3,754 research outputs found

    Drivers’ visual search behavior toward vulnerable road users at junctions as a function of cycling experience

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    Objective The current study investigated the behaviour and visual attention of two groups of drivers with differing pedal cycling experience (pedal cyclists and non-pedal cyclists), towards vulnerable road users at junctions in a driving simulator. Background Pedal cyclists and motorcyclists are involved in a disproportionate number of crashes given the distance they travel, with a high proportion of these crashes occurring at junctions. Many studies have found that car drivers who also hold a motorcycle licence have increased awareness towards motorcycles. Method The task involved approaching a T-junction and turning right when it was deemed to be safe. In Study 1 the junction was controlled by a give way sign, and in Study 2 the junction was controlled by a stop sign. Each T-junction contained a target vehicle (car, motorcycle or pedal cycle), approaching from a near, medium or far distance from the junction. Results Participants did not look at pedal cycles approaching from a far distance for as long as they looked at approaching motorcycles and cars, despite all vehicles travelling at identical speeds. No differences were found between pedal cyclists and non-pedal cyclists on any visual attention measures, indicating that pedal cycling experience was not associated with differences in drivers’ attention towards pedal cycles. Conclusions Findings have implications for road safety, demonstrating subtle differences in drivers’ every day visual attention towards differing vehicle types. Application This research has the potential to inform the development of in-car technical assistive systems, improving the safety of vulnerable road users at junctions

    Reflexive Monism

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    Reflexive monism is, in essence, an ancient view of how consciousness relates to the material world that has, in recent decades, been resurrected in modern form. In this paper I discuss how some of its basic features differ from both dualism and variants of physicalist and functionalist reductionism, focusing on those aspects of the theory that challenge deeply rooted presuppositions in current Western thought. I pay particular attention to the ontological status and seeming “out-thereness” of the phenomenal world and to how the “phenomenal world” relates to the “physical world”, the “world itself”, and processing in the brain. In order to place the theory within the context of current thought and debate, I address questions that have been raised about reflexive monism in recent commentaries and also evaluate competing accounts of the same issues offered by “transparency theory” and by “biological naturalism”. I argue that, of the competing views on offer, reflexive monism most closely follows the contours of ordinary experience, the findings of science, and common sense

    The Embrace of the Ocean - a case study in fulldome content-creation

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    "The Embrace of the Ocean" is a fulldome (planetarium) film directed and produced by Pekka Veikkolainen and Hannes Vartiainen. The film premiered at The Finnish Science Centre Heureka in March 2019. The film comprises of live footage shot with several different camera types and animated volumetric data visualization from various sources, rendered with custom in-house software. In this thesis I break down the reasoning and decisions made during the production of "The Embrace of the Ocean", from the point of view of the film director responsible for the post-production pipeline and final image quality. Namely, how to counteract cross-reflection all the way from the planning phases of the film, such as choices regarding filming equipment, to the final stages of the post-production: the compositing and color grading of the film. I show that the problem of cross-reflection exists at The Finnish Science Centre Heureka's planetarium through a series of measurements and propose several solutions from shot planning to compositing to minimize the effect through real-world examples implemented in the production of "The Embrace of the Ocean"

    Unobtrusive and pervasive video-based eye-gaze tracking

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    Eye-gaze tracking has long been considered a desktop technology that finds its use inside the traditional office setting, where the operating conditions may be controlled. Nonetheless, recent advancements in mobile technology and a growing interest in capturing natural human behaviour have motivated an emerging interest in tracking eye movements within unconstrained real-life conditions, referred to as pervasive eye-gaze tracking. This critical review focuses on emerging passive and unobtrusive video-based eye-gaze tracking methods in recent literature, with the aim to identify different research avenues that are being followed in response to the challenges of pervasive eye-gaze tracking. Different eye-gaze tracking approaches are discussed in order to bring out their strengths and weaknesses, and to identify any limitations, within the context of pervasive eye-gaze tracking, that have yet to be considered by the computer vision community.peer-reviewe

    Holographic reality: enhancing the artificial reality experience throuhg interactive 3D holography

