484 research outputs found
Visually tracked flashlights as interaction devices
This thesis examines the feasibility, development and deployment of visually tracked flashlights as interaction devices. Flashlights are cheap, robust and fun. Most people from adults to children of an early age are familiar with flashlights and can use them to search for, select and illuminate objects and features of interest. Flashlights are available in many shapes, sizes, weights and mountings. Flashlights are particularly appropriate to situations where visitors explore dark places such as the caves, tunnels, cellars and dungeons that can be found in museums, theme parks and other visitor attractions.
Techniques are developed by which the location and identity of flashlight projections are recovered from the image sequence supplied by a fixed camera monitoring a target surface. The information recovered is used to trigger audiovisual events in response to users' actions.
Early trials with three prototype systems, each built using existing techniques in computer vision, show flashlight interfaces to be feasible both technically and from a usability point of view. Novel methods are developed which allow extraction of descriptions of flashlight projections that are independent of the reflectance of the underlying physical surface. Those descriptions are used to locate and recognise individual flashlights and support a multi-user interface technology.
The methods developed form the basis of Enlighten, a software product marketed by the University of Nottingham spinoff company Visible Interactions Ltd. Enlighten is currently is daily use at four sites across the UK. Two patents have been filed (UK Patent Publication Number GB2411957 and US Patent Application Number 10/540,498). The UK patent has been granted, and the US application is under review
Automatic object classification for surveillance videos.
PhDThe recent popularity of surveillance video systems, specially located in urban
scenarios, demands the development of visual techniques for monitoring purposes.
A primary step towards intelligent surveillance video systems consists on automatic
object classification, which still remains an open research problem and the keystone
for the development of more specific applications.
Typically, object representation is based on the inherent visual features. However,
psychological studies have demonstrated that human beings can routinely categorise
objects according to their behaviour. The existing gap in the understanding
between the features automatically extracted by a computer, such as appearance-based
features, and the concepts unconsciously perceived by human beings but
unattainable for machines, or the behaviour features, is most commonly known
as semantic gap. Consequently, this thesis proposes to narrow the semantic gap
and bring together machine and human understanding towards object classification.
Thus, a Surveillance Media Management is proposed to automatically detect and
classify objects by analysing the physical properties inherent in their appearance
(machine understanding) and the behaviour patterns which require a higher level of
understanding (human understanding). Finally, a probabilistic multimodal fusion
algorithm bridges the gap performing an automatic classification considering both
machine and human understanding.
The performance of the proposed Surveillance Media Management framework
has been thoroughly evaluated on outdoor surveillance datasets. The experiments
conducted demonstrated that the combination of machine and human understanding
substantially enhanced the object classification performance. Finally, the inclusion
of human reasoning and understanding provides the essential information to bridge
the semantic gap towards smart surveillance video systems
Designing for a playful future:a review of how humorous play within the urban realm can make adult play a part of everyday life
Abstract. Everybody plays. It is a behaviour that is common to all people and indeed most species. A personâs inclination to play is dependant, not only on his mental and emotional state, but also on his surroundings. Despite our physiological separation from the rest of the evolving natural kingdom, our brains have scarcely evolved further than those of our hunter-gatherer forefathers. So often the playful side of adults is forgotten, un-nurtured and neglected, much to the detriment of public physical and mental health. In this ever-changing and fast-paced human society, we are constantly trying to avoid or subdue our primal instincts because we believe we are somehow different... âWe are not animalsâ. We make our primal desire to be free and rampant something to be ashamed of, afraid of and even embarrassed by. This thesis discusses the importance of play with regard to mental health and how urban environments can be and become conducive to play in adults. It poses some ideas about how designers can provide opportunities for both active and fantasy play in transitional urban spaces that we use on a regular basis.
