1,506 research outputs found

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Facial Geometry Identification through Fuzzy Patterns with RGBD Sensor

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    Automatic human facial recognition is an important and complicated task; it is necessary to design algorithms capable of recognizing the constant patterns in the face and to use computing resources efficiently. In this paper we present a novel algorithm to recognize the human face in real time; the systems input is the depth and color data from the Microsoft KinectTM device. The algorithm recognizes patterns/shapes on the point cloud topography. The template of the face is based in facial geometry; the forensic theory classifies the human face with respect to constant patterns: cephalometric points, lines, and areas of the face. The topography, relative position, and symmetry are directly related to the craniometric points. The similarity between a point cloud cluster and a pattern description is measured by a fuzzy pattern theory algorithm. The face identification is composed by two phases: the first phase calculates the face pattern hypothesis of the facial points, configures each point shape, the related location in the areas, and lines of the face. Then, in the second phase, the algorithm performs a search on these face point configurations

    Developing Predictive Models of Driver Behaviour for the Design of Advanced Driving Assistance Systems

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    World-wide injuries in vehicle accidents have been on the rise in recent years, mainly due to driver error. The main objective of this research is to develop a predictive system for driving maneuvers by analyzing the cognitive behavior (cephalo-ocular) and the driving behavior of the driver (how the vehicle is being driven). Advanced Driving Assistance Systems (ADAS) include different driving functions, such as vehicle parking, lane departure warning, blind spot detection, and so on. While much research has been performed on developing automated co-driver systems, little attention has been paid to the fact that the driver plays an important role in driving events. Therefore, it is crucial to monitor events and factors that directly concern the driver. As a goal, we perform a quantitative and qualitative analysis of driver behavior to find its relationship with driver intentionality and driving-related actions. We have designed and developed an instrumented vehicle (RoadLAB) that is able to record several synchronized streams of data, including the surrounding environment of the driver, vehicle functions and driver cephalo-ocular behavior, such as gaze/head information. We subsequently analyze and study the behavior of several drivers to find out if there is a meaningful relation between driver behavior and the next driving maneuver

    MLGaze: Machine Learning-Based Analysis of Gaze Error Patterns in Consumer Eye Tracking Systems

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    Analyzing the gaze accuracy characteristics of an eye tracker is a critical task as its gaze data is frequently affected by non-ideal operating conditions in various consumer eye tracking applications. In this study, gaze error patterns produced by a commercial eye tracking device were studied with the help of machine learning algorithms, such as classifiers and regression models. Gaze data were collected from a group of participants under multiple conditions that commonly affect eye trackers operating on desktop and handheld platforms. These conditions (referred here as error sources) include user distance, head pose, and eye-tracker pose variations, and the collected gaze data were used to train the classifier and regression models. It was seen that while the impact of the different error sources on gaze data characteristics were nearly impossible to distinguish by visual inspection or from data statistics, machine learning models were successful in identifying the impact of the different error sources and predicting the variability in gaze error levels due to these conditions. The objective of this study was to investigate the efficacy of machine learning methods towards the detection and prediction of gaze error patterns, which would enable an in-depth understanding of the data quality and reliability of eye trackers under unconstrained operating conditions. Coding resources for all the machine learning methods adopted in this study were included in an open repository named MLGaze to allow researchers to replicate the principles presented here using data from their own eye trackers.Comment: https://github.com/anuradhakar49/MLGaz

    A Framework for Realistic 3D Tele-Immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identied and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    A Framework for Realistic 3D Tele-Immersion

    Get PDF
    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identified and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems
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