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    Holography was made know by several science-fiction productions, however this technology dates back to the year 1940. Despite the considerable age of this discovery, this technology remains inaccessible to the average consumer. The main goal of this manuscript is to advance the state of the art in interactive holography, providing an accessible and low-cost solution. The final product intends to nudge the HCI com munity to explore potential applications, in particular to be aquatic centric and environmentally friendly. Two main user studies are performed, in order to determine the impact of the proposed solution by a sample audience. Provided user studies include a first prototype as a Tangible User Interface - TUI for Holographic Reality - HR Second study included the Holographic Mounted Display - HMD for proposed HR interface, further analyzing the interactive holographic experience without hand-held devices. Both of these studies were further compared with an Augmented Reality setting. Obtained results demonstrate a significantly higher score for the HMD approach. This suggests it is the better solution, most likely due to the added simplicity and immersiveness features it has. However the TUI study did score higher in several key parameters, and should be considered for future studies. Comparing with an AR experience, the HMD study scores slightly lower, but manages to surpass AR in several parameters. Several approaches were outlined and evaluated, depicting different methods for the creation of Interactive Holographic Reality experiences. In spite of the low maturity of holographic technology, it can be concluded it is comparable and can keep up to other more developed and mature artificial reality settings, further supporting the need for the existence of the Holographic Reality conceptA tecnologia hologrĂĄfica tornou-se conhecida atravĂ©s da ficção cientĂ­fica, contudo esta tecnologia remonta atĂ© ao ano 1940. Apesar da considerĂĄvel idade desta descoberta, esta tecnologia continua a nĂŁo ser acessĂ­veil para o consumidor. O objetivo deste manuscrito Ă© avançar o estado de arte da Holografia Interactiva, e fornecer uma solução de baixo custo. O objetivo do produto final Ă© persuadir a comunidade HCI para a exploração de aplicaçÔes desta tecnologia, em particular em contextos aquĂĄticos e prĂł-ambientais. Dois estudos principais foram efetuados, de modo a determinar qual o impacto da solução pro posta numa amostra. Os estudos fornecidos incluem um protĂłtipo inicial baseado numa Interface TangĂ­vel e Realidade HologrĂĄfica e um dispositivo tangĂ­vel. O segundo estudo inclui uma interface baseada num dispositivo head-mounted e em Realidade HologrĂĄfica, de modo a analisar e avaliar a experiĂȘncia interativa e hologrĂĄfica. Ambos os estudos sĂŁo comparados com uma experiĂȘncia semelhante, em Realidade Aumentada. Os resultados obtidos demonstram que o estudo HMD recebeu uma avaliação significante mel hor, em comparação com a abordagem TUI. Isto sugere que uma abordagem "head-mounted" tende a ser melhor solução, muito provavelmente devido Ă s vantagens que possui em relação Ă  simplicidade e imersividade que oferece. Contudo, o estudo TUI recebeu pontuaçÔes mais altas em alguns parĂąmetros chave, e deve ser considerados para a implementação de futuros estudos. Comparando com uma experiĂȘncia de realidade aumentada, o estudo HMD recebeu uma avaliação ligeiramente menor, mas por uma margem mĂ­nima, e ultrapassando a AR em alguns parĂąmetros. VĂĄrias abordagens foram deliniadas e avaliadas, com diferentes mĂ©todos para a criação de experiĂȘncias de Realidade HologrĂĄfica. Apesar da pouca maturidade da tecnologia hologrĂĄfica, podemos concluir que a mesma Ă© comparĂĄvel e consegue acompanhar outros tipos de realidade artificial, que sĂŁo muito mais desenvolvidos, o que suporta a necessidade da existĂȘncia do conceito de Realidade HologrĂĄfica

    The screen as boundary object in the realm of imagination

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    As an object at the boundary between virtual and physical reality, the screen exists both as a displayer and as a thing displayed, thus functioning as a mediator. The screen's virtual imagery produces a sense of immersion in its viewer, yet at the same time the materiality of the screen produces a sense of rejection from the viewer's complete involvement in the virtual world. The experience of the screen is thus an oscillation between these two states of immersion and rejection. Nowadays, as interactivity becomes a central component of the relationship between viewers and many artworks, the viewer experience of the screen is changing. Unlike the screen experience in non-interactive artworks, such as the traditional static screen of painting or the moving screen of video art in the 1970s, interactive media screen experiences can provide viewers with a more immersive, immediate, and therefore, more intense experience. For example, many digital media artworks provide an interactive experience for viewers by capturing their face or body though real-time computer vision techniques. In this situation, as the camera and the monitor in the artwork encapsulate the interactor's body in an instant feedback loop, the interactor becomes a part of the interface mechanism and responds to the artwork as the system leads or even provokes them. This thesis claims that this kind of direct mirroring in interactive screen-based media artworks does not allow the viewer the critical distance or time needed for self-reflection. The thesis examines the previous aesthetics of spatial and temporal perception, such as presentness and instantaneousness, and the notions of passage and of psychological perception such as reflection, reflexiveness and auratic experience, looking at how these aesthetics can be integrated into new media screen experiences. Based on this theoretical research, the thesis claims that interactive screen spaces can act as a site for expression and representation, both through a doubling effect between the physical and virtual worlds, and through manifold spatial and temporal mappings with the screen experience. These claims are further supported through exploration of screen-based media installations created by the author since 2003.Ph.D.Committee Chair: Mazalek, Ali; Committee Member: Bolter, Jay David; Committee Member: Do, Ellen Yi-Luen; Committee Member: Nitsche, Michael; Committee Member: Winegarden, Claudia R

