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Prototyping a Context-Aware Framework for Pervasive Entertainment Applications
Video interaction using pen-based technology
Dissertação para obtenção do Grau de Doutor em
InformáticaVideo can be considered one of the most complete and complex media and its manipulating
is still a difficult and tedious task. This research applies pen-based technology to
video manipulation, with the goal to improve this interaction. Even though the human
familiarity with pen-based devices, how they can be used on video interaction, in order
to improve it, making it more natural and at the same time fostering the user’s creativity
is an open question.
Two types of interaction with video were considered in this work: video annotation
and video editing. Each interaction type allows the study of one of the interaction modes
of using pen-based technology: indirectly, through digital ink, or directly, trough pen
gestures or pressure. This research contributes with two approaches for pen-based video
interaction: pen-based video annotations and video as ink.
The first uses pen-based annotations combined with motion tracking algorithms, in
order to augment video content with sketches or handwritten notes. It aims to study how
pen-based technology can be used to annotate a moving objects and how to maintain the
association between a pen-based annotations and the annotated moving object
The second concept replaces digital ink by video content, studding how pen gestures
and pressure can be used on video editing and what kind of changes are needed in the
interface, in order to provide a more familiar and creative interaction in this usage context.This work was partially funded by the UTAustin-Portugal, Digital Media, Program
(Ph.D. grant: SFRH/BD/42662/2007 - FCT/MCTES); by the HP Technology for Teaching
Grant Initiative 2006; by the project "TKB - A Transmedia Knowledge Base for contemporary
dance" (PTDC/EAT/AVP/098220/2008 funded by FCT/MCTES); and by CITI/DI/FCT/UNL (PEst-OE/EEI/UI0527/2011
Egocentric Hand Detection Via Dynamic Region Growing
Egocentric videos, which mainly record the activities carried out by the
users of the wearable cameras, have drawn much research attentions in recent
years. Due to its lengthy content, a large number of ego-related applications
have been developed to abstract the captured videos. As the users are
accustomed to interacting with the target objects using their own hands while
their hands usually appear within their visual fields during the interaction,
an egocentric hand detection step is involved in tasks like gesture
recognition, action recognition and social interaction understanding. In this
work, we propose a dynamic region growing approach for hand region detection in
egocentric videos, by jointly considering hand-related motion and egocentric
cues. We first determine seed regions that most likely belong to the hand, by
analyzing the motion patterns across successive frames. The hand regions can
then be located by extending from the seed regions, according to the scores
computed for the adjacent superpixels. These scores are derived from four
egocentric cues: contrast, location, position consistency and appearance
continuity. We discuss how to apply the proposed method in real-life scenarios,
where multiple hands irregularly appear and disappear from the videos.
Experimental results on public datasets show that the proposed method achieves
superior performance compared with the state-of-the-art methods, especially in
complicated scenarios
Augmented reality device for first response scenarios
A prototype of a wearable computer system is proposed and implemented using commercial off-shelf components. The system is designed to allow the user to access location-specific information about an environment, and to provide capability for user tracking. Areas of applicability include primarily first response scenarios, with possible applications in maintenance or construction of buildings and other structures. Necessary preparation of the target environment prior to system\u27s deployment is limited to noninvasive labeling using optical fiducial markers. The system relies on computational vision methods for registration of labels and user position. With the system the user has access to on-demand information relevant to a particular real-world location. Team collaboration is assisted by user tracking and real-time visualizations of team member positions within the environment. The user interface and display methods are inspired by Augmented Reality1 (AR) techniques, incorporating a video-see-through Head Mounted Display (HMD) and fingerbending sensor glove.*.
1Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and augmented by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators. (Source: Wikipedia) *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: Adobe Acrobat; Microsoft Office; Windows MediaPlayer or RealPlayer
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