1,595 research outputs found

    CGAMES'2009

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    Beyond reality - extending a presentation trainer with an immersive VR module

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    The development of multimodal sensor-based applications designed to support learners with the improvement of their skills is expensive since most of these applications are tailor-made and built from scratch. In this paper, we show how the Presentation Trainer (PT), a multimodal sensor-based application designed to support the development of public speaking skills, can be modularly extended with a Virtual Reality real-time feedback module (VR module), which makes usage of the PT more immersive and comprehensive. The described study consists of a formative evaluation and has two main objectives. Firstly, a technical objective is concerned with the feasibility of extending the PT with an immersive VR Module. Secondly, a user experience objective focuses on the level of satisfaction of interacting with the VR extended PT. To study these objectives, we conducted user tests with 20 participants. Results from our test show the feasibility of modularly extending existing multimodal sensor-based applications, and in terms of learning and user experience, results indicate a positive attitude of the participants towards using the application (PT+VR module). (DIPF/Orig.

    A Multimodal Learning System for Individuals with Sensorial, Neuropsychological, and Relational Impairments

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    This paper presents a system for an interactive multimodal environment able (i) to train the listening comprehension in various populations of pupils, both Italian and immigrants, having different disabilities and (ii) to assess speech production and discrimination. The proposed system is the result of a research project focused on pupils with sensorial, neuropsychological, and relational impairments. The project involves innovative technological systems that the users (speech terabits psychologists and preprimary and primary schools teachers) could adopt for training and assessment of language and speech. Because the system is used in a real scenario (the Italian schools are often affected by poor funding for education and teachers without informatics skills), the guidelines adopted are low-cost technology; usability; customizable system; robustness

    Machine learning in 3D space gesture recognition

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    The rapid increase in the development of robotic systems in a controlled and uncontrolled environment leads to the development of a more natural interaction system. One such interaction is gesture recognition. The proposed paper is a simple approach towards gesture recognition technology where the hand movement in a 3-dimensional space is utilized to write the English alphabets and get the corresponding output in the screen or a display device. In order to perform the experiment, an MPU-6050 accelerometer, a microcontroller and a Bluetooth for wireless connection are used as the hardware components of the system. For each of the letters of the alphabets, the data instances are recorded in its raw form. 20 instances for each letter are recorded and it is then standardized using interpolation. The standardized data is fed as inputs to an SVM (Support Vector Machine) classifier to create a model. The created model is used for classification of future data instances at real time. Our method achieves a correct classification accuracy of 98.94% for the English alphabets’ hand gesture recognition. The primary objective of our approach is the development of a low-cost, low power and easily trained supervised gesture recognition system which identifies hand gesture movement efficiently and accurately. The experimental result obtained is based on use of a single subject

    A True AR Authoring Tool for Interactive Virtual Museums

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    In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual Museums of the future to enhance the quality of experience. It emphasises, the fact that a visitor will not be able to tell, at a first glance, if the artefact that he/she is looking at is real or not and it is expected to draw the visitors' interest. True AR is not limited to artefacts but extends even to buildings or life-sized character simulations of statues. It provides the best visual quality possible so that the users will not be able to tell the real objects from the augmented ones. Such applications can be beneficial for future museums, as with True AR, 3D models of various exhibits, monuments, statues, characters and buildings can be reconstructed and presented to the visitors in a realistic and innovative way. We also propose our Virtual Reality Sample application, a True AR playground featuring basic components and tools for generating interactive Virtual Museum applications, alongside a 3D reconstructed character (the priest of Asinou church) facilitating the storyteller of the augmented experience.Comment: This is a preprint of a chapter for a planned book that was initiated by "Visual Computing in Cultural Heritage" and that is expected to be published by Springer. The final book chapter will differ from this preprin

    Pictures in Your Mind: Using Interactive Gesture-Controlled Reliefs to Explore Art

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    Tactile reliefs offer many benefits over the more classic raised line drawings or tactile diagrams, as depth, 3D shape, and surface textures are directly perceivable. Although often created for blind and visually impaired (BVI) people, a wider range of people may benefit from such multimodal material. However, some reliefs are still difficult to understand without proper guidance or accompanying verbal descriptions, hindering autonomous exploration. In this work, we present a gesture-controlled interactive audio guide (IAG) based on recent low-cost depth cameras that can be operated directly with the hands on relief surfaces during tactile exploration. The interactively explorable, location-dependent verbal and captioned descriptions promise rapid tactile accessibility to 2.5D spatial information in a home or education setting, to online resources, or as a kiosk installation at public places. We present a working prototype, discuss design decisions, and present the results of two evaluation studies: the first with 13 BVI test users and the second follow-up study with 14 test users across a wide range of people with differences and difficulties associated with perception, memory, cognition, and communication. The participant-led research method of this latter study prompted new, significant and innovative developments

    Human-Robot interaction with low computational-power humanoids

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    This article investigates the possibilities of human-humanoid interaction with robots whose computational power is limited. The project has been carried during a year of work at the Computer and Robot Vision Laboratory (VisLab), part of the Institute for Systems and Robotics in Lisbon, Portugal. Communication, the basis of interaction, is simultaneously visual, verbal, and gestural. The robot's algorithm provides users a natural language communication, being able to catch and understand the person’s needs and feelings. The design of the system should, consequently, give it the capability to dialogue with people in a way that makes possible the understanding of their needs. The whole experience, to be natural, is independent from the GUI, used just as an auxiliary instrument. Furthermore, the humanoid can communicate with gestures, touch and visual perceptions and feedbacks. This creates a totally new type of interaction where the robot is not just a machine to use, but a figure to interact and talk with: a social robot
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