7,965 research outputs found

    Using multimedia interfaces for speech therapy

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    The development of the Canadian Mobile Servicing System Kinematic Simulation Facility

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    Canada will develop a Mobile Servicing System (MSS) as its contribution to the U.S./International Space Station Freedom. Components of the MSS will include a remote manipulator (SSRMS), a Special Purpose Dexterous Manipulator (SPDM), and a mobile base (MRS). In order to support requirements analysis and the evaluation of operational concepts related to the use of the MSS, a graphics based kinematic simulation/human-computer interface facility has been created. The facility consists of the following elements: (1) A two-dimensional graphics editor allowing the rapid development of virtual control stations; (2) Kinematic simulations of the space station remote manipulators (SSRMS and SPDM), and mobile base; and (3) A three-dimensional graphics model of the space station, MSS, orbiter, and payloads. These software elements combined with state of the art computer graphics hardware provide the capability to prototype MSS workstations, evaluate MSS operational capabilities, and investigate the human-computer interface in an interactive simulation environment. The graphics technology involved in the development and use of this facility is described

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document

    Multi-touch 3D Exploratory Analysis of Ocean Flow Models

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    Modern ocean flow simulations are generating increasingly complex, multi-layer 3D ocean flow models. However, most researchers are still using traditional 2D visualizations to visualize these models one slice at a time. Properly designed 3D visualization tools can be highly effective for revealing the complex, dynamic flow patterns and structures present in these models. However, the transition from visualizing ocean flow patterns in 2D to 3D presents many challenges, including occlusion and depth ambiguity. Further complications arise from the interaction methods required to navigate, explore, and interact with these 3D datasets. We present a system that employs a combination of stereoscopic rendering, to best reveal and illustrate 3D structures and patterns, and multi-touch interaction, to allow for natural and efficient navigation and manipulation within the 3D environment. Exploratory visual analysis is facilitated through the use of a highly-interactive toolset which leverages a smart particle system. Multi-touch gestures allow users to quickly position dye emitting tools within the 3D model. Finally, we illustrate the potential applications of our system through examples of real world significance

    Menetelmä 3D-mallin animointijärjestelmän automaattiseen luomiseen älylaitteella lisätyssä todellisuudessa

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    3D modeling has become more popular among novice users in the recent years. The ubiquity of mobile devices has led to the need to view and edit 3D content even beyond the traditional desktop workstations. This thesis develops an approach for editing mesh-based 3D models in mobile augmented reality. The developed approach takes a static 3D model and automatically generates a rig with control handles so that the user can pose the model interactively. The rig is generated by approximating the model with a structure called sphere mesh. To attach the generated spheres to the model, a technique called bone heat skinning is used. A direct manipulation scheme is presented to allow the user to pose the processed model with intuitive touch controls. Both translation and rotation operations are developed to give the user expressive power over the pose of the model without overly complicating the controls. Several example scenes are built and analyzed. The scenes show that the developed approach can be used to build novel scenes in augmented reality. The implementation of the approach is measured to be close to real time with the processing times around one second for the used models. The rig generation is shown to yield semantically coherent control handles especially at lower resolutions. While the chosen bone heat skinning algorithm has theoretical shortcomings, they were not apparent in the built examples.3D-mallinnus on kasvattanut suosiotaan ei-ammattimaisten käyttäjien keskuudessa viime vuosina. Mobiililaitteiden yleistyminen on johtanut tarpeeseen katsella ja muokata 3D-malleja myös perinteisten työasemien ulkopuolella. Tämä diplomityö kehittää menetelmän verkkorakenteisten 3D-mallien muokkaamiseen lisätyssä todellisuudessa mobiililaitteilla. Kehitetty menetelmä luo staattiselle 3D-mallille animaatiojärjestelmän ohjauskahvoineen automaattisesti. Näin käyttäjä voi interaktiivisesti muuttaa 3D-mallin asentoa. Animaatiojärjestelmä luodaan muodostamalla mallille likiarvoistus pallomallirakenteella. Luodut pallot kiinnitetään malliin nk. luulämpöpinnoitusmenetelmällä. Mallin asennon muokkaamiseksi esitellään suorakäyttöjärjestelmä, jossa käyttäjä voi käsitellä mallia helppokäyttöisin kosketusnäyttöelein. Työssä kehitetään sekä siirto- että pyöritysoperaatiot, jotta käyttäjä voi muokata mallia monipuolisesti ja vaivattomasti. Menetelmän toimivuuden osoittamiseksi työssä luodaan ja analysoidaan esimerkkejä, jotka eivät olisi mahdollisia ilman menetelmän hyödyntämistä. Menetelmän tekninen toteutus on mittausten perusteella lähes tosiaikainen ja käytettyjen mallien käsittelyajat ovat lähellä yhtä sekuntia. Luodut animaatiojärjestelmät ovat semanttisesti merkittäviä erityisesti alhaisemmilla tarkkuuksilla. Vaikka luulämpöpinnoitukseen liittyy teoreettisia ongelmia, ne eivät näkyneet luoduissa esimerkeissä

    An augmented reality interface for visualising and interacting with virtual content

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    In this paper, a novel AR interface is proposed that provides generic solutions to the tasks involved in augmenting simultaneously different types of virtual information and processing of tracking data for natural interaction. Participants within the system can experience a real-time mixture of 3D objects, static video, images, textual information and 3D sound with the real environment. The userfriendly AR interface can achieve maximum interaction using simple but effective forms of collaboration based on the combinations of humancomputer interaction techniques. To prove the feasibility of the interface, the use of indoor AR techniques are employed to construct innovative applications and demonstrate examples from heritage to learning systems. Finally, an initial evaluation of the AR interface including some initial results is presented

    Freeform User Interfaces for Graphical Computing

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    報告番号: 甲15222 ; 学位授与年月日: 2000-03-29 ; 学位の種別: 課程博士 ; 学位の種類: 博士(工学) ; 学位記番号: 博工第4717号 ; 研究科・専攻: 工学系研究科情報工学専

    Augmented Reality Mobile App for Children Learning on Colour

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    This document describes the process developing an Augmented Reality (AR) of mobile application on colour by using storybook. By using camera on the smartphone or tablet, the user or the child could view the superimposed virtual three dimensional (3D) objects and images in a fun and interactive manner using the marker-less physical colour book as the interaction tool. Learning colour since young age helps children to distinguish colours and they can choose their favourite colours. In addition, it helps them to express themselves, build the confident and more easy-going by choosing the desired colours. Otherwise, they will be tend to have difficulties in making choices in their future life. Many researchers and journalists have done their research on the topic and emphasized on the importance colour for children in the early age is beneficial for their successful in future
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