interaction methods. It was studied the users’ preferences and their willingness to perform the interaction method in public. Besides that, it is extracted the reaction time which is the time between the detection of a marker and the user interact with it. An outdoor Augmented Reality application was developed to understand the different challenges between indoor and outdoor Augmented Reality applications. In the discussion, it is possible to understand that users feel more comfortable using an interaction method similar to what they already use. However, the solution with two interaction methods, smart glass’s tap function, and head movement allows getting results close to the results of the controller. It is important to highlight that was always the first time of the users, so there was no learning before testing. This leads to believe that the future of smart glasses interaction can be the merge of different interaction methods

    Interaction Methods for Smart Glasses : A Survey

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    Since the launch of Google Glass in 2014, smart glasses have mainly been designed to support micro-interactions. The ultimate goal for them to become an augmented reality interface has not yet been attained due to an encumbrance of controls. Augmented reality involves superimposing interactive computer graphics images onto physical objects in the real world. This survey reviews current research issues in the area of human-computer interaction for smart glasses. The survey first studies the smart glasses available in the market and afterwards investigates the interaction methods proposed in the wide body of literature. The interaction methods can be classified into hand-held, touch, and touchless input. This paper mainly focuses on the touch and touchless input. Touch input can be further divided into on-device and on-body, while touchless input can be classified into hands-free and freehand. Next, we summarize the existing research efforts and trends, in which touch and touchless input are evaluated by a total of eight interaction goals. Finally, we discuss several key design challenges and the possibility of multi-modal input for smart glasses.Peer reviewe

    Engineering of Augmented Reality-Based Information Systems - Design and Implementation for Intralogistics Services

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    The development of augmented reality glasses is still ongoing and faces barriers in diffusion and concerns about their impact on users, organizations and society. The study aims to find sufficient solutions for this struggling digital innovation and to provide guidance for the implementation of augmented reality glasses in design-oriented projects. During a 3-year consortium research, acceptance and privacy have been identified as major phenomena that influence the adoption of augmented reality glasses in the logistics domain. To forge ahead digital innovation research, the focus of the presented research lies on the diffusion of this technology with design knowledge for the development of augmented reality glasses-based systems. Evidence and artifacts contribute to the still limited knowledge of system design based on augmented reality glasses from a domain-specific instantiation and an implementation framework
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