35 research outputs found

    Intelligent system for interaction with virtual characters based on volumetric sensors

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    Dissertação de Mestrado, Engenharia Elétrica e Eletrónica, Instituto Superior de Engenharia, Universidade do Algarve, 2015A tecnologia vem sendo desenvolvida para ajudar-nos a completar ou aumentar a produtividade nas nossas tarefas diárias. Muitas das máquinas construídas têm sido progressivamente aperfeiçoadas para funcionar mais como um ser humano, usando para isso os mais variados sensores. Um dos problemas mais desafiantes que a tecnologia encontrou é como dar a uma máquina a capacidade que um "animal" tem de perceber o mundo através do seu sistema visual. Uma solução será usar na máquina sistemas inteligentes que usem visão computacional. Uma grande ajuda pode chegar da perceção de profundidade pela máquina, tornando menos complexa a deteção e a compreensão de objetos numa imagem por parte desta. Com o aparecimento de sensores volumétricos (tridimensional 3D) no mercado consumidor, aumentaram os desenvolvimentos feitos nesta área científica, permitindo assim a sua integração na maioria dos dispositivos, tais como computadores ou dispositivos móveis, a um preço muito competitivo. Os sensores volumétricos podem ser usados nas mais variadas áreas pois apesar de terem aparecido inicialmente na área dos videojogos, estendemse ainda à área de vídeo, modelação 3D, interfaces, jogos ou realidade virtual e aumentada. Esta dissertação foca essencialmente no desenvolvimento de sistemas (inteligentes) baseados em sensores volumétricos (neste caso a Microsoft Kinect) para a interação com avatares ou filmes. Quanto a aplicações na área de vídeo, foi desenvolvida uma solução onde um sensor 3D ajuda um utilizador a seguir uma narrativa que é iniciada assim que o utilizador é detetado, mudando os acontecimentos do vídeo consoante ações pré-determinadas do utilizador. O utilizador pode então mudar o rumo da história mudando de posição ou efetuando um gesto. Esta solução é ilustrada utilizando retroprojeção, existindo ainda a possibilidade de ser apresentada em modo holograma numa abordagem à escala. O descrito no anterior parágrafo pode também ser aplicada a uma solução de vertente mais comercial. Para isso, foi desenvolvido uma aplicação altamente configurável, podendo-se ajustar (em termos visuais) às necessidades de diferentes companhias. O ambiente gráfico é acompanhado por um avatar ou por um video (previamente gravado), que interage com um utilizador através de gestos, dando uma sensação mais realista devido à utilização de holografia. Ao interagir com a instalação, são registados todos os movimentos e interações efetuadas pelo utilizador para que estatísticas sejam construídas, de maneira a perceber os conteúdos com mais interesse bem como as áreas físicas com mais interação. Adicionalmente, o utilizador poderá ter a sua fotografia completa ou tipo BI extraída, podendo-lhe ser oferecidos em produtos promocionais da empresa. Devido à curta área de interação oferecida por um sensor deste tipo (Kinect), foi também desenvolvida a possibilidade de juntar vários sensores, 4 para cobrir 180º (graus) em frente da instalação ou ainda 8 para cobrir os 360º à volta da instalação, de maneira a que os utilizadores possam ser detetados por qualquer um deles e que não sejam perdidos quando atravessam para uma zona de outro sensor, ou mesmo quando saem do campo de visão dos sensores e retornam mais tarde. Apesar dos sensores referidos serem mais conhecidos na interação com um jogo virtual, jogos reais e físicos também podem beneficiar deste tipo de sensor. Neste último ponto, é apresentada uma ferramenta de realidade aumentada para snooker ou bilhar. Nesta aplicação, um sensor 3D colocado por cima da mesa, capta a área de jogo sendo depois processada para que sejam detetadas as bolas, o taco e as tabelas. Sempre que possível, esta deteção é feita usando a terceira dimensão (profundidade) oferecida por estes sensores, tornando-se por exemplo mais robusto a mudanças quanto a condições luminosas. Com estes dados é então previsto, utilizando álgebra vetorial, a trajetória da bola, sendo projetado o resultado na mesa

    Semantic Video Quality Assessment

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    The increasing availability of high-speed internet connections, the increase in smartphone usability and also the ubiquity of social networking, all combined, help to create a great diversity of User-Generated Content (UGC). Along with this expansion, Ultra High Definition (UHD) broadcast technology has been developing rapidly since its beginning. This created the need to distinguish between good and bad quality videos. The best way to assess the quality of a video is through the human eye. However, given the amount of content it becomes quite impractical. Therefore, computational methods are used. These methods try to assess it as close as possible to what would be assessed by the human vision. The semantics of a video is the meaning of the video itself and using this information, an idea of what the video is about can be provided, helping even in the assessment of a video. Having that in mind, this thesis uses a video collection and a news articles collection in order to extract the information regarding the objects in the scene and the terms in the news. The similarity between both information is taken into consideration to assess the quality o the videos. In this way, the assessment is done using semantic information. The main contributions of this work are the video quality assessment based on semantic information and an evaluation of a set of object detection algorithms used for semantic extraction in videos

    High-dimensional glyph-based visualization and interactive techniques.

