150 research outputs found

    Gaze, Posture and Gesture Recognition to Minimize Focus Shifts for Intelligent Operating Rooms in a Collaborative Support System

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    This paper describes the design of intelligent, collaborative operating rooms based on highly intuitive, natural and multimodal interaction. Intelligent operating rooms minimize surgeon’s focus shifts by minimizing both the focus spatial offset (distance moved by surgeon’s head or gaze to the new target) and the movement spatial offset (distance surgeon covers physically). These spatio-temporal measures have an impact on the surgeon’s performance in the operating room. I describe how machine vision techniques are used to extract spatio-temporal measures and to interact with the system, and how computer graphics techniques can be used to display visual medical information effectively and rapidly. Design considerations are discussed and examples showing the feasibility of the different approaches are presented

    THE UNIVERSAL MEDIA BOOK

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    We explore the integration of projected imagery with a physical book that acts as a tangible interface to multimedia data. Using a camera and projector pair, a tracking framework is presented wherein the 3D position of planar pages are monitored as they are turned back and forth by a user, and data is correctly warped and projected onto each page at interactive rates to provide the user with an intuitive mixed-reality experience. The book pages are blank, so traditional camera-based approaches to tracking physical features on the display surface do not apply. Instead, in each frame, feature points are independently extracted from the camera and projector images, and matched to recover the geometry of the pages in motion. The book can be loaded with multimedia content, including images and videos. In addition, volumetric datasets can be explored by removing a page from the book and using it as a tool to navigate through a virtual 3D volume

    Interactive ubiquitous displays based on steerable projection

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    The ongoing miniaturization of computers and their embedding into the physical environment require new means of visual output. In the area of Ubiquitous Computing, flexible and adaptable display options are needed in order to enable the presentation of visual content in the physical environment. In this dissertation, we introduce the concepts of Display Continuum and Virtual Displays as new means of human-computer interaction. In this context, we present a realization of a Display Continuum based on steerable projection, and we describe a number of different interaction methods for manipulating this Display Continuum and the Virtual Displays placed on it.Mit zunehmender Miniaturisierung der Computer und ihrer Einbettung in der physikalischen Umgebung werden neue Arten der visuellen Ausgabe notwendig. Im Bereich des Ubiquitous Computing (Rechnerallgegenwart) werden flexible und anpassungsfähige Displays benötigt, um eine Anzeige von visuellen Inhalten unmittelbar in der physikalischen Umgebung zu ermöglichen. In dieser Dissertation führen wir das Konzept des Display-Kontinuums und der Virtuellen Displays als Instrument der Mensch-Maschine-Interaktion ein. In diesem Zusammenhang präsentieren wir eine mögliche Display-Kontinuum-Realisierung, die auf der Verwendung steuerbarer Projektion basiert, und wir beschreiben mehrere verschiedene Interaktionsmethoden, mit denen man das Display-Kontinuum und die darauf platzierten Virtuellen Displays steuern kann

    Non-mechanical beam steering: ways and means

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    One of the very useful aspects of a laser is its well-defined beam, delivering high intensity to a defined location. Directing that beam and specifying the location is generally done with adjustable mirrors. Directing the beam in time varying manner most often requires galvanometer scanning mirrors which translate in one dimension. These mirrors, though now a mature technology, are in general speed limited due to their inertia and can be heavy, power hungry and expensive. There are then benefits to be gained from non-mechanical means of beam steering particularly in terms of speed and weight. This paper gives an overview of methods employed to implement beam steering and then concentrates on methods that do not rely on independent phase control. The use of a micromirror array for 3-dimensional beam control will be presented with the pros and cons that this entails

    Roomalive: Magical experiences enabled by scalable, adaptive projector-camera units

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    ABSTRACT RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room

    Advances in Human Robot Interaction for Cloud Robotics applications

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    In this thesis are analyzed different and innovative techniques for Human Robot Interaction. The focus of this thesis is on the interaction with flying robots. The first part is a preliminary description of the state of the art interactions techniques. Then the first project is Fly4SmartCity, where it is analyzed the interaction between humans (the citizen and the operator) and drones mediated by a cloud robotics platform. Then there is an application of the sliding autonomy paradigm and the analysis of different degrees of autonomy supported by a cloud robotics platform. The last part is dedicated to the most innovative technique for human-drone interaction in the User’s Flying Organizer project (UFO project). This project wants to develop a flying robot able to project information into the environment exploiting concepts of Spatial Augmented Realit

    Compact and kinetic projected augmented reality interface

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 143-150).For quite some time, researchers and designers in the field of human computer interaction have strived to better integrate information interfaces into our physical environment. They envisioned a future where computing and interface components would be integrated into the physical environment, creating a seamless experience that uses all our senses. One possible approach to this problem employs projected augmented reality. Such systems project digital information and interfaces onto the physical world and are typically implemented using interactive projector-camera systems. This thesis work is centered on design and implementation of a new form factor for computing, a system we call LuminAR. LuminAR is a compact and kinetic projected augmented reality interface embodied in familiar everyday objects, namely a light bulb and a task light. It allows users to dynamically augment physical surfaces and objects with superimposed digital information using gestural and multi-touch interfaces. This thesis documents LuminAR's design process, hardware and software implementation and interaction techniques. The work is motivated through a set of applications that explore scenarios for interactive and kinetic projected augmented reality interfaces. It also opens the door for further explorations of kinetic interaction and promotes the adoption of projected augmented reality as a commonplace user interface modality. This thesis work was partially supported by a research grant from Intel Corporation.Supported by a research grant from Intel Corporationby Natan Linder.S.M

    Toolkit support for interactive projected displays

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    Interactive projected displays are an emerging class of computer interface with the potential to transform interactions with surfaces in physical environments. They distinguish themselves from other visual output technologies, for instance LCD screens, by overlaying content onto the physical world. They can appear, disappear, and reconfigure themselves to suit a range of application scenarios, physical settings, and user needs. These properties have attracted significant academic research interest, yet the surrounding technical challenges and lack of application developer tools limit adoption to those with advanced technical skills. These barriers prevent people with different expertise from engaging, iteratively evaluating deployments, and thus building a strong community understanding of the technology in context. We argue that creating and deploying interactive projected displays should take hours, not weeks. This thesis addresses these difficulties through the construction of a toolkit that effectively facilitates user innovation with interactive projected displays. The toolkit’s design is informed by a review of related work and a series of in-depth research probes that study different application scenarios. These findings result in toolkit requirements that are then integrated into a cohesive design and implementation. This implementation is evaluated to determine its strengths, limitations, and effectiveness at facilitating the development of applied interactive projected displays. The toolkit is released to support users in the real-world and its adoption studied. The findings describe a range of real application scenarios, case studies, and increase academic understanding of applied interactive projected display toolkits. By significantly lowering the complexity, time, and skills required to develop and deploy interactive projected displays, a diverse community of over 2,000 individual users have applied the toolkit to their own projects. Widespread adoption beyond the computer-science academic community will continue to stimulate an exciting new wave of interactive projected display applications that transfer computing functionality into physical spaces

    Visual Perception in Simulated Reality

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