2,447 research outputs found

    PRESENTER TRACKING FOR VIDEO RECORDING ON INTEL GALILEO BOARD

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    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

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    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 userā€™s 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 ā€˜being 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 ā€˜being 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

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    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

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    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

    Get PDF
    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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