2 research outputs found

    Localisation of humans, objects and robots interacting on load-sensing floors

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    International audienceLocalisation, tracking and recognition of objects and humans are basic tasks that are of high value in applications of ambient intelligence. Sensing floors were introduced to address these tasks in a non-intrusive way. To recognize the humans moving on the floor, they are usually first localized, and then a set of gait features are extracted (stride length, cadence, pressure profile over a footstep). However, recognition generally fails when several people stand or walk together, preventing successful tracking. This paper presents a detection, tracking and recognition technique which uses objects' weight. It continues working even when tracking individual persons becomes impossible. Inspired by computer vision, this technique processes the floor pressure-image by segmenting the blobs containing objects, tracking them, and recognizing their contents through a mix of inference and combinatorial search. The result lists the probabilities of assignments of known objects to observed blobs. The concept was successfully evaluated in daily life activity scenarii, involving multi-object tracking and recognition on low resolution sensors, crossing of user trajectories, and weight ambiguity. This technique can be used to provide a probabilistic input for multi-modal object tracking and recognition systems

    Interactive Spaces: Model for Motion-based Music Applications

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    With the extensive utilization of touch screens, smartphones and various reactive surfaces, reality- based and intuitive interaction styles have now become customary. The employment of larger interactive areas, like floors or peripersonal three-dimensional spaces, further increase the reality- based interaction affordances, allowing full-body involvement and the development of a co- located, shared user experience. Embodied and spatial cognition play a fundamental role for the interaction in this kind of spaces, where users act in the reality with no device in the hands and obtain an audio and graphical output depending on their movements. Starting from the early experiments of Myron Krueger in 1971, responsive floors have been developed through various technologies including sensorized tiles and computer vision systems, to be employed in learn- ing environments, entertainment, games and rehabilitation. Responsive floors allow the spatial representation of concepts and for this reason are suitable for immediate communication and engagement. As many musical features have meaningful spatial representations, they can easily be reproduced in the physical space through a conceptual blending approach and be made available to a great number of users. This is the key idea for the design of the original music applications presented in this thesis. The applications, devoted to music learning, production and active listening, introduce a novel creative approach to music, which can be further assumed as a general paradigm for the design of motion-based learning environments. Application assessment with upper elementary and high school students has proved that users engagement and bodily inter- action have a high learning power, which can be a valid resource for deeper music knowledge and more creative learning processes. Although further interface tests showed that touch screen interaction performs better than full-body interaction, some important guidelines for the design of reactive floors applications have been obtained on the basis of these test results. Moreover, the conceptual framework developed for the design of music applications can represent a valid paradigm also in the general field of human-computer interaction
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