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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the realityâvirtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to âdigitizeâ the performerâs movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performerâs behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
An investigation into the cognitive effects of delayed visual feedback
Abstract unavailable please refer to PD
Visual Attention in Dynamic Environments and its Application to Playing Online Games
Abstract In this thesis we present a prototype of Cognitive Programs (CPs) - an executive controller built on top of Selective Tuning (ST) model of attention. CPs enable top-down control of visual system and interaction between the low-level vision and higher-level task demands.
Abstract We implement a subset of CPs for playing online video games in real time using only visual input. Two commercial closed-source games - Canabalt and Robot Unicorn Attack - are used for evaluation. Their simple gameplay and minimal controls put the emphasis on reaction speed and attention over planning.
Abstract Our implementation of Cognitive Programs plays both games at human expert level, which experimentally proves the validity of the concept. Additionally we resolved multiple theoretical and engineering issues, e.g. extending the CPs to dynamic environments, finding suitable data structures for describing the task and information flow within the network and determining the correct timing for each process
Automated Design of Salient Object Detection Algorithms with Brain Programming
Despite recent improvements in computer vision, artificial visual systems'
design is still daunting since an explanation of visual computing algorithms
remains elusive. Salient object detection is one problem that is still open due
to the difficulty of understanding the brain's inner workings. Progress on this
research area follows the traditional path of hand-made designs using
neuroscience knowledge. In recent years two different approaches based on
genetic programming appear to enhance their technique. One follows the idea of
combining previous hand-made methods through genetic programming and fuzzy
logic. The other approach consists of improving the inner computational
structures of basic hand-made models through artificial evolution. This
research work proposes expanding the artificial dorsal stream using a recent
proposal to solve salient object detection problems. This approach uses the
benefits of the two main aspects of this research area: fixation prediction and
detection of salient objects. We decided to apply the fusion of visual saliency
and image segmentation algorithms as a template. The proposed methodology
discovers several critical structures in the template through artificial
evolution. We present results on a benchmark designed by experts with
outstanding results in comparison with the state-of-the-art.Comment: 35 pages, 5 figure
From Robot Arm to Intentional Agent: the Articulated Head
Robot arms have come a long way from the humble beginnings of the ïŹrst Unimate robot at a General Motors plant installed to unload parts from a die-casting machine to the ïŹexible and versatile tool ubiquitous and indispensable in many ïŹelds of industrial production nowadays. The other chapters of this book attest to the progress in the ïŹeld and the plenitude of applications of robot arms. It is still fair, however, to say that currently industrial robot arms are primarily applied in continuously repeated manufacturing task for which they are pre-programmed. They are known for their precision and reliability but in general use only limited sensory input and the changes in the execution of their task due to varying environmental factors are minimal. If one was to compare a robot arm with an animal, even a very simple one, this property of robot arm applications would immediately stand out as one of the most striking differences. Living organisms must sense changes in the environment that are crucial to their survival and must have some ïŹexibility to adjust their behaviour. In most robot arm contexts, such a comparison is currently at best of academic interest, though it might gain relevance very quickly in the future if robot arms are to be used to assist humans to a larger extend than at present. If robot arms will work in close proximity with and directly supporting humans in accomplishing a task, it becomes inevitable for the control system of the robot to have far reaching situational awareness and the capability to adjust its âbehaviourâ according to the acquired situational information. In addition, robot perception and action have to conform a large degree to the expectations of the human co-worker
The development of a human-robot interface for industrial collaborative system
Industrial robots have been identified as one of the most effective solutions for optimising output and quality within many industries. However, there are a number of manufacturing applications involving complex tasks and inconstant components which prohibit the use of fully automated solutions in the foreseeable future.
A breakthrough in robotic technologies and changes in safety legislations have supported the creation of robots that coexist and assist humans in industrial applications. It has been broadly recognised that human-robot collaborative systems would be a realistic solution as an advanced production system with wide range of applications and high economic impact. This type of system can utilise the best of both worlds, where the robot can perform simple tasks that require high repeatability while the human performs tasks that require judgement and dexterity of the human hands. Robots in such system will operate as âintelligent assistantsâ.
In a collaborative working environment, robot and human share the same working area, and interact with each other. This level of interface will require effective ways of communication and collaboration to avoid unwanted conflicts. This project aims to create a user interface for industrial collaborative robot system through integration of current robotic technologies. The robotic system is designed for seamless collaboration with a human in close proximity. The system is capable to communicate with the human via the exchange of gestures, as well as visual signal which operators can observe and comprehend at a glance.
The main objective of this PhD is to develop a Human-Robot Interface (HRI) for communication with an industrial collaborative robot during collaboration in proximity. The system is developed in conjunction with a small scale collaborative robot system which has been integrated using off-the-shelf components. The system should be capable of receiving input from the human user via an intuitive method as well as indicating its status to the user
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effectively. The HRI will be developed using a combination of hardware integrations and software developments. The software and the control framework were developed in a way that is applicable to other industrial robots in the future. The developed gesture command system is demonstrated on a heavy duty industrial robot
Analysis and Simulation of Dynamic Vision in the City: A Computer-Aided Cinematic Approach
This paper proposes a computer-aided Dynamic Visual Research and Design Protocol for environmental designers to analyze humans' dynamic visual experiences in the city and to simulate dynamic vision in the design process. The Protocol recommends using action cameras to collect massive dynamic visual data from participants' first-person perspectives. It prescribes a computer-aided visual analysis approach to produce cinematic charts and storyboards, which further afford qualitative interpretations for aesthetic assessment and discussion. Employing real-time 3D simulation technologies, the Protocol enables the simulation of people's dynamic vision in designed urban environments to support evaluation in design. Detailed contents and merits of the Protocol were demonstrated by its application in the Urbanscape Studio, a community participatory design course based at Watertown, South Dakota
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