7,715 research outputs found
High definition systems in Japan
The successful implementation of a strategy to produce high-definition systems within the Japanese economy will favorably affect the fundamental competitiveness of Japan relative to the rest of the world. The development of an infrastructure necessary to support high-definition products and systems in that country involves major commitments of engineering resources, plants and equipment, educational programs and funding. The results of these efforts appear to affect virtually every aspect of the Japanese industrial complex. The results of assessments of the current progress of Japan toward the development of high-definition products and systems are presented. The assessments are based on the findings of a panel of U.S. experts made up of individuals from U.S. academia and industry, and derived from a study of the Japanese literature combined with visits to the primary relevant industrial laboratories and development agencies in Japan. Specific coverage includes an evaluation of progress in R&D for high-definition television (HDTV) displays that are evolving in Japan; high-definition standards and equipment development; Japanese intentions for the use of HDTV; economic evaluation of Japan's public policy initiatives in support of high-definition systems; management analysis of Japan's strategy of leverage with respect to high-definition products and systems
Intelligent system for interaction with virtual characters based on volumetric sensors
Dissertação de Mestrado, Engenharia Elétrica e Eletrónica, Instituto Superior de Engenharia, Universidade do Algarve, 2015A tecnologia vem sendo desenvolvida para ajudar-nos a completar ou aumentar a
produtividade nas nossas tarefas diárias. Muitas das máquinas construídas têm sido
progressivamente aperfeiçoadas para funcionar mais como um ser humano, usando
para isso os mais variados sensores. Um dos problemas mais desafiantes que a tecnologia
encontrou é como dar a uma máquina a capacidade que um "animal" tem de
perceber o mundo através do seu sistema visual. Uma solução será usar na máquina
sistemas inteligentes que usem visão computacional. Uma grande ajuda pode chegar
da perceção de profundidade pela máquina, tornando menos complexa a deteção e
a compreensão de objetos numa imagem por parte desta. Com o aparecimento de
sensores volumétricos (tridimensional 3D) no mercado consumidor, aumentaram os
desenvolvimentos feitos nesta área científica, permitindo assim a sua integração na
maioria dos dispositivos, tais como computadores ou dispositivos móveis, a um preço
muito competitivo. Os sensores volumétricos podem ser usados nas mais variadas
áreas pois apesar de terem aparecido inicialmente na área dos videojogos, estendemse
ainda à área de vídeo, modelação 3D, interfaces, jogos ou realidade virtual e aumentada.
Esta dissertação foca essencialmente no desenvolvimento de sistemas (inteligentes)
baseados em sensores volumétricos (neste caso a Microsoft Kinect) para a interação
com avatares ou filmes. Quanto a aplicações na área de vídeo, foi desenvolvida uma solução onde um sensor 3D ajuda um utilizador a seguir uma narrativa que é iniciada
assim que o utilizador é detetado, mudando os acontecimentos do vídeo consoante
ações pré-determinadas do utilizador. O utilizador pode então mudar o rumo
da história mudando de posição ou efetuando um gesto. Esta solução é ilustrada utilizando
retroprojeção, existindo ainda a possibilidade de ser apresentada em modo
holograma numa abordagem à escala.
O descrito no anterior parágrafo pode também ser aplicada a uma solução de vertente
mais comercial. Para isso, foi desenvolvido uma aplicação altamente configurável,
podendo-se ajustar (em termos visuais) às necessidades de diferentes companhias.
