308 research outputs found

    Advanced Driving Assistance Systems for an Electric Vehicle

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    This paper describes the automation of a Neighborhood Electric Vehicle (NEV) and the embedded distributed architecture for implementing an Advanced Driving Assistance System (ADAS) with haptic, visual, and audio feedback in order to improve safety. For the automation, original electric signals were conditioned, and mechanisms for actuation and haptic feedback were installed. An embedded distributed architecture was chosen based on two low-cost boards and implemented under a Robotics Operating System (ROS) framework. The system includes features such as collision avoidance and motion planning.Muñoz Benavent, P.; Armesto Ángel, L.; Girbés Juan, V.; Solanes Galbis, JE.; Dols Ruiz, JF.; Muñoz, A.; Tornero Montserrat, J. (2012). Advanced Driving Assistance Systems for an Electric Vehicle. International Journal of Automation and Smart Technology. 2(4):329-338. doi:10.5875/ausmt.v2i4.169S3293382

    Sonic interactions in virtual environments

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    This book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

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    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Sonic Interactions in Virtual Environments

    Get PDF

    Sonic Interactions in Virtual Environments

    Get PDF
    This open access book tackles the design of 3D spatial interactions in an audio-centered and audio-first perspective, providing the fundamental notions related to the creation and evaluation of immersive sonic experiences. The key elements that enhance the sensation of place in a virtual environment (VE) are: Immersive audio: the computational aspects of the acoustical-space properties of Virutal Reality (VR) technologies Sonic interaction: the human-computer interplay through auditory feedback in VE VR systems: naturally support multimodal integration, impacting different application domains Sonic Interactions in Virtual Environments will feature state-of-the-art research on real-time auralization, sonic interaction design in VR, quality of the experience in multimodal scenarios, and applications. Contributors and editors include interdisciplinary experts from the fields of computer science, engineering, acoustics, psychology, design, humanities, and beyond. Their mission is to shape an emerging new field of study at the intersection of sonic interaction design and immersive media, embracing an archipelago of existing research spread in different audio communities and to increase among the VR communities, researchers, and practitioners, the awareness of the importance of sonic elements when designing immersive environments

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    XR Academia:Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe

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    The book XR Academia: Research and Experiences in Virtual Reality, Augmented Reality, Mixed Reality, and Artificial Intelligence in Latin America and Europe, has at its core the objective of making immersive technology accessible and visible worldwide, with the simultaneous breaking-down of linguistic barriers. Both European and Latin American authors can read each other’s work(s), allowing knowledge and experience in extended reality to be shared. Another important aspect of XR Academia is its attempt to introduce an open science contribution to the issues of immersive technologies, in order to inspire new generations that do not have access to increasingly expensive publications. This volume includes fourteen selected chapters from presenters from the 2020 and 2021 events. These chapters describe research and experiences on a wide range of XR applications, which include entertainment, health, narration, education, psychotherapy, guidance, language, culture and arts. Considering that great inventions and innovations are developed in Latin America but fail to be published internationally, our aim was to open a door to allow the permanent exchange between two languages: Spanish and English

    Musical Haptics

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    Haptic Musical Instruments; Haptic Psychophysics; Interface Design and Evaluation; User Experience; Musical Performanc

    Augmented Reality in Sport Broadcasting

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    For a large portion of its history, sport broadcasting has been stagnant when it comes to incorporating new and innovative technologies. However, due to declining viewership and consumer desire for customizable content, augmented reality graphics have begun to be incorporated into multiple sport broadcast products. In fact, the UEFA Champions League, NBA, NFL, and NHL have all used or indicated their intention to utilize AR graphics in future broadcasts. Considering that media rights revenue is the main source of revenue to sport properties and organizations, it is important to carefully consider how the core product (the broadcast) is presented. The study examined consumer attitudes and intentions towards AR in sport broadcasts by utilizing three types of broadcasts of an NBA game. One of the broadcasts was a traditional broadcast format with no AR enhancement and the other two were enhanced with AR graphics, a coach-mode broadcast that featured AR player tracking and play diagramming while the other enhanced broadcast, mascot-mode, featured AR graphics similar to a video game with over-the-top animations. Results of the current study provide insight into consumer preferences towards AR in sport broadcasting and guidance to sport properties planning to utilize broadcast AR graphics. Specifically, that sport consumers were significantly more likely to re-view (p \u3c .05) and recommend via word of mouth (p \u3c .05) the coach-mode AR than the mascot-mode AR. Sport involvement was a significant factor for how sport fans perceive the AR broadcast types through incorporating the perspective of the elaboration likelihood model
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