2,447 research outputs found
PRESENTER TRACKING FOR VIDEO RECORDING ON INTEL GALILEO BOARD
Video Recording plays a crucial role in technological world nowadays. Be it online learning, distance education, to lecture recording. In UTP, there are many lecture rooms. For example, there are several large lecture rooms in Pocket C and D, as well as medium sized lecture rooms in academic blocks. To ensure an effective video recording many camera operators are needed. Thus, to accommodate all lecture rooms with all the camera operators for lecture video recording would be very costly. Thus, to support the need of a cameraman to do video recording for lecture, a more automated and smart video recording by employing a presenter tracking mechanism is proposed
Using Motion Controllers in Virtual Conferencing
At the end of 2010 Microsoft released a new controller for the Xbox 360 called Kinect. Unlike ordinary video game controllers, the Kinect works by detecting the positions and movements of a userās entire body using the data from a sophisticated camera that is able to detect the distance between itself and each of the points on the image it is capturing. The Kinect device is essentially a low-cost, widely available motion capture system. Because of this, almost immediately many individuals put the device to use in a wide variety applications beyond video games.
This thesis investigates one such use; specifically the area of virtual meetings. Virtual meetings are a means of holding a meeting between multiple individuals in multiple locations using the internet, akin to teleconferencing or video conferencing. The defining factor of virtual meetings is that they take place in a virtual world rendered with 3D graphics; with each participant in a meeting controlling a virtual representation of them self called an avatar.
Previous research into virtual reality in general has shown that there is the potential for people to feel highly immersed in virtual reality, experiencing a feeling of really ābeing thereā. However, previous work looking at virtual meetings has found that existing interfaces for users to interact with virtual meeting software can interfere with this experience of ābeing thereā. The same research has also identified other short comings with existing virtual meeting solutions.
This thesis investigates how the Kinect device can be used to overcome the limitations of exiting virtual meeting software and interfaces. It includes a detailed description of the design and development of a piece of software that was created to demonstrate the possible uses of the Kinect in this area. It also includes discussion of the results of real world testing using that software, evaluating the usefulness of the Kinect when applied to virtual meetings
Meetings and Meeting Modeling in Smart Environments
In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear
Feeling the Temperature of the Room: Unobtrusive Thermal Display of Engagement during Group Communication
Thermal signals have been explored in HCI for emotion-elicitation and
enhancing two-person communication, showing that temperature invokes social and
emotional signals in individuals. Yet, extending these findings to group
communication is missing. We investigated how thermal signals can be used to
communicate group affective states in a hybrid meeting scenario to help people
feel connected over a distance. We conducted a lab study (N=20 participants)
and explored wrist-worn thermal feedback to communicate audience emotions. Our
results show that thermal feedback is an effective method of conveying audience
engagement without increasing workload and can help a presenter feel more in
tune with the audience. We outline design implications for real-world wearable
social thermal feedback systems for both virtual and in-person communication
that support group affect communication and social connectedness. Thermal
feedback has the potential to connect people across distances and facilitate
more effective and dynamic communication in multiple contexts.Comment: In IMWUT 202
PRESENTER TRACKING FOR VIDEO RECORDING ON INTEL GALILEO BOARD
Video Recording plays a crucial role in technological world nowadays. Be it online learning, distance education, to lecture recording. In UTP, there are many lecture rooms. For example, there are several large lecture rooms in Pocket C and D, as well as medium sized lecture rooms in academic blocks. To ensure an effective video recording many camera operators are needed. Thus, to accommodate all lecture rooms with all the camera operators for lecture video recording would be very costly. Thus, to support the need of a cameraman to do video recording for lecture, a more automated and smart video recording by employing a presenter tracking mechanism is proposed
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Proxemics of screen mediation: engagement with reading on screen manifests as diminished variation due to self-control, rather than diminished mean distance from screen
Objective: Burgoon's theory of conversational involvement suggest that when people engage with a person, they will move slightly closer to them, often subtly and subconsciously. However, some studies have failed to extend this to human-computer interaction. Our hypothesis is that during online reading, engagement is associated with an expenditure of effort to hold the head upright, still and centrally.
Method: We presented to 27 participants (ages 21.00 Ā± 2.89, 15 female) seated in front of 47.5x27 cm monitor two reading stimuli in a counterbalanced order, one (interesting) based on a best selling novel and the other (boring) based on European Union banking regulations. The participants were video-recorded during their reading while they wore reflective motion tracking markers. The markers were video-tracked off-line using Kinovea 0.8.
Results: Subjective VAS ratings showed that the stimuli elicited the bored and interested states as expected. Video tracking showed that the boring stimulus (compared to the interesting reading) elicited a greater head-to-screen velocity, a greater head-to-screen distance range, a greater head-to-screen distance standard deviation, but not a further away head-to-screen mean distance.
Conclusions: The more interesting reading led to efforts to control the head to a more central viewing position while suppressing head fidgeting
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