O ambiente gráfico é acompanhado por um avatar ou por um video (previamente
gravado), que interage com um utilizador através de gestos, dando uma sensação
mais realista devido à utilização de holografia. Ao interagir com a instalação,
são registados todos os movimentos e interações efetuadas pelo utilizador para que
estatísticas sejam construídas, de maneira a perceber os conteúdos com mais interesse
bem como as áreas físicas com mais interação. Adicionalmente, o utilizador poderá ter
a sua fotografia completa ou tipo BI extraída, podendo-lhe ser oferecidos em produtos
promocionais da empresa. Devido à curta área de interação oferecida por um sensor
deste tipo (Kinect), foi também desenvolvida a possibilidade de juntar vários sensores,
4 para cobrir 180º (graus) em frente da instalação ou ainda 8 para cobrir os 360º à volta
da instalação, de maneira a que os utilizadores possam ser detetados por qualquer um
deles e que não sejam perdidos quando atravessam para uma zona de outro sensor, ou
mesmo quando saem do campo de visão dos sensores e retornam mais tarde.
Apesar dos sensores referidos serem mais conhecidos na interação com um jogo
virtual, jogos reais e físicos também podem beneficiar deste tipo de sensor. Neste último
ponto, é apresentada uma ferramenta de realidade aumentada para snooker ou
bilhar. Nesta aplicação, um sensor 3D colocado por cima da mesa, capta a área de jogo
sendo depois processada para que sejam detetadas as bolas, o taco e as tabelas. Sempre
que possível, esta deteção é feita usando a terceira dimensão (profundidade) oferecida por estes sensores, tornando-se por exemplo mais robusto a mudanças quanto a
condições luminosas. Com estes dados é então previsto, utilizando álgebra vetorial, a
trajetória da bola, sendo projetado o resultado na mesa
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3D (embodied) projection mapping and sensing bodies : a study in interactive dance performance
This dissertation identifies the synergies between physical and virtual environments when designing for immersive experiences in interactive dance performances. The integration of virtual information in physical space is transforming our interactions and experiences with the world. By using the body and creative expression as the interface between real and virtual worlds, dance performance creates a privileged framework to research and design interactive mixed reality environments and immersive augmented architectures. The research is primarily situated in the fields of visual art and interaction design. It combines performance with transdisciplinary fields and intertwines practice with theory. The theoretical and conceptual implications involved in designing and experiencing immersive hybrid environments are analyzed using the reality–virtuality continuum. These theories helped frame the ways augmented reality architectures are achieved through the integration of dance performance with digital software and reception displays. They also helped identify the main artistic affordances and restrictions in the design of augmented reality and augmented virtuality environments for live performance. These pervasive media architectures were materialized in three field experiments, the live dance performances. Each performance was created in three different stages of conception, design and production. The first stage was to “digitize” the performer’s movement and brain activity to the virtual environment and our system. This was accomplished through the use of depth sensor cameras, 3D motion capture, and brain computer interfaces. The second stage was the creation of the computational architecture and software that aggregates the connections and mapping between the physical body and the spatial dynamics of the virtual environment. This process created real-time interactions between the performer’s behavior and motion and the real-time generative computer 3D graphics. Finally, the third stage consisted of the output modality: 3D projector based augmentation techniques were adopted in order to overlay the virtual environment onto physical space. This thesis proposes and lays out theoretical, technical, and artistic frameworks between 3D digital environments and moving bodies in dance performance. By sensing the body and the brain with the 3D virtual environments, new layers of augmentation and interactions are established, and ultimately this generates mixed reality environments for embodied improvisational self-expression.Radio-Television-Fil
VLSI Revisited - Revival in Japan
This paper describes the abundance of semiconductor consortia that have come into existence in Japan since the mid-1990s. They clearly reflect the ambition of the government - through its reorganized ministry METI and company initiatives - to regain some of the industrial and technological leadership that Japan has lost. The consortia landscape is very different in Japan compared with EU and the US. Outside Japan the universities play a much bigger and very important role. In Europe there has emerged close collaboration, among national government agencies, companies and the EU Commission in supporting the IT sector with considerable attention to semiconductor technologies. Another major difference, and possibly the most important one, is the fact that US and EU consortia include and mix partners from different areas of the semiconductor landscape including wafer makers, material suppliers, equipment producers and integrated device makers.semiconductors, Hitachi, Sony, Toshiba, Elpida, Renesas, Sematech, VLSI, JESSI, MEDEA, ASPLA, MIRAI, innovation system
