350 research outputs found

    Scene Walk: a non-photorealistic viewing tool for first-person video

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    AbstractScene Walk is a video viewing technique suited to first-person video recorded from wearable cameras. It integrates a 2D video player and visualisation of the camera trajectory into a non-photorealistic partial rendering of the 3D environment as reconstructed from image content. Applications include forensic analysis of first-person video archives, for example as recorded by emergency response teams. The Scene Walk method is designed to support the viewer’s construction and application of a cognitive map of the context in which first-person video was captured. We use methods from wayfinding research to assess the effectiveness of this non-photorealistic approach in comparison to actual physical experience of the scene. We find that Scene Walk does allow viewers to create a more accurate and effective cognitive map of first-person video than is achieved using a conventional video browsing interface and that this model is comparable to actually walking through the original environment.</jats:p

    Audio-Visual Egocentric Action Recognition

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    SHELDON Smart habitat for the elderly.

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    An insightful document concerning active and assisted living under different perspectives: Furniture and habitat, ICT solutions and Healthcare

    Real walking in virtual environments for factory planning and evaluation

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    Nowadays, buildings or production facilities are designed using specialized design software and building information modeling tools help to evaluate the resulting virtual mock-up. However, with current, primarily desktop based tools it is hard to evaluate human factors of such a design, for instance spatial constraints for workforces. This paper presents a new tool for factory planning and evaluation based on virtual reality that allows designers, planning experts, and workforces to walk naturally and freely within a virtual factory. Therefore, designs can be checked as if they were real before anything is built.ISSN:2212-827

    Touch- and Walkable Virtual Reality to Support Blind and Visually Impaired Peoples‘ Building Exploration in the Context of Orientation and Mobility

