5,499 research outputs found
Engineering visualization utilizing advanced animation
Engineering visualization is the use of computer graphics to depict engineering analysis and simulation in visual form from project planning through documentation. Graphics displays let engineers see data represented dynamically which permits the quick evaluation of results. The current state of graphics hardware and software generally allows the creation of two types of 3D graphics. The use of animated video as an engineering visualization tool is presented. The engineering, animation, and videography aspects of animated video production are each discussed. Specific issues include the integration of staffing expertise, hardware, software, and the various production processes. A detailed explanation of the animation process reveals the capabilities of this unique engineering visualization method. Automation of animation and video production processes are covered and future directions are proposed
Production and Playback of Human Figure Motion 3D Virtual Environments
We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of higher DOF figures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in a context of a simple problem: Animating human figures in a distributed simulation, using DIS protocols for communication the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation
Motion analysis report
Human motion analysis is the task of converting actual human movements into computer readable data. Such movement information may be obtained though active or passive sensing methods. Active methods include physical measuring devices such as goniometers on joints of the body, force plates, and manually operated sensors such as a Cybex dynamometer. Passive sensing de-couples the position measuring device from actual human contact. Passive sensors include Selspot scanning systems (since there is no mechanical connection between the subject's attached LEDs and the infrared sensing cameras), sonic (spark-based) three-dimensional digitizers, Polhemus six-dimensional tracking systems, and image processing systems based on multiple views and photogrammetric calculations
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Temporal hybridity: Mixing live video footage with instant replay in real time
Copyright @ 2010 ACMIn this paper we explore the production of streaming media that involves live and recorded content. To examine this, we report on how the production practices and process are conducted through an empirical study of the production of live television, involving the use of live and non-live media under highly time critical conditions. In explaining how this process is managed both as an individual and collective activity, we develop the concept of temporal hybridity to
explain the properties of these kinds of production system and show how temporally separated media are used, understood and coordinated. Our analysis is examined in
the light of recent developments in computing technology and we present some design implications to support amateur video production.The research was partly made possible by a grant from the Swedish Governmental Agency for Innovation Systems to the Mobile Life VinnExcellence Center, in partnership with
SonyEricsson, Ericsson, Microsoft Research, Nokia Research, TeliaSonera and the City of Stockholm
An automatic visual analysis system for tennis
This article presents a novel video analysis system for coaching tennis players of all levels, which uses computer vision algorithms to automatically edit and index tennis videos into meaningful annotations.
Existing tennis coaching software lacks the ability to automatically index a tennis match into key events, and therefore, a coach who uses existing software is burdened with time-consuming manual video editing. This work aims to explore the effectiveness of a system to automatically detect tennis events. A secondary aim of this work is to explore the bene- fits coaches experience in using an event retrieval system to retrieve the automatically indexed events. It was found that automatic event detection can significantly improve the experience of using video feedback as part of an instructional coaching session. In addition to the automatic detection of key tennis events, player and ball movements are automati- cally tracked throughout an entire match and this wealth of data allows users to find interesting patterns in play. Player and ball movement information are integrated with the automatically detected tennis events, and coaches can query the data to retrieve relevant key points during a match or analyse player patterns that need attention. This coaching software system allows coaches to build advanced queries, which cannot be facilitated with existing video coaching solutions, without tedious manual indexing. This article proves that the event detection algorithms in this work can detect the main events in tennis with an average precision and recall of 0.84 and 0.86, respectively, and can typically eliminate man- ual indexing of key tennis events
Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space
This major component of the research described in this thesis is 3D computer
graphics, specifically the realistic physics-based softbody simulation and
haptic responsive environments. Minor components include advanced
human-computer interaction environments, non-linear documentary storytelling,
and theatre performance. The journey of this research has been unusual because
it requires a researcher with solid knowledge and background in multiple
disciplines; who also has to be creative and sensitive in order to combine the
possible areas into a new research direction. [...] It focuses on the advanced
computer graphics and emerges from experimental cinematic works and theatrical
artistic practices. Some development content and installations are completed to
prove and evaluate the described concepts and to be convincing. [...] To
summarize, the resulting work involves not only artistic creativity, but
solving or combining technological hurdles in motion tracking, pattern
recognition, force feedback control, etc., with the available documentary
footage on film, video, or images, and text via a variety of devices [....] and
programming, and installing all the needed interfaces such that it all works in
real-time. Thus, the contribution to the knowledge advancement is in solving
these interfacing problems and the real-time aspects of the interaction that
have uses in film industry, fashion industry, new age interactive theatre,
computer games, and web-based technologies and services for entertainment and
education. It also includes building up on this experience to integrate Kinect-
and haptic-based interaction, artistic scenery rendering, and other forms of
control. This research work connects all the research disciplines, seemingly
disjoint fields of research, such as computer graphics, documentary film,
interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm
Weight estimations with time-reversed point-light displays
Interpreting other’s actions is a very important ability not only in social life, but also in interactive sports. Previous experiments have demonstrated good estimation performances for the weight of lifted objects through point-light displays. The basis for these performances is commonly assigned to the concept of motor simulation regarding observed actions. In this study, we investigated the weak version of the motor simulation hypothesis which claims that the goal of an observed action strongly influences its understanding (Fogassi, Ferrari, Gesierich, Rozzi, Chersi, & Rizzolatti, 2005). Therefore, we conducted a weight judgement task with point-light displays and showed participants videos of a model lifting and lowering three different weights. The experimental manipulation consisted of a goal change of these actions by showing the videos normal and in a time-reversed order of sequence. The results show a systematic overestimation of weights for time-reversed lowering actions (thus looking like lifting actions) while weight estimations for time-reversed lifting actions did not differ from the original playback direction. The results are discussed in terms of motor simulation and different kinematic profiles of the presented actions. © 2020, The Author(s)
Force Dynamics as a Design Framework for Mid-Air Musical Instruments
In this paper we adopt the theory of force dynamics in human cognition as a fundamental design principle for the development of mid-air musical interfaces. We argue that this principle can provide more intuitive user experiences when the interface does not provide direct haptic feedback – such as interfaces made with various gesture-tracking technologies. Grounded in five concepts from the theoretical literature on force dynamics in musical cognition, the paper presents a set of principles for interaction design focused on five force schemas: Path restraint, Containment restraint, Counter-force, Attraction, and Compulsion. We describe an initial set of examples that implement these principles using a Leap Motion sensor for gesture tracking and SuperCollider for interactive audio design. Finally, the paper presents a pilot experiment that provides initial ratings of intuitiveness in the user experience
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