91,166 research outputs found
A Customizable Camera-based Human Computer Interaction System Allowing People With Disabilities Autonomous Hands Free Navigation of Multiple Computing Task
Many people suffer from conditions that lead to deterioration of motor control and makes access to the computer using traditional input devices difficult. In particular, they may loose control of hand movement to the extent that the standard mouse cannot be used as a pointing device. Most current alternatives use markers or specialized hardware to track and translate a user's movement to pointer movement. These approaches may be perceived as intrusive, for example, wearable devices. Camera-based assistive systems that use visual tracking of features on the user's body often require cumbersome manual adjustment. This paper introduces an enhanced computer vision based strategy where features, for example on a user's face, viewed through an inexpensive USB camera, are tracked and translated to pointer movement. The main contributions of this paper are (1) enhancing a video based interface with a mechanism for mapping feature movement to pointer movement, which allows users to navigate to all areas of the screen even with very limited physical movement, and (2) providing a customizable, hierarchical navigation framework for human computer interaction (HCI). This framework provides effective use of the vision-based interface system for accessing multiple applications in an autonomous setting. Experiments with several users show the effectiveness of the mapping strategy and its usage within the application framework as a practical tool for desktop users with disabilities.National Science Foundation (IIS-0093367, IIS-0329009, 0202067
Adaptive User Perspective Rendering for Handheld Augmented Reality
Handheld Augmented Reality commonly implements some variant of magic lens
rendering, which turns only a fraction of the user's real environment into AR
while the rest of the environment remains unaffected. Since handheld AR devices
are commonly equipped with video see-through capabilities, AR magic lens
applications often suffer from spatial distortions, because the AR environment
is presented from the perspective of the camera of the mobile device. Recent
approaches counteract this distortion based on estimations of the user's head
position, rendering the scene from the user's perspective. To this end,
approaches usually apply face-tracking algorithms on the front camera of the
mobile device. However, this demands high computational resources and therefore
commonly affects the performance of the application beyond the already high
computational load of AR applications. In this paper, we present a method to
reduce the computational demands for user perspective rendering by applying
lightweight optical flow tracking and an estimation of the user's motion before
head tracking is started. We demonstrate the suitability of our approach for
computationally limited mobile devices and we compare it to device perspective
rendering, to head tracked user perspective rendering, as well as to fixed
point of view user perspective rendering
Mid-Air Haptics for Control Interfaces
Control interfaces and interactions based on touch-less gesture tracking devices have become a prevalent research topic in both industry and academia. Touch-less devices offer a unique interaction immediateness that makes them ideal for applications where direct contact with a physical controller is not desirable. On the other hand, these controllers inherently lack active or passive haptic feedback to inform users about the results of their interaction. Mid-air haptic interfaces, such as those using focused ultrasound waves, can close the feedback loop and provide new tools for the design of touch-less, un-instrumented control interactions. The goal of this workshop is to bring together the growing mid-air haptic research community to identify and discuss future challenges in control interfaces and their application in AR/VR, automotive, music, robotics and teleoperation
Virual world users evaluated according to environment design, task based adn affective attention measures
This paper presents research that engages with virtual worlds for education users to understand design of these applications for their needs. An in-depth multi-method investigation from 12 virtual worlds participants was undertaken in three stages; initially a small scale within-subjects eye-tracking comparison was made between the role playing game 'RuneScape' and the virtual social world 'Second Life', secondly an in-depth evaluation of eye-tracking data for Second Life tasks (i.e. avatar, object and world based) was conducted, finally a qualitative evaluation of Second Life tutorials in comparative 3D situations (i.e. environments that are; realistic to surreal, enclosed to open, formal to informal) was conducted. Initial findings identified increased users attention within comparable gaming and social world interactions. Further analysis identified that 3D world focused interactions increased participants' attention more than object and avatar tasks. Finally different 3D situation designs altered levels of task engagement and
distraction through perceptions of comfort, fun and fear.
Ultimately goal based and environment interaction tasks can
increase attention and potentially immersion. However,
affective perceptions of 3D situations can negatively impact on attention. An objective discussion of the limitations and benefits of virtual world immersion for student learning is presented
PRHOLO: 360º Interactive Public Relations
In the globalized world, possessing good products may not be enough to reach potential clients unless
creative marketing strategies are well delineated. In this context, public relations are also important
when it comes to capture the client’s attention, making the first contact between the clients and the company’s products, while being persuasive enough to make them confident that the company has the right
products to fit their needs. Three virtual public relations installations were purposed in this chapter,
combining technology with a human like public relations ability, capable of interacting with potential
clients located in front of the installation, at angles of up to 57º (degrees), 180º and 360º, respectively.
From one to several Microsoft Kinects were used to develop the three interaction models, which allows
tracking and recognition of users’ gestures and positions (heat map), sound sources, voice commands
and face and body extraction of the user interacting with the installation.info:eu-repo/semantics/publishedVersio
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