3 research outputs found

    PINSPOT: An oPen platform for INtelligent context-baSed Indoor POsiTioning

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    This work proposes PINSPOT; an open-access platform for collecting and sharing of context, algorithms and results in the cutting-edge area of indoor positioning. It is envisioned that this framework will become reference point for knowledge exchange which will bring the research community even closer and potentially enhance collaboration towards more effective and efficient creation of indoor positioning-related knowledge and innovation. Specifically, this platform facilitates the collection of sensor data useful for indoor positioning experimentation, the development of novel, self-learning, indoor positioning algorithms, as well as the enhancement and testing of existing ones and the dissemination and sharing of the proposed algorithms along with their configuration, the data used, and with their results

    Towards embodied perspective: exploring first-person, stereoscopic, 4K, wall-sized rendering of embodied sculpting

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    Treball realitzat a Kungliga Tekniska HögskolanDevelopment of a technology which allowed an unobtrusive, practical and effective embodied perspective to be experienced by users by the single use of a Kinect sensor and a stereoscopic screen. Applied to virtual sculpting

    Controlling viewpoint from markerless head tracking in an immersive ball game using a commodity depth-based camera

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    We present the use of commodity depth-based cameras to control viewpoint from passive unencumbered head tracking. This allowed participants to maintain correct perspective while playing an immersive computer ball game, without the need to wear devices, wires or markers. Viewpoint update drives parallax that supports orientation, the judging of distance and scale, moving in response to the simulation and the feeling of presence. Its incorporation increases the validity of using simulations in applications in which any of these are important. Although updating viewpoint from a depth camera has been demonstrated, it has not undergone accurate measures of latency, task performance or user experience. A randomised within subjects trial of n=12 participants was used to determine if head and hand tracking from depth-based cameras helped the playability and experience of a multi-player ball game. Findings suggest that experience is only improved when both ball interaction and viewpoint are controlled through natural movements and that the quality of viewpoint update from a depth-based camera was sufficient to allow a ball game to be played without inducing disorientation or nausea. This work demonstrates both a potential benefit and risk of using depth-based cameras to update viewpoint
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