99,686 research outputs found

    An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display

    Get PDF
    We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to ef- fectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The highly interactive and flexible environment can capture and sustain more student attention than the traditional classroom setting and, thus, delivers a compelling experience to the students. Our main focus here is to investigate possible solutions for the system design and implementation and devise strategies for fast, efficient computation suitable for visual data processing and network transmission. We describe the technique and experiments in details and provide quantitative performance results, demonstrating our system can be run comfortably and reliably for different application scenarios. Our preliminary results are promising and demonstrate the potential for more compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201

    A predictive approach for a real-time remote visualization of large meshes

    Get PDF
    DĂ©jĂ  sur HALRemote access to large meshes is the subject of studies since several years. We propose in this paper a contribution to the problem of remote mesh viewing. We work on triangular meshes. After a study of existing methods of remote viewing, we propose a visualization approach based on a client-server architecture, in which almost all operations are performed on the server. Our approach includes three main steps: a first step of partitioning the original mesh, generating several fragments of the original mesh that can be supported by the supposed smaller Transfer Control Protocol (TCP) window size of the network, a second step called pre-simplification of the mesh partitioned, generating simplified models of fragments at different levels of detail, which aims to accelerate the visualization process when a client(that we also call remote user) requests a visualization of a specific area of interest, the final step involves the actual visualization of an area which interest the client, the latter having the possibility to visualize more accurately the area of interest, and less accurately the areas out of context. In this step, the reconstruction of the object taking into account the connectivity of fragments before simplifying a fragment is necessary.Pestiv-3D projec

    A Hybrid Rendering Technique to Navigate in Large Terrains Using Mobile Devices

    No full text
    We describe a hybrid client-server technique for remote adaptive streaming and rendering of large terrains in resource-limited mobile devices. The technique has been designed to achieve an interactive rendering performance on a mobile device connected to a low-bandwidth wireless network. The rendering workload is split between the client and the server. The terrain area close to the viewer is rendered in real-time by the client. The terrain located far from the viewer is portrayed as view-dependent impostors, rendered by the server on demand. A prototype has been built and an exhaustive set of experiments covering several platforms, wireless networks and a wide range of viewer velocities has been conducted. Results show that the approach is feasible, effective and robust.Postprint (published version

    All-terrain experts: Land surveyors, remote mapping and land alienation in Mendoza, Argentina

    Get PDF
    In jĂŒngster Zeit rĂŒckte die Bedeutung von Expert_innenwissen fĂŒr Landpolitik vermehrt ins Blickfeld der akademischen Debatte. Bislang wird hierbei jedoch die Rolle von Expert_innenwissen bei der Transformation von Kontrolle ĂŒber, Zugang zu und Besitz von Land oftmals ĂŒbersehen. Ziel dieses Beitrags ist daher, die Besonderheiten und die Bedeutung gegenwĂ€rtiger Kartographierung von Land hinsichtlich dessen Kommodifizierung durch Unternehmen und staatliche Akteur_innen herauszuarbeiten. Ich analysiere, wie remote mapping practices die Transformation von Landregimen beeinflussen. Die zentrale Forschungsfrage lautet wie und inwieweit Landvermesser_innen und deren Kartierungspraktiken fĂŒr die KatasterĂ€mter die Kommodifizierung von Land erleichtern und legitimieren und gleichzeitig de jure und de facto zur VerĂ€ußerung von Land von KleinbĂ€uerinnen und Kleinbauern beitragen.There has been recent growing interest in the role of expert knowledge around land politics. One area that has often been overlooked is how land-related expert knowledge has fostered the transformation of the regime of land control, access and ownership. This paper aims to capture the distinctiveness of contemporary mapping politics in relation to the commodification of land by corporate and state actors. I analyse how remote mapping practices influence the transformation of land regimes. The main research question is how and to what extent land surveyors and their cadastral mapping practices facilitate and legitimate market-led land commodification, and at the same time contribute to de jure and de facto peasant land alienation

    A framework for realistic 3D tele-immersion

    Get PDF
    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

    A Hybrid client-server based technique for navigation in large terrains using mobile devices

    Get PDF
    We describe a hybrid client-server technique for remote adaptive streaming and rendering of large terrains in resource-limited mobile devices. The technique has been designed to achieve an interactive rendering performance on a mobile device connected to a low-bandwidth wireless network. The rendering workload is split between the client and the server. The terrain area close to the viewer is rendered in real-time by the client using a hierarchical multiresolution scheme. The terrain located far from the viewer is portrayed as view-dependent impostors, rendered by the server on demand and, then sent to the client. The hybrid technique provides tools to dynamically balance the rendering workload according to the resources available at the client side and to the saturation of the network and server. A prototype has been built and an exhaustive set of experiments covering several platforms, wireless networks and a wide range of viewer velocities has been conducted. Results show that the approach is feasible, effective and robust.Postprint (published version

    Remote Real-Time Collaboration Platform enabled by the Capture, Digitisation and Transfer of Human-Workpiece Interactions

    Get PDF
    In this highly globalised manufacturing ecosystem, product design and verification activities, production and inspection processes, and technical support services are spread across global supply chains and customer networks. Therefore, a platform for global teams to collaborate with each other in real-time to perform complex tasks is highly desirable. This work investigates the design and development of a remote real-time collaboration platform by using human motion capture technology powered by infrared light based depth imaging sensors borrowed from the gaming industry. The unique functionality of the proposed platform is the sharing of physical contexts during a collaboration session by not only exchanging human actions but also the effects of those actions on the task environment. This enables teams to remotely work on a common task problem at the same time and also get immediate feedback from each other which is vital for collaborative design, inspection and verifications tasks in the factories of the future
    • 

    corecore