VLSI REVISITED – REVIVAL IN JAPAN
This paper describes the abundance of semiconductor consortia that have come into existence in Japan since the mid-1990s. They clearly reflect the ambition of the government – through its reorganized ministry METI and company initiatives - to regain some of the industrial and technological leadership that Japan has lost. The consortia landscape is very different in Japan compared with EU and the US. Outside Japan the universities play a much bigger and very important role. In Europe there has emerged close collaboration, among national government agencies, companies and the EU Commission in supporting the IT sector with considerable attention to semiconductor technologies. Another major difference, and possibly the most important one, is the fact that US and EU consortia include and mix partners from different areas of the semiconductor landscape including wafer makers, material suppliers, equipment producers and integrated device makers.semiconductors; Hitachi; Sony; Toshiba; Elpida; Renesas; Sematech; VLSI; JESSI; MEDEA; ASPLA; MIRAI; innovation system
Monitor Newsletter May 09, 1994
Official Publication of Bowling Green State University for Faculty and Staffhttps://scholarworks.bgsu.edu/monitor/1321/thumbnail.jp
Light on horizontal interactive surfaces: Input space for tabletop computing
In the last 25 years we have witnessed the rise and growth of interactive tabletop research, both in academic and in industrial settings. The rising demand for the digital support of human activities motivated the need to bring computational power to table surfaces. In this article, we review the state of the art of tabletop computing, highlighting core aspects that frame the input space of interactive tabletops: (a) developments in hardware technologies that have caused the proliferation of interactive horizontal surfaces and (b) issues related to new classes of interaction modalities (multitouch, tangible, and touchless). A classification is presented that aims to give a detailed view of the current development of this research area and define opportunities and challenges for novel touch- and gesture-based interactions between the human and the surrounding computational environment. © 2014 ACM.This work has been funded by Integra (Amper Sistemas and CDTI, Spanish Ministry of Science and Innovation) and TIPEx (TIN2010-19859-C03-01) projects and Programa de Becas y Ayudas para la Realización de Estudios Oficiales de Máster y Doctorado en la Universidad Carlos III de Madrid, 2010
Overcoming barriers and increasing independence: service robots for elderly and disabled people
This paper discusses the potential for service robots to overcome barriers and increase independence of
elderly and disabled people. It includes a brief overview of the existing uses of service robots by disabled and elderly
people and advances in technology which will make new uses possible and provides suggestions for some of these new
applications. The paper also considers the design and other conditions to be met for user acceptance. It also discusses
the complementarity of assistive service robots and personal assistance and considers the types of applications and
users for which service robots are and are not suitable
The Post-Screen Through Virtual Reality, Holograms and Light Projections
Screens are ubiquitous today. They display information; present image worlds; are portable; connect to mobile networks; mesmerize. However, contemporary screen media also seek to eliminate the presence of the screen and the visibilities of its boundaries. As what is image becomes increasingly indistinguishable against the viewer’s actual surroundings, this unsettling prompts re-examination about not only what is the screen, but also how the screen demarcates and what it stands for in relation to our understanding of our realities in, outside and against images. Through case studies drawn from three media technologies – Virtual Reality; holograms; and light projections – this book develops new theories of the surfaces on and spaces in which images are displayed today, interrogating critical lines between art and life; virtuality and actuality; truth and lies. What we have today is not just the contestation of the real against illusion or the unreal, but the disappearance itself of difference and a gluttony of the unreal which both connect up to current politics of distorted truth values and corrupted terms of information. The Post-Screen Through Virtual Reality, Holograms and Light Projections: Where Screen Boundaries Lie is thus about not only where the image’s borders and demarcations are established, but also the screen boundary as the instrumentation of today’s intense virtualizations that do not tell the truth. In all this, a new imagination for images emerges, with a new space for cultures of presence and absence, definitions of object and representation, and understandings of dis- and re-placement – the post-screen
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