2,471 research outputs found

    A multi-projector CAVE system with commodity hardware and gesture-based interaction

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    Spatially-immersive systems such as CAVEs provide users with surrounding worlds by projecting 3D models on multiple screens around the viewer. Compared to alternative immersive systems such as HMDs, CAVE systems are a powerful tool for collaborative inspection of virtual environments due to better use of peripheral vision, less sensitivity to tracking errors, and higher communication possibilities among users. Unfortunately, traditional CAVE setups require sophisticated equipment including stereo-ready projectors and tracking systems with high acquisition and maintenance costs. In this paper we present the design and construction of a passive-stereo, four-wall CAVE system based on commodity hardware. Our system works with any mix of a wide range of projector models that can be replaced independently at any time, and achieves high resolution and brightness at a minimum cost. The key ingredients of our CAVE are a self-calibration approach that guarantees continuity across the screen, as well as a gesture-based interaction approach based on a clever combination of skeletal data from multiple Kinect sensors.Preprin

    MOCA: A Low-Power, Low-Cost Motion Capture System Based on Integrated Accelerometers

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    Human-computer interaction (HCI) and virtual reality applications pose the challenge of enabling real-time interfaces for natural interaction. Gesture recognition based on body-mounted accelerometers has been proposed as a viable solution to translate patterns of movements that are associated with user commands, thus substituting point-and-click methods or other cumbersome input devices. On the other hand, cost and power constraints make the implementation of a natural and efficient interface suitable for consumer applications a critical task. Even though several gesture recognition solutions exist, their use in HCI context has been poorly characterized. For this reason, in this paper, we consider a low-cost/low-power wearable motion tracking system based on integrated accelerometers called motion capture with accelerometers (MOCA) that we evaluated for navigation in virtual spaces. Recognition is based on a geometric algorithm that enables efficient and robust detection of rotational movements. Our objective is to demonstrate that such a low-cost and a low-power implementation is suitable for HCI applications. To this purpose, we characterized the system from both a quantitative point of view and a qualitative point of view. First, we performed static and dynamic assessment of movement recognition accuracy. Second, we evaluated the effectiveness of user experience using a 3D game application as a test bed

    Reconfigurable middleware architectures for large scale sensor networks

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    Wireless sensor networks, in an effort to be energy efficient, typically lack the high-level abstractions of advanced programming languages. Though strong, the dichotomy between these two paradigms can be overcome. The SENSIX software framework, described in this dissertation, uniquely integrates constraint-dominated wireless sensor networks with the flexibility of object-oriented programming models, without violating the principles of either. Though these two computing paradigms are contradictory in many ways, SENSIX bridges them to yield a dynamic middleware abstraction unifying low-level resource-aware task reconfiguration and high-level object recomposition. Through the layered approach of SENSIX, the software developer creates a domain-specific sensing architecture by defining a customized task specification and utilizing object inheritance. In addition, SENSIX performs better at large scales (on the order of 1000 nodes or more) than other sensor network middleware which do not include such unified facilities for vertical integration

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    How Wrong Can You Be:Perception of Static Orientation Errors in Mixed Reality

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    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects
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