    Human–Machine Interface in Transport Systems: An Industrial Overview for More Extended Rail Applications

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    This paper provides an overview of Human Machine Interface (HMI) design and command systems in commercial or experimental operation across transport modes. It presents and comments on different HMIs from the perspective of vehicle automation equipment and simulators of different application domains. Considering the fields of cognition and automation, this investigation highlights human factors and the experiences of different industries according to industrial and literature reviews. Moreover, to better focus the objectives and extend the investigated industrial panorama, the analysis covers the most effective simulators in operation across various transport modes for the training of operators as well as research in the fields of safety and ergonomics. Special focus is given to new technologies that are potentially applicable in future train cabins, e.g., visual displays and haptic-shared controls. Finally, a synthesis of human factors and their limits regarding support for monitoring or driving assistance is propose

    Developing an Affect-Aware Rear-Projected Robotic Agent

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    Social (or Sociable) robots are designed to interact with people in a natural and interpersonal manner. They are becoming an integrated part of our daily lives and have achieved positive outcomes in several applications such as education, health care, quality of life, entertainment, etc. Despite significant progress towards the development of realistic social robotic agents, a number of problems remain to be solved. First, current social robots either lack enough ability to have deep social interaction with human, or they are very expensive to build and maintain. Second, current social robots have yet to reach the full emotional and social capabilities necessary for rich and robust interaction with human beings. To address these problems, this dissertation presents the development of a low-cost, flexible, affect-aware rear-projected robotic agent (called ExpressionBot), that is designed to support verbal and non-verbal communication between the robot and humans, with the goal of closely modeling the dynamics of natural face-to-face communication. The developed robotic platform uses state-of-the-art character animation technologies to create an animated human face (aka avatar) that is capable of showing facial expressions, realistic eye movement, and accurate visual speech, and then project this avatar onto a face-shaped translucent mask. The mask and the projector are then rigged onto a neck mechanism that can move like a human head. Since an animation is projected onto a mask, the robotic face is highly flexible research tool, mechanically simple, and low-cost to design, build and maintain compared with mechatronic and android faces. The results of our comprehensive Human-Robot Interaction (HRI) studies illustrate the benefits and values of the proposed rear-projected robotic platform over a virtual-agent with the same animation displayed on a 2D computer screen. The results indicate that ExpressionBot is well accepted by users, with some advantages in expressing facial expressions more accurately and perceiving mutual eye gaze contact. To improve social capabilities of the robot and create an expressive and empathic social agent (affect-aware) which is capable of interpreting users\u27 emotional facial expressions, we developed a new Deep Neural Networks (DNN) architecture for Facial Expression Recognition (FER). The proposed DNN was initially trained on seven well-known publicly available databases, and obtained significantly better than, or comparable to, traditional convolutional neural networks or other state-of-the-art methods in both accuracy and learning time. Since the performance of the automated FER system highly depends on its training data, and the eventual goal of the proposed robotic platform is to interact with users in an uncontrolled environment, a database of facial expressions in the wild (called AffectNet) was created by querying emotion-related keywords from different search engines. AffectNet contains more than 1M images with faces and 440,000 manually annotated images with facial expressions, valence, and arousal. Two DNNs were trained on AffectNet to classify the facial expression images and predict the value of valence and arousal. Various evaluation metrics show that our deep neural network approaches trained on AffectNet can perform better than conventional machine learning methods and available off-the-shelf FER systems. We then integrated this automated FER system into spoken dialog of our robotic platform to extend and enrich the capabilities of ExpressionBot beyond spoken dialog and create an affect-aware robotic agent that can measure and infer users\u27 affect and cognition. Three social/interaction aspects (task engagement, being empathic, and likability of the robot) are measured in an experiment with the affect-aware robotic agent. The results indicate that users rated our affect-aware agent as empathic and likable as a robot in which user\u27s affect is recognized by a human (WoZ). In summary, this dissertation presents the development and HRI studies of a perceptive, and expressive, conversational, rear-projected, life-like robotic agent (aka ExpressionBot or Ryan) that models natural face-to-face communication between human and emapthic agent. The results of our in-depth human-robot-interaction studies show that this robotic agent can serve as a model for creating the next generation of empathic social robots
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