70,349 research outputs found
Human Arm simulation for interactive constrained environment design
During the conceptual and prototype design stage of an industrial product, it
is crucial to take assembly/disassembly and maintenance operations in advance.
A well-designed system should enable relatively easy access of operating
manipulators in the constrained environment and reduce musculoskeletal disorder
risks for those manual handling operations. Trajectory planning comes up as an
important issue for those assembly and maintenance operations under a
constrained environment, since it determines the accessibility and the other
ergonomics issues, such as muscle effort and its related fatigue. In this
paper, a customer-oriented interactive approach is proposed to partially solve
ergonomic related issues encountered during the design stage under a
constrained system for the operator's convenience. Based on a single objective
optimization method, trajectory planning for different operators could be
generated automatically. Meanwhile, a motion capture based method assists the
operator to guide the trajectory planning interactively when either a local
minimum is encountered within the single objective optimization or the operator
prefers guiding the virtual human manually. Besides that, a physical engine is
integrated into this approach to provide physically realistic simulation in
real time manner, so that collision free path and related dynamic information
could be computed to determine further muscle fatigue and accessibility of a
product designComment: International Journal on Interactive Design and Manufacturing
(IJIDeM) (2012) 1-12. arXiv admin note: substantial text overlap with
arXiv:1012.432
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NoTube – making TV a medium for personalized interaction
In this paper, we introduce NoTube’s vision on deploying semantics in interactive TV context in order to contextualize distributed applications and lift them to a new level of service that provides context-dependent and personalized selection of TV content. Additionally, lifting content consumption from a single-user activity to a community-based experience in a connected multi-device environment is central to the project. Main research questions relate to (1) data integration and enrichment - how to achieve unified and simple access to dynamic, growing and distributed multimedia content of diverse formats? (2) user and context modeling - what is an appropriate framework for context modeling, incorporating task-, domain and device-specific viewpoints? (3) context-aware discovery of resources - how could rather fuzzy matchmaking between potentially infinite contexts and available media resources be achieved? (4) collaborative architecture for TV content personalization - how can the combined information about data, context and user be put at disposal of both content providers and end-users in the view of creating extremely personalized services under controlled privacy and security policies? Thus, with the grand challenge in mind - to put the TV viewer back in the driver's seat – we focus on TV content as a medium for personalized interaction between people based on a service architecture that caters for a variety of content metadata, delivery channels and rendering devices
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Effects of virtual acoustics on dynamic auditory distance perception
Sound propagation encompasses various acoustic phenomena including
reverberation. Current virtual acoustic methods, ranging from parametric
filters to physically-accurate solvers, can simulate reverberation with varying
degrees of fidelity. We investigate the effects of reverberant sounds generated
using different propagation algorithms on acoustic distance perception, i.e.,
how faraway humans perceive a sound source. In particular, we evaluate two
classes of methods for real-time sound propagation in dynamic scenes based on
parametric filters and ray tracing. Our study shows that the more accurate
method shows less distance compression as compared to the approximate,
filter-based method. This suggests that accurate reverberation in VR results in
a better reproduction of acoustic distances. We also quantify the levels of
distance compression introduced by different propagation methods in a virtual
environment.Comment: 8 Pages, 7 figure
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