1,671 research outputs found

    Bluetooth hotspots for smart spaces interaction

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    We may find in the market many smart space applications and projects which are using Bluetooth services as mechanism for user-interaction. However, their ad-hoc implementation come as a limitation to their deployment in a global interactive model. This survey focuses on the requirements of such applications, systematizing their interaction models and presents the main key design of a middleware component for Bluetooth interaction-based pervasive applications, running on Linux routers

    Haptic-GeoZui3D: Exploring the Use of Haptics in AUV Path Planning

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    We have developed a desktop virtual reality system that we call Haptic-GeoZui3D, which brings together 3D user interaction and visualization to provide a compelling environment for AUV path planning. A key component in our system is the PHANTOM haptic device (SensAble Technologies, Inc.), which affords a sense of touch and force feedback – haptics – to provide cues and constraints to guide the user’s interaction. This paper describes our system, and how we use haptics to significantly augment our ability to lay out a vehicle path. We show how our system works well for quickly defining simple waypoint-towaypoint (e.g. transit) path segments, and illustrate how it could be used in specifying more complex, highly segmented (e.g. lawnmower survey) paths

    Interacting with virtual reconstructions in museums: The etruscanning project

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    Starting from our experience in this domain, we discuss some fundamental concepts about the potentialities of the virtual reconstructions of cultural sites inside museums, with a specific focus on the communication needs, the design, the combination of media, the interaction interfaces, and the embodiment. We conceive a virtual reconstruction as a digital ecosystem, whose main peculiarities are (1) 3D reconstruction, (2) inclusivity, and (3) interactivity. A virtual reconstruction, in a wide sense, should integrate different levels of visualization, both realistic and symbolic; 3D models; metadata; storytelling; behaviors; and tools of visualization and interaction, in order to "reconstruct" and communicate a cultural context, an ecosystem where all the information is integrated. Despite the great advancements of the last years in the digitization process, computer graphics techniques, and archiving strategies, a basic limit of most of virtual museums is that they do not fire up the attention and the involvement of the public: they lack stimulating activities for visitors, narratives metaphors, and emotional impact. The interaction interfaces are not always simple to understand and to control in a few minutes, and they can generate a sense of frustration that causes users to abandon the application after a short and superficial approach. No gap should exist between knowledge and communication. But how can we translate the complexity of the knowledge in appealing to users and into simple applications that fit with the public's need? This article focuses on some communication rules and criteria that are often considered of minor importance by the researchers working in the field of digital cultural heritage but that are really essential to cultural transmission, especially inside museums. We believe that a stronger collaboration between research institutions and museums and among different disciplines would be recommended. Given this premise, we present the Etruscanning EU project, developed in 2011- 2013, focused on the virtual reconstruction of two important Etruscan tombs of the Orientalizing period: the Regolini-Galassi tomb in Cerveteri and the tomb n.5 of Monte Michele in Veii. © 2014 ACM

    System upgrade: realising the vision for UK education

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    A report summarising the findings of the TEL programme in the wider context of technology-enhanced learning and offering recommendations for future strategy in the area was launched on 13th June at the House of Lords to a group of policymakers, technologists and practitioners chaired by Lord Knight. The report – a major outcome of the programme – is written by TEL director Professor Richard Noss and a team of experts in various fields of technology-enhanced learning. The report features the programme’s 12 recommendations for using technology-enhanced learning to upgrade UK education

    Safe Driving using Vision-based Hand Gesture Recognition System in Non-uniform Illumination Conditions

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    Nowadays, there is tremendous growth in in-car interfaces for driver safety and comfort, but controlling these devices while driving requires the driver's attention. One of the solutions to reduce the number of glances at these interfaces is to design an advanced driver assistance system (ADAS). A vision-based touch-less hand gesture recognition system is proposed here for in-car human-machine interfaces (HMI). The performance of such systems is unreliable under ambient illumination conditions, which change during the course of the day. Thus, the main focus of this work was to design a system that is robust towards changing lighting conditions. For this purpose, a homomorphic filter with adaptive thresholding binarization is used. Also, gray-level edge-based segmentation ensures that it is generalized for users of different skin tones and background colors. This work was validated on selected gestures from the Cambridge Hand Gesture Database captured in five sets of non-uniform illumination conditions that closely resemble in-car illumination conditions, yielding an overall system accuracy of 91%, an average frame-by-frame accuracy of 81.38%, and a latency of 3.78 milliseconds. A prototype of the proposed system was implemented on a Raspberry Pi 3 interface together with an Android application, which demonstrated its suitability for non-critical in-car interfaces like infotainment systems

    Big Tent: A Portable Immersive Intermedia Environment

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    Big Tent, a large scale portable environment for 360 degree immersive video and audio artistic presentation and research, is described and initial experiences are reported. Unlike other fully-surround environments of considerable size, Big Tent may be easily transported and setup in any space with adequate foot print, allowing immersive, interactive content to be brought to non-typical audiences and environments. Construction and implementation of Big Tent focused on maximizing portability by minimizing setup and tear down time, crew requirements, maintenance costs, and transport costs. A variety of different performance and installation events are discussed, exploring the possibilities Big Tent presents to contemporary multi-media artistic creation
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