3,117 research outputs found

    Head Tracking via Robust Registration in Texture Map Images

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    A novel method for 3D head tracking in the presence of large head rotations and facial expression changes is described. Tracking is formulated in terms of color image registration in the texture map of a 3D surface model. Model appearance is recursively updated via image mosaicking in the texture map as the head orientation varies. The resulting dynamic texture map provides a stabilized view of the face that can be used as input to many existing 2D techniques for face recognition, facial expressions analysis, lip reading, and eye tracking. Parameters are estimated via a robust minimization procedure; this provides robustness to occlusions, wrinkles, shadows, and specular highlights. The system was tested on a variety of sequences taken with low quality, uncalibrated video cameras. Experimental results are reported

    Natural User Interfaces for Virtual Character Full Body and Facial Animation in Immersive Virtual Worlds

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    In recent years, networked virtual environments have steadily grown to become a frontier in social computing. Such virtual cyberspaces are usually accessed by multiple users through their 3D avatars. Recent scientific activity has resulted in the release of both hardware and software components that enable users at home to interact with their virtual persona through natural body and facial activity performance. Based on 3D computer graphics methods and vision-based motion tracking algorithms, these techniques aspire to reinforce the sense of autonomy and telepresence within the virtual world. In this paper we present two distinct frameworks for avatar animation through user natural motion input. We specifically target the full body avatar control case using a Kinect sensor via a simple, networked skeletal joint retargeting pipeline, as well as an intuitive user facial animation 3D reconstruction pipeline for rendering highly realistic user facial puppets. Furthermore, we present a common networked architecture to enable multiple remote clients to capture and render any number of 3D animated characters within a shared virtual environment

    A 3D virtual environment for social telepresence

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    We examine OnLive Traveler as a case study. Traveler is a clientserver application allowing real-time synchronous communication between individuals over the Internet. The Traveler client interface presents the user with a shared virtual 3D world, in which participants are represented by avatars. The primary mode of communication is through multi-point, full duplex voice, managed by the server. Our design goal was to develop a virtual community system that emulates natural social paradigms, allowing the participants to sense a tele-presence, the subjective sensation that remote users are actually co-located within a virtual space. Once this level of immersive "sense of presence" and engagement is achieved, we believe an enhanced level of socialization, learning, and communication are achievable. We examine a number of very specific design and implementation decisions that were made to achieve this goal within platform constraints. We also will detail some observed results gleaned from the virtual community userbase, which has been online for several year

    Technology Mediated Dispute Resolution (TMDR): Opportunities and Dangers

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    Technology Mediated Dispute Resolution (TMDR) presents opportunities and dangers that we cannot yet fully envision. Technologies are available or imminent, such as tele-immersion, that will dramatically change the ways we think about dispute resolution in a virtual environment. Whether or not one finds the idea of TMDR appealing, a generation of teens and preteens is integrating technology so deeply into their daily lives that they not only will expect, but will demand, that those technologies be used in a dispute resolution proceeding. Because girls communicate differently than boys when using technology, it will be interesting to learn if women prove to be more effective technology mediated dispute resolvers than men. TMDR already is proving to be the most appropriate process when great distances are involved or safety and security are paramount. Despite the fears some may have, virtual spaces do not produce only virtual agreements. TMDR can enable us to achieve long-term process goals, and technology usage does not cause us to be less satisfied or content. Although the dangers of technology can be formidable, a number of protective measures are possible. We must be vigilant to ensure that neutrals are not using technology to manipulate dispute resolution processes. And finally, parties and neutrals must take care to protect confidential information from wrongdoers intent on taking advantage of technology\u27s inherent vulnerabilities

    Technology Mediated Dispute Resolution (TMDR): Opportunities and Dangers

    Get PDF
    Technology Mediated Dispute Resolution (TMDR) presents opportunities and dangers that we cannot yet fully envision. Technologies are available or imminent, such as tele-immersion, that will dramatically change the ways we think about dispute resolution in a virtual environment. Whether or not one finds the idea of TMDR appealing, a generation of teens and preteens is integrating technology so deeply into their daily lives that they not only will expect, but will demand, that those technologies be used in a dispute resolution proceeding. Because girls communicate differently than boys when using technology, it will be interesting to learn if women prove to be more effective technology mediated dispute resolvers than men. TMDR already is proving to be the most appropriate process when great distances are involved or safety and security are paramount. Despite the fears some may have, virtual spaces do not produce only virtual agreements. TMDR can enable us to achieve long-term process goals, and technology usage does not cause us to be less satisfied or content. Although the dangers of technology can be formidable, a number of protective measures are possible. We must be vigilant to ensure that neutrals are not using technology to manipulate dispute resolution processes. And finally, parties and neutrals must take care to protect confidential information from wrongdoers intent on taking advantage of technology\u27s inherent vulnerabilities

    A Phenomenological Study of the Therapeutic Relationship in Tele-Music Therapy in the US

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    The purpose of this study is to understand the therapist–client therapeutic relationship in music therapy practice that utilizes an Internet video conference system (tele-music therapy). The subordinate questions were as follows: • How can music therapists establish a therapeutic relationship in tele-music therapy? • How can music therapists be present in the tele-music therapy sessions? • What are the strengths and challenges of tele-music therapy? This study was conducted using a qualitative, phenomenological open-ended interview method. The sample consisted of three experienced music therapists who have practiced telemusic therapy for at least seven years. Two of them were analytical music therapists; another person was a music psychotherapist. Data were collected using video and audio recordings of interviews. Through a phenomenological investigation, key findings from the study suggest the significance of these components of tele-music therapy: (1) psychotherapeutic aspects, (2) effective usage of technology, (3) opportunity for in-person meetings, (4) commonalities with inperson sessions, and (5) therapists’ adjustability to build and maintain a therapeutic relationship. These findings may be used not only to encourage students, educators, and supervisors to start tele-music therapy practice but also to advocate that healthcare facilities start tele-music therapy services. It may also lead to further research on the clinical efficacy of tele-music therapy practice

    Human-computer interaction in ubiquitous computing environments

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    Purpose &ndash; The purpose of this paper is to explore characteristics of human-computer interaction when the human body and its movements become input for interaction and interface control in pervasive computing settings. Design/methodology/approach &ndash; The paper quantifies the performance of human movement based on Fitt\u27s Law and discusses some of the human factors and technical considerations that arise in trying to use human body movements as an input medium. Findings &ndash; The paper finds that new interaction technologies utilising human movements may provide more flexible, naturalistic interfaces and support the ubiquitous or pervasive computing paradigm. Practical implications &ndash; In pervasive computing environments the challenge is to create intuitive and user-friendly interfaces. Application domains that may utilize human body movements as input are surveyed here and the paper addresses issues such as culture, privacy, security and ethics raised by movement of a user\u27s body-based interaction styles. Originality/value &ndash; The paper describes the utilization of human body movements as input for interaction and interface control in pervasive computing settings. <br /
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