2,318 research outputs found
Gesture Typing on Virtual Tabletop: Effect of Input Dimensions on Performance
The association of tabletop interaction with gesture typing presents interaction potential for situationally or physically impaired users. In this work, we use depth cameras to create touch surfaces on regular tabletops. We describe our prototype system and report on a supervised learning approach to fingertips touch classification. We follow with a gesture typing study that compares our system with a control tablet scenario and explore the influence of input size and aspect ratio of the virtual surface on the text input performance. We show that novice users perform with the same error rate at half the input rate with our system as compared to the control condition, that an input size between A5 and A4 present the best tradeoff between performance and user preference and that users' indirect tracking ability seems to be the overall performance limiting factor
New Method for Optimization of License Plate Recognition system with Use of Edge Detection and Connected Component
License Plate recognition plays an important role on the traffic monitoring
and parking management systems. In this paper, a fast and real time method has
been proposed which has an appropriate application to find tilt and poor
quality plates. In the proposed method, at the beginning, the image is
converted into binary mode using adaptive threshold. Then, by using some edge
detection and morphology operations, plate number location has been specified.
Finally, if the plat has tilt, its tilt is removed away. This method has been
tested on another paper data set that has different images of the background,
considering distance, and angel of view so that the correct extraction rate of
plate reached at 98.66%.Comment: 3rd IEEE International Conference on Computer and Knowledge
Engineering (ICCKE 2013), October 31 & November 1, 2013, Ferdowsi Universit
Mashha
The passive operating mode of the linear optical gesture sensor
The study evaluates the influence of natural light conditions on the
effectiveness of the linear optical gesture sensor, working in the presence of
ambient light only (passive mode). The orientations of the device in reference
to the light source were modified in order to verify the sensitivity of the
sensor. A criterion for the differentiation between two states: "possible
gesture" and "no gesture" was proposed. Additionally, different light
conditions and possible features were investigated, relevant for the decision
of switching between the passive and active modes of the device. The criterion
was evaluated based on the specificity and sensitivity analysis of the binary
ambient light condition classifier. The elaborated classifier predicts ambient
light conditions with the accuracy of 85.15%. Understanding the light
conditions, the hand pose can be detected. The achieved accuracy of the hand
poses classifier trained on the data obtained in the passive mode in favorable
light conditions was 98.76%. It was also shown that the passive operating mode
of the linear gesture sensor reduces the total energy consumption by 93.34%,
resulting in 0.132 mA. It was concluded that optical linear sensor could be
efficiently used in various lighting conditions.Comment: 10 pages, 14 figure
What does touch tell us about emotions in touchscreen-based gameplay?
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2012 ACM. It is posted here by permission of ACM for your personal use. Not for redistribution.Nowadays, more and more people play games on touch-screen mobile phones. This phenomenon raises a very interesting question: does touch behaviour reflect the player’s emotional state? If possible, this would not only be a valuable evaluation indicator for game designers, but also for real-time personalization of the game experience. Psychology studies on acted touch behaviour show the existence of discriminative affective profiles. In this paper, finger-stroke features during gameplay on an iPod were extracted and their discriminative power analysed. Based on touch-behaviour, machine learning algorithms were used to build systems for automatically discriminating between four emotional states (Excited, Relaxed, Frustrated, Bored), two levels of arousal and two levels of valence. The results were very interesting reaching between 69% and 77% of correct discrimination between the four emotional states. Higher results (~89%) were obtained for discriminating between two levels of arousal and two levels of valence
- …