49,575 research outputs found

    Animated virtual agents to cue user attention: comparison of static and dynamic deictic cues on gaze and touch responses

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    This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses

    Attentive monitoring of multiple video streams driven by a Bayesian foraging strategy

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    In this paper we shall consider the problem of deploying attention to subsets of the video streams for collating the most relevant data and information of interest related to a given task. We formalize this monitoring problem as a foraging problem. We propose a probabilistic framework to model observer's attentive behavior as the behavior of a forager. The forager, moment to moment, focuses its attention on the most informative stream/camera, detects interesting objects or activities, or switches to a more profitable stream. The approach proposed here is suitable to be exploited for multi-stream video summarization. Meanwhile, it can serve as a preliminary step for more sophisticated video surveillance, e.g. activity and behavior analysis. Experimental results achieved on the UCR Videoweb Activities Dataset, a publicly available dataset, are presented to illustrate the utility of the proposed technique.Comment: Accepted to IEEE Transactions on Image Processin

    Control interface concepts for CHARA 6-telescope fringe tracking with CHAMP+MIRC

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    Cophasing six telescopes from the CHARA array, the CHARA-Michigan Phasetracker (CHAMP) and Michigan Infrared Combiner (MIRC) are pushing the frontiers of infrared long-baseline interferometric imaging in key scientific areas such as star- and planet-formation. Here we review our concepts and recent improvements on the CHAMP and MIRC control interfaces, which establish the communication to the real-time data recording & fringe tracking code, provide essential performance diagnostics, and assist the observer in the alignment and flux optimization procedure. For fringe detection and tracking with MIRC, we have developed a novel matrix approach, which provides predictions for the fringe positions based on cross-fringe information.Comment: 6 pages, 4 figures, published in SPIE conference proceedings (http://dx.doi.org/10.1117/12.926559

    Optimal control design for robust fuzzy friction compensation in a robot joint

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    This paper presents a methodology for the compensation of nonlinear friction in a robot joint structure based on a fuzzy local modeling technique. To enhance the tracking performance of the robot joint, a dynamic model is derived from the local physical properties of friction. The model is the basis of a precompensator taking into account the dynamics of the overall corrected system by means of a minor loop. The proposed structure does not claim to faithfully reproduce complex phenomena driven by friction. However, the linearity of the local models simplifies the design and implementation of the observer, and its estimation capabilities are improved by the nonlinear integral gain. The controller can then be robustly synthesized using linear matrix inequalities to cancel the effects of inexact friction compensation. Experimental tests conducted on a robot joint with a high level of friction demonstrate the effectiveness of the proposed fuzzy observer-based control strategy for tracking system trajectories when operating in zero-velocity regions and during motion reversals

    A survey on fractional order control techniques for unmanned aerial and ground vehicles

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    In recent years, numerous applications of science and engineering for modeling and control of unmanned aerial vehicles (UAVs) and unmanned ground vehicles (UGVs) systems based on fractional calculus have been realized. The extra fractional order derivative terms allow to optimizing the performance of the systems. The review presented in this paper focuses on the control problems of the UAVs and UGVs that have been addressed by the fractional order techniques over the last decade
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