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    Der Zugang zu digitalen Inhalten und Informationen wird immer wichtiger für eine erfolgreiche Teilnahme an der heutigen, zunehmend digitalisierten Zivilgesellschaft. Solche Informationen werden meist visuell präsentiert, was den Zugang für blinde und sehbehinderte Menschen einschränkt. Die grundlegendste Barriere ist oft die elementare Orientierung und Mobilität (und folglich die soziale Mobilität), einschließlich der Erlangung von Kenntnissen über unbekannte Gebäude vor deren Besuch. Um solche Barrieren zu überbrücken, sollten technische Hilfsmittel entwickelt und eingesetzt werden. Es ist ein Kompromiss zwischen technologisch niedrigschwellig zugänglichen und verbreitbaren Hilfsmitteln und interaktiv-adaptiven, aber komplexen Systemen erforderlich. Die Anpassung der Technologie der virtuellen Realität (VR) umfasst ein breites Spektrum an Entwicklungs- und Entscheidungsoptionen. Die Hauptvorteile der VR-Technologie sind die erhöhte Interaktivität, die Aktualisierbarkeit und die Möglichkeit, virtuelle Räume und Modelle als Abbilder von realen Räumen zu erkunden, ohne dass reale Gefahren und die begrenzte Verfügbarkeit von sehenden Helfern auftreten. Virtuelle Objekte und Umgebungen haben jedoch keine physische Beschaffenheit. Ziel dieser Arbeit ist es daher zu erforschen, welche VR-Interaktionsformen sinnvoll sind (d.h. ein angemessenes Verbreitungspotenzial bieten), um virtuelle Repräsentationen realer Gebäude im Kontext von Orientierung und Mobilität berührbar oder begehbar zu machen. Obwohl es bereits inhaltlich und technisch disjunkte Entwicklungen und Evaluationen zur VR-Technologie gibt, fehlt es an empirischer Evidenz. Zusätzlich bietet diese Arbeit einen Überblick über die verschiedenen Interaktionen. Nach einer Betrachtung der menschlichen Physiologie, Hilfsmittel (z.B. taktile Karten) und technologischen Eigenschaften wird der aktuelle Stand der Technik von VR vorgestellt und die Anwendung für blinde und sehbehinderte Nutzer und der Weg dorthin durch die Einführung einer neuartigen Taxonomie diskutiert. Neben der Interaktion selbst werden Merkmale des Nutzers und des Geräts, der Anwendungskontext oder die nutzerzentrierte Entwicklung bzw. Evaluation als Klassifikatoren herangezogen. Begründet und motiviert werden die folgenden Kapitel durch explorative Ansätze, d.h. im Bereich 'small scale' (mit sogenannten Datenhandschuhen) und im Bereich 'large scale' (mit einer avatargesteuerten VR-Fortbewegung). Die folgenden Kapitel führen empirische Studien mit blinden und sehbehinderten Nutzern durch und geben einen formativen Einblick, wie virtuelle Objekte in Reichweite der Hände mit haptischem Feedback erfasst werden können und wie verschiedene Arten der VR-Fortbewegung zur Erkundung virtueller Umgebungen eingesetzt werden können. Daraus werden geräteunabhängige technologische Möglichkeiten und auch Herausforderungen für weitere Verbesserungen abgeleitet. Auf der Grundlage dieser Erkenntnisse kann sich die weitere Forschung auf Aspekte wie die spezifische Gestaltung interaktiver Elemente, zeitlich und räumlich kollaborative Anwendungsszenarien und die Evaluation eines gesamten Anwendungsworkflows (d.h. Scannen der realen Umgebung und virtuelle Erkundung zu Trainingszwecken sowie die Gestaltung der gesamten Anwendung in einer langfristig barrierefreien Weise) konzentrieren.Access to digital content and information is becoming increasingly important for successful participation in today's increasingly digitized civil society. Such information is mostly presented visually, which restricts access for blind and visually impaired people. The most fundamental barrier is often basic orientation and mobility (and consequently, social mobility), including gaining knowledge about unknown buildings before visiting them. To bridge such barriers, technological aids should be developed and deployed. A trade-off is needed between technologically low-threshold accessible and disseminable aids and interactive-adaptive but complex systems. The adaptation of virtual reality (VR) technology spans a wide range of development and decision options. The main benefits of VR technology are increased interactivity, updatability, and the possibility to explore virtual spaces as proxies of real ones without real-world hazards and the limited availability of sighted assistants. However, virtual objects and environments have no physicality. Therefore, this thesis aims to research which VR interaction forms are reasonable (i.e., offering a reasonable dissemination potential) to make virtual representations of real buildings touchable or walkable in the context of orientation and mobility. Although there are already content and technology disjunctive developments and evaluations on VR technology, there is a lack of empirical evidence. Additionally, this thesis provides a survey between different interactions. Having considered the human physiology, assistive media (e.g., tactile maps), and technological characteristics, the current state of the art of VR is introduced, and the application for blind and visually impaired users and the way to get there is discussed by introducing a novel taxonomy. In addition to the interaction itself, characteristics of the user and the device, the application context, or the user-centered development respectively evaluation are used as classifiers. Thus, the following chapters are justified and motivated by explorative approaches, i.e., in the group of 'small scale' (using so-called data gloves) and in the scale of 'large scale' (using an avatar-controlled VR locomotion) approaches. The following chapters conduct empirical studies with blind and visually impaired users and give formative insight into how virtual objects within hands' reach can be grasped using haptic feedback and how different kinds of VR locomotion implementation can be applied to explore virtual environments. Thus, device-independent technological possibilities and also challenges for further improvements are derived. On the basis of this knowledge, subsequent research can be focused on aspects such as the specific design of interactive elements, temporally and spatially collaborative application scenarios, and the evaluation of an entire application workflow (i.e., scanning the real environment and exploring it virtually for training purposes, as well as designing the entire application in a long-term accessible manner)

