22,514 research outputs found

    GEMINI: A Generic Multi-Modal Natural Interface Framework for Videogames

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    In recent years videogame companies have recognized the role of player engagement as a major factor in user experience and enjoyment. This encouraged a greater investment in new types of game controllers such as the WiiMote, Rock Band instruments and the Kinect. However, the native software of these controllers was not originally designed to be used in other game applications. This work addresses this issue by building a middleware framework, which maps body poses or voice commands to actions in any game. This not only warrants a more natural and customized user-experience but it also defines an interoperable virtual controller. In this version of the framework, body poses and voice commands are respectively recognized through the Kinect's built-in cameras and microphones. The acquired data is then translated into the native interaction scheme in real time using a lightweight method based on spatial restrictions. The system is also prepared to use Nintendo's Wiimote as an auxiliary and unobtrusive gamepad for physically or verbally impractical commands. System validation was performed by analyzing the performance of certain tasks and examining user reports. Both confirmed this approach as a practical and alluring alternative to the game's native interaction scheme. In sum, this framework provides a game-controlling tool that is totally customizable and very flexible, thus expanding the market of game consumers.Comment: WorldCIST'13 Internacional Conferenc

    Distributed OpenGL Rendering in Network Bandwidth Constrained Environments

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    Display walls made from multiple monitors are often used when very high resolution images are required. To utilise a display wall, rendering information must be sent to each computer that the monitors are connect to. The network is often the performance bottleneck for demanding applications, like high performance 3D animations. This paper introduces ClusterGL; a distribution library for OpenGL applications. ClusterGL reduces network traffic by using compression, frame differencing and multi-cast. Existing applications can use ClusterGL without recompilation. Benchmarks show that, for most applications, ClusterGL outperforms other systems that support unmodified OpenGL applications including Chromium and BroadcastGL. The difference is larger for more complex scene geometries and when there are more display machines. For example, when rendering OpenArena, ClusterGL outperforms Chromium by over 300% on the Symphony display wall at The University of Waikato, New Zealand. This display has 20 monitors supported by five computers connected by gigabit Ethernet, with a full resolution of over 35 megapixels. ClusterGL is freely available via Google Code

    Trio-One: Layering Uncertainty and Lineage on a Conventional DBMS

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    Trio is a new kind of database system that supports data, uncertainty, and lineage in a fully integrated manner. The first Trio prototype, dubbed Trio-One, is built on top of a conventional DBMS using data and query translation techniques together with a small number of stored procedures. This paper describes Trio-One's translation scheme and system architecture, showing how it efficiently and easily supports the Trio data model and query language

    GPU-based Image Analysis on Mobile Devices

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    With the rapid advances in mobile technology many mobile devices are capable of capturing high quality images and video with their embedded camera. This paper investigates techniques for real-time processing of the resulting images, particularly on-device utilizing a graphical processing unit. Issues and limitations of image processing on mobile devices are discussed, and the performance of graphical processing units on a range of devices measured through a programmable shader implementation of Canny edge detection.Comment: Proceedings of Image and Vision Computing New Zealand 201

    Inherent Problems in Designing Two-Failure Tolerant Electromechanical Actuators

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    An electromechanical ac-powered rotary actuated four-bar linkage system for rotating the Shuttle/Centaur deployment adapter is described. The essential features of the deployment adapter rotation system (DARS) are increased reliability for mission success and maximum practical hazard control for safety. The requirements, concept development, hardware configuration, quality assurance provisions, and techniques used to meet two-fault tolerance requirements are highlighted. The rationale used to achieve a degree of safety equivalent of that of two-failure tolerance is presented. Conditions that make this approach acceptable, including single failure point components with regard to redundancy versus credibility of failure modes, are also discussed
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