2,665 research outputs found

    Stereoscopic Displays: Factors Affecting Realism

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    This paper presents the final outcome of the Final Year Project entitled Stereoscopic Displays: Factors Affecting Realism. The term "Stereoscopic Displays" refers to the stereoscopic technology that is being used in Virtual Reality in order to project a realistic image. The aim of the study is to find out the factors that affect the realism of the projected image in stereoscopic displays as well as to identify image parameter that gives the most impact to user's depth perception of a 3D scene. The study is done by undertaking intensive research from previous literatures, and then carrying out an experiment to determine the parameters that gives the most impact to the depth perception of user. By knowing which parameters that affects the depth perception the most, it can be useful in designing an application that will project a quality 3D image, which will therefore increase the realism effect and then also increases the sense of presence in the users. The research has found out that the factor that affects the realism revolves around on the technical and the human issues. The experiment have been focusing on the testing of 4 parameters, which are motion cues, number of edges on objects, background brightness and distances of objects from the user. From there it has been proven that motion cues, background brightness and distances of objects from user have a positive impact on the depth perception, while the number of edges on the objects is proven to have an impact, but the extent of its effect is inconclusive. As a conclusion to the study, the author believes that this study is only complete at a preliminary level, and still needs continuation to further support the findings that have been made

    Pervasive and standalone computing: The perceptual effects of variable multimedia quality.

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    The introduction of multimedia on pervasive and mobile communication devices raises a number of perceptual quality issues, however, limited work has been done examining the 3-way interaction between use of equipment, quality of perception and quality of service. Our work measures levels of informational transfer (objective) and user satisfaction (subjective)when users are presented with multimedia video clips at three different frame rates, using four different display devices, simulating variation in participant mobility. Our results will show that variation in frame-rate does not impact a user’s level of information assimilation, however, does impact a users’ perception of multimedia video ‘quality’. Additionally, increased visual immersion can be used to increase transfer of video information, but can negatively affect the users’ perception of ‘quality’. Finally, we illustrate the significant affect of clip-content on the transfer of video, audio and textual information, placing into doubt the use of purely objective quality definitions when considering multimedia presentations

    A Model for Weighting Image Objects in Home Photographs

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    International audienceThe paper presents a contribution to image indexing consisting in a weighting model for visible objects - or image objects - in home photographs. To improve its effectiveness this weighting model has been designed according to human perception criteria about what is estimated as important in photographs. Four basic hypotheses related to human perception are presented, and their validity is estimated as compared to actual observations from a user study. Finally a formal definition of this weighting model is presented and its consistence with the user study is evaluated

    Universal Accessibility as a Multimodal Design Issue

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    In recent years, many research activities have focused on design that aims to produce universally accessible systems, taking into account special needs of various user groups. These special needs are associated with many user factors, such as impairments of speech, hearing or vision, cognitive limitations, aging, as well as with various environmental factors. Fields that address this problem, such as Usability, Universal Accessibility, Universal Design, or Inclusive Design have been developed as relatively independent domains, but they share many aspects with other human-computer interaction (HCI) disciplines. However, researchers and practitioners are often not aware of interconnections among concepts of universal accessibility and "ordinary" HCI. In view of this situation, in this article we show there is a fundamental connection between multimodal interface design and universal accessibility, and that awareness of these links can help both disciplines. Researchers from these areas may use different terminology, but the concepts they use often have essentially the same meaning. We propose a unified conceptual framework where these areas can be joined

    Building geometric models with hand-drawn sketches

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1998.Includes bibliographical references (p. 49-51).Architects work on drawings and models, not buildings. Today, in many architectural practices, drawings and models are produced in digital format using Computer-aided Design (CAD) tools. Unquestionably, digital media have changed the way in which many architects perform their day to day activities. But these changes have been limited to the more prosaic aspects of practice. To be sure, CAD systems have made the daily operations of many design offices more efficient; nevertheless, they have been of little use - and indeed are often a hindrance - in situations where the task at hand is more conjectural and speculative in nature, as it is during the early stages of a project. Well-intentioned efforts to insinuate CAD into these aspects of practice have only served to reveal the incongruities between the demands of designer and the configuration of the available tools. One of the chief attributes of design practice is that it is action performed at a distance through the agency of representations. This fundamental trait implies that we have to understand how computers help architects describe buildings if we are to understand how they might help architects design buildings. As obvious as this claim might seem, CAD programs can be almost universally characterized by a tacit denigration of visual representation. In this thesis, I examine properties of design drawings that make them useful to architects. I go on to describe a computer program that I have written that allows a designer to build geometric models using freehand sketches. This program illustrates that it is possible to design a software tool in a way that profits from, rather than negates, the power of visual representations.by Ewan E. Branda.M.S

    Designing multi-sensory displays for abstract data

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    The rapid increase in available information has lead to many attempts to automatically locate patterns in large, abstract, multi-attributed information spaces. These techniques are often called data mining and have met with varying degrees of success. An alternative approach to automatic pattern detection is to keep the user in the exploration loop by developing displays for perceptual data mining. This approach allows a domain expert to search the data for useful relationships and can be effective when automated rules are hard to define. However, designing models of the abstract data and defining appropriate displays are critical tasks in building a useful system. Designing displays of abstract data is especially difficult when multi-sensory interaction is considered. New technology, such as Virtual Environments, enables such multi-sensory interaction. For example, interfaces can be designed that immerse the user in a 3D space and provide visual, auditory and haptic (tactile) feedback. It has been a goal of Virtual Environments to use multi-sensory interaction in an attempt to increase the human-to-computer bandwidth. This approach may assist the user to understand large information spaces and find patterns in them. However, while the motivation is simple enough, actually designing appropriate mappings between the abstract information and the human sensory channels is quite difficult. Designing intuitive multi-sensory displays of abstract data is complex and needs to carefully consider human perceptual capabilities, yet we interact with the real world everyday in a multi-sensory way. Metaphors can describe mappings between the natural world and an abstract information space. This thesis develops a division of the multi-sensory design space called the MS-Taxonomy. The MS-Taxonomy provides a concept map of the design space based on temporal, spatial and direct metaphors. The detailed concepts within the taxonomy allow for discussion of low level design issues. Furthermore the concepts abstract to higher levels, allowing general design issues to be compared and discussed across the different senses. The MS-Taxonomy provides a categorisation of multi-sensory design options. However, to design effective multi-sensory displays requires more than a thorough understanding of design options. It is also useful to have guidelines to follow, and a process to describe the design steps. This thesis uses the structure of the MS-Taxonomy to develop the MS-Guidelines and the MS-Process. The MS-Guidelines capture design recommendations and the problems associated with different design choices. The MS-Process integrates the MS-Guidelines into a methodology for developing and evaluating multi-sensory displays. A detailed case study is used to validate the MS-Taxonomy, the MS-Guidelines and the MS-Process. The case study explores the design of multi-sensory displays within a domain where users wish to explore abstract data for patterns. This area is called Technical Analysis and involves the interpretation of patterns in stock market data. Following the MS-Process and using the MS-Guidelines some new multi-sensory displays are designed for pattern detection in stock market data. The outcome from the case study includes some novel haptic-visual and auditory-visual designs that are prototyped and evaluated
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