    Mining reality to explore the 21st century student experience

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    Understanding student experience is a key aspect of higher education research. To date, the dominant methods for advancing this area have been the use of surveys and interviews, methods that typically rely on post-event recollections or perceptions, which can be incomplete and unreliable. Advances in mobile sensor technologies afford the opportunity to capture continuous, naturally-occurring student activity. In this thesis, I propose a new research approach for higher education that redefines student experience in terms of objective activity observation, rather than a construct of perception. I argue that novel, technologically driven research practices such as ‘Reality Mining’—continuous capture of digital data from wearable devices and the use of multi-modal datasets captured over prolonged periods, offer a deeper, more accurate representation of students’ lived experience. To explore the potential of these new methods, I implemented and evaluated three approaches to gathering student activity and behaviour data. I collected data from 21 undergraduate health science students at the University of Otago, over the period of a single semester (approximately four months). The data captured included GPS trace data from a smartphone app to explore student spaces and movements; photo data from a wearable auto-camera (that takes a photo from the wearer’s point-of-view, every 30 seconds) to investigate student activities; and computer usage data captured via the RescueTime software to gain insight into students’ digital practices. I explored the findings of these three datasets, visualising the student experience in different ways to demonstrate different perspectives on student activity, and utilised a number of new analytical approaches (such as Computer Vision algorithms for automatically categorising photostream data) to make sense of the voluminous data generated. To help future researchers wanting to utilise similar techniques, I also outlined the limitations and challenges encountered in using these new methods/devices for research. The findings of the three method explorations offer some insights into various aspects of the student experience, but serve mostly to highlight the idiographic nature of student life. The principal finding of this research is that these types of ‘student analytics’ are most readily useful to the students themselves, for highlighting their practices and informing self-improvement. I look at this aspect through the lens of a movement called the ‘Quantified Self’, which promotes the use of self-tracking technologies for personal development. To conclude my thesis, I discuss broadly how these methods could feature in higher education research, for researchers, for the institution, and, most importantly, for the students themselves. To this end, I develop a conceptual framework derived from Tschumi’s (1976) Space-Event-Movement framework. At the same time, I also take a critical perspective about the role of these types of personal analytics in the future of higher education, and question how involved the institution should be in the capture and utilisation of these data. Ultimately, there is value in exploring these data capture methods further, but always keeping the ‘student’ placed squarely at the centre of the ‘student experience’

    Learning and mining from personal digital archives

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    Given the explosion of new sensing technologies, data storage has become significantly cheaper and consequently, people increasingly rely on wearable devices to create personal digital archives. Lifelogging is the act of recording aspects of life in digital format for a variety of purposes such as aiding human memory, analysing human lifestyle and diet monitoring. In this dissertation we are concerned with Visual Lifelogging, a form of lifelogging based on the passive capture of photographs by a wearable camera. Cameras, such as Microsoft's SenseCam can record up to 4,000 images per day as well as logging data from several incorporated sensors. Considering the volume, complexity and heterogeneous nature of such data collections, it is a signifcant challenge to interpret and extract knowledge for the practical use of lifeloggers and others. In this dissertation, time series analysis methods have been used to identify and extract useful information from temporal lifelogging images data, without benefit of prior knowledge. We focus, in particular, on three fundamental topics: noise reduction, structure and characterization of the raw data; the detection of multi-scale patterns; and the mining of important, previously unknown repeated patterns in the time series of lifelog image data. Firstly, we show that Detrended Fluctuation Analysis (DFA) highlights the feature of very high correlation in lifelogging image collections. Secondly, we show that study of equal-time Cross-Correlation Matrix demonstrates atypical or non-stationary characteristics in these images. Next, noise reduction in the Cross-Correlation Matrix is addressed by Random Matrix Theory (RMT) before Wavelet multiscaling is used to characterize the `most important' or `unusual' events through analysis of the associated dynamics of the eigenspectrum. A motif discovery technique is explored for detection of recurring and recognizable episodes of an individual's image data. Finally, we apply these motif discovery techniques to two known lifelog data collections, All I Have Seen (AIHS) and NTCIR-12 Lifelog, in order to examine multivariate recurrent patterns of multiple-lifelogging users

    Multimodal Content Delivery for Geo-services

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    This thesis describes a body of work carried out over several research projects in the area of multimodal interaction for location-based services. Research in this area has progressed from using simulated mobile environments to demonstrate the visual modality, to the ubiquitous delivery of rich media using multimodal interfaces (geo- services). To effectively deliver these services, research focused on innovative solutions to real-world problems in a number of disciplines including geo-location, mobile spatial interaction, location-based services, rich media interfaces and auditory user interfaces. My original contributions to knowledge are made in the areas of multimodal interaction underpinned by advances in geo-location technology and supported by the proliferation of mobile device technology into modern life. Accurate positioning is a known problem for location-based services, contributions in the area of mobile positioning demonstrate a hybrid positioning technology for mobile devices that uses terrestrial beacons to trilaterate position. Information overload is an active concern for location-based applications that struggle to manage large amounts of data, contributions in the area of egocentric visibility that filter data based on field-of-view demonstrate novel forms of multimodal input. One of the more pertinent characteristics of these applications is the delivery or output modality employed (auditory, visual or tactile). Further contributions in the area of multimodal content delivery are made, where multiple modalities are used to deliver information using graphical user interfaces, tactile interfaces and more notably auditory user interfaces. It is demonstrated how a combination of these interfaces can be used to synergistically deliver context sensitive rich media to users - in a responsive way - based on usage scenarios that consider the affordance of the device, the geographical position and bearing of the device and also the location of the device
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