The thesis addresses the issue of âwhat is play?â by establishing a working definition of play in terms of an individual adult player and their surroundings. This definition then serves as the basis for evaluating how contemporary urban design uses a wide array of techniques and strategies to incorporate adult play within everyday life through literature review and case studies. Moreover, it tackles the concept of humour and identifies the benefits to encouraging communication of the self through humour and freedom of expression within the urban realm. These observations provide the basic structure for developing some design parameters which an architect or urban designer might utilise in designing spaces and environments that facilitate play and designing humour for playable cities in order to attain the âplayfulâ city
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any productâs acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Constructing Participatory Environments: a Behavioural Model for Design
This thesis proposes the design of cybernetic frameworks that attempt to explore architecture as ecology of interacting systems that move beyond the fixed and finite tendencies of the past towards spatial environments that are adaptive, emotive and behavioural. Environments within this framework are attempts to construct interaction scenarios that enable agency, curiosity and play, forging intimate exchanges that are participatory and evolving over time. Interaction understood as the evolving relationships between things allows a generative and time-based framework to explore space as a model of interfacing that shifts the tendencies of passive occupancy towards an active ecology of interacting agents. The work argued here moves away from known models that reinforce habitual responses within architecture, towards an understanding of adaptive systems that are active agents for communication and exploration. Architecture within the context of this thesis is explored as a medium for spatial interfacing. Design is thus considered as durational, realtime and anticipatory exploring human human, human machine, and machine machine communication. The challenge posed is how designers can construct environments that are shared, enable curiosity, evolve and allow for complex interactions to arise through human and non-human agency. Attention thus is placed on behavioural features that afford conversational rich exchanges between participants and system, participants with other participants and or systems with other systems. This evolving framework demands that design systems have the capacity to participate and enable new forms of communication. Beyond conventional models that are reactive in their definition of interaction, architecture here moves towards features that are life-like, machine learned, and emotively communicated. The thesis demonstrates and articulates concepts of participation and behaviour through authored prototypes and real-time experiments. Behaviour is not relegated to a generative process in the design phase; rather it is time-based and conversational constantly constructing models of and for communication
The evaluation of Corona and Ikonos satellite imagery for archaeological applications in a semi-arid environment
Archaeologists have been aware of the potential of satellite imagery as a tool almost since the first Earth remote sensing satellite. Initially sensors such as Landsat had a ground resolution which was too coarse for thorough archaeological prospection although the imagery was used for geo-archaeological and enviro-archaeological analyses. In the intervening years the spatial and spectral resolution of these sensing devices has improved. In recent years two important occurrences enhanced the archaeological applicability of imagery from satellite platforms: The declassification of high resolution photography by the American and Russian governments and the deregulation of commercial remote sensing systems allowing the collection of sub metre resolution imagery. This thesis aims to evaluate the archaeological application of three potentially important resources; Corona space photography and Ikonos panchromatic and multispectral imager). These resources are evaluated in conjunction with Landsat Thematic Mapper (TM) imagery over a 600 square km study area in the semi-arid environment around Homs, Syria. The archaeological resource in this area is poorly understood, mapped and documented. The images are evaluated for their ability to create thematic layers and to locate archaeological residues in different environmental zones. Further consideration is given to the physical factors that allow archaeological residues to be identified and how satellite imagery and modern technology may impact on Cultural Resource Management. This research demonstrates that modern high resolution and historic satellite imagery can be important tools for archaeologists studying in semi-arid environments. The imagery has allowed a representative range of archaeological features and landscape themes to be identified. The research shows that the use of satellite imagery can have significant impact on the design of the archaeological survey in the middle-east and perhaps in other environments
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Eye-tracking technology in vehicles: application and design
This work analyses the eye-tracking technology and, as an outcome, it presents an idea of implementing it, along with other kinds of technology, in vehicles. The main advantage of such an implementation would be to augment safety while driving. The setup and the methodology used for detecting human activity and interaction using the means of the eye-tracking technology are investigated. Research in that area is growing rapidly and its results are used in a variety of cases. The main reasons for that growth are the constant lowering of prices of the special equipment that is necessary, the portability that is available in some cases as well as the easiness of use that make the usage of that technology more user-friendly than it was a few years ago.
The whole idea of eye-tracking is to track the movements of the eyes in an effort to determine the direction of the gaze, using sophisticated software and purpose built hardware. This manuscript, makes a brief introduction in the history of eye monitoring presenting the very early scientific approaches used in an effort to better understand the movements of the human while tracking an object or during an activity. Following, there is an overview of the theory and the methodology used to track a specific object. As a result there exists a short presentation of the image processing and the machine learning procedures that are used to accomplish such tasks. Thereafter, we further analyze the specific eye-tracking technologies and techniques that are used nowadays and the characteristics that affect the exact choice of eye-tracking equipment. For the appropriate choice we have to take into account the area of research-interest in which the equipment will be used. In addition, the main categories of eye-tracking applications are presented and we shortlist the latest state of the art eye-tracking commercial systems. Following, we present our first approach, trying to describe an eye-tracking device that could be used in vehicles offering much better safety standards, controlling various parameters, continuously checking the readiness of the driver and alerting him for potential imminent collision incidents. Finally, we describe the existing way of connecting a device, in our case an eye-tracker, can be connected to an automobileâs system
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