8,343 research outputs found

    User quality of experience of mulsemedia applications

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    User Quality of Experience (QoE) is of fundamental importance in multimedia applications and has been extensively studied for decades. However, user QoE in the context of the emerging multiple-sensorial media (mulsemedia) services, which involve different media components than the traditional multimedia applications, have not been comprehensively studied. This article presents the results of subjective tests which have investigated user perception of mulsemedia content. In particular, the impact of intensity of certain mulsemedia components including haptic and airflow on user-perceived experience are studied. Results demonstrate that by making use of mulsemedia the overall user enjoyment levels increased by up to 77%

    Quality of experience study for multiple sensorial media delivery

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    Traditional video sequences make use of both visual images and audio tracks which are perceived by human eyes and ears, respectively. In order to present better ultra-reality virtual experience, the comprehensive human sensations (e.g. olfaction, haptic, gustatory, etc) needed to be exploited. In this paper, a multiple sensorial media (mulsemedia) delivery system is introduced to deliver multimedia sequences integrated with multiple media components which engage three or more of human senses such as sight, hearing, olfaction, haptic, gustatory, etc. Three sensorial effects (i.e. haptic, olfaction, and air-flowing) are selected for the purpose of demonstration. Subjective test is conducted to analyze the user perceived quality of experience of the mulsemedia service. It is concluded that the mulsemedia sequences can partly mask the decreased movie quality. Additionally the most preferable sensorial effect is haptic, followed by air-flowing and olfaction.This work was supported in part by Enterprise Ireland Innovation Partnership programme

    Perceived synchronization of mulsemedia services

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    Multimedia synchronization involves a temporal relationship between audio and visual media components. The presentation of "in-sync" data streams is essential to achieve a natural impression, as "out-of-sync" effects are often associated with user quality of experience (QoE) decrease. Recently, multi-sensory media (mulsemedia) has been demonstrated to provide a highly immersive experience for its users. Unlike traditional multimedia, mulsemedia consists of other media types (i.e., haptic, olfaction, taste, etc.) in addition to audio and visual content. Therefore, the goal of achieving high quality mulsemedia transmission is to present no or little synchronization errors between the multiple media components. In order to achieve this ideal synchronization, there is a need for comprehensive knowledge of the synchronization requirements at the user interface. This paper presents the results of a subjective study carried out to explore the temporal boundaries within which haptic and air-flow media objects can be successfully synchronized with video media. Results show that skews between sensorial media and multimedia might still give the effect that the mulsemedia sequence is "in-sync" and provide certain constraints under which synchronization errors might be tolerated. The outcomes of the paper are used to provide recommendations for mulsemedia service providers in order for their services to be associated with acceptable user experience levels, e.g. haptic media could be presented with a delay of up to 1 s behind video content, while air-flow media could be released either 5 s ahead of or 3 s behind video content

    Anti-Sway Control for Haptic Crane for Application of Material Handling by Using Active Force Control (AFC)

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    This paper focuses on anti-sway control system for haptic crane that uses accelerometer and weight sensor as sway sensor and mass calculation of payload. The control method proposed is AFC which is able to control more accurate and robust while transport the payload to another location and at the end of the movement as fast and as accurate as possible. To do this the dynamic mathematical model of the crane is introduced. The result shows that the addition of weight sensor and accelerometer as an additional parameter in AFC loop calculation in the hook gives better performance even with several disturbances than the PID control

    KENDALI VISUAL DUAL ARM ROBOT MENGGUNAKAN PENDEKATAN CENTER OF GRAVITY

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    The robot arm is very popular in the world of robotics for the future. Robot arm has several different kinds of functions. Where the robot arm in addition to functioning as a human arm, also serves as a tool in the industry, robot manipulators. In this final project will be made a Dual Arm Robot with ten degrees of freedom where there are five degrees of freedom in each arm. Dual Arm Robot Control requires that appropriate controls so that the movement of Dual Arm Robot move well and achieve the expected goals, as well as providing a bit error in the system. Therefore Control of Dual Robot Arm using web cameras can produce X and Y axis position on the detection of color. Control of Dual Robot Arm using a web camera when the data already obtained form the midpoint of the X and Y axes of the color detection using OpenCV, Dual Arm Robot to follow the movement the position of the colored object detection. Keywords: Dual Arm Robot, Web Camera, and OpenC

    DESIGN AND REALIZATION OF A HAPTIC CRANE FORCE CONTROL FOR APPLICATION OF MATERIAL HANDLING BY USING ACTIVE FORCE CONTROL (AFC)

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    The final project highlights a method for controlling a haptic crane and hoist model based on an Active Force Control (AFC) strategy. It is a disturbance rejection control technique in which AFC is employed to control accurately and robustly the trolley part of the crane along a desired path, compensating at the same time the payload sway at the end of the traversed motion. AFC is designed and implemented using a two degree-of-freedom controller-the outer classic Proportional-Integral- Derivative (PID) control loop provides the commanded signal while the internal AFC loop accommodates the known and unknown disturbances present in the crane and hoist system. Results from the simulation clearly show that the crane can perform its predefined task faster with a minimum payload sway angle compared to the PID control method. Result from experiment on the plant is difficult to differentiate which control method is better since both of them show the same swing angle and time to reach the reference position. This is due to the pulse generated by the microcontroller is the same between two controllers, but AFC control shows better result in accuracy of reaching the reference position with smaller error than PID control. Keywords: active force control (AFC), disturbance rejection, PID control, haptic crane and hois

    Integrating Olfaction in a Robotic Telepresence Loop

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    In this work we propose enhancing a typical robotic telepresence architecture by considering olfactory and wind flow information in addition to the common audio and video channels. The objective is to expand the range of applications where robotics telepresence can be applied, including those related to the detection of volatile chemical substances (e.g. land-mine detection, explosive deactivation, operations in noxious environments, etc.). Concretely, we analyze how the sense of smell can be integrated in the telepresence loop, covering the digitization of the gases and wind flow present in the remote environment, the transmission through the communication network, and their display at the user location. Experiments under different environmental conditions are presented to validate the proposed telepresence system when localizing a gas emission leak at the remote environment.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    Editorial: Perceiving and Acting in the real world: from neural activity to behavior

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    The interaction between perception and action represents one of the pillars of human evolutionary success. Our interactions with the surrounding world involve a variety of behaviors, almost always including movements of the eyes and hands. Such actions rely on neural mechanisms that must process an enormous amount of information in order to generate appropriate motor commands. Yet, compared to the great advancements in the field of perception for cognition, the neural underpinnings of how we control our movements, as well as the interactions between perception and motor control, remain elusive. With this research topic we provide a framework for: 1) the perception of real objects and shapes using visual and haptic information, 2) the reference frames for action and perception, and 3) how perceived target properties are translated into goal-directed actions and object manipulation. The studies in this special issue employ a variety of methodologies that include behavioural kinematics, neuroimaging, transcranial magnetic stimulation and patient cases. Here we provide a brief summary and commentary on the articles included in this research topic

    Beyond multimedia adaptation: Quality of experience-aware multi-sensorial media delivery

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    Multiple sensorial media (mulsemedia) combines multiple media elements which engage three or more of human senses, and as most other media content, requires support for delivery over the existing networks. This paper proposes an adaptive mulsemedia framework (ADAMS) for delivering scalable video and sensorial data to users. Unlike existing two-dimensional joint source-channel adaptation solutions for video streaming, the ADAMS framework includes three joint adaptation dimensions: video source, sensorial source, and network optimization. Using an MPEG-7 description scheme, ADAMS recommends the integration of multiple sensorial effects (i.e., haptic, olfaction, air motion, etc.) as metadata into multimedia streams. ADAMS design includes both coarse- and fine-grained adaptation modules on the server side: mulsemedia flow adaptation and packet priority scheduling. Feedback from subjective quality evaluation and network conditions is used to develop the two modules. Subjective evaluation investigated users' enjoyment levels when exposed to mulsemedia and multimedia sequences, respectively and to study users' preference levels of some sensorial effects in the context of mulsemedia sequences with video components at different quality levels. Results of the subjective study inform guidelines for an adaptive strategy that selects the optimal combination for video segments and sensorial data for a given bandwidth constraint and user requirement. User perceptual tests show how ADAMS outperforms existing multimedia delivery solutions in terms of both user perceived quality and user enjoyment during adaptive streaming of various mulsemedia content. In doing so, it highlights the case for tailored, adaptive mulsemedia delivery over traditional multimedia adaptive transport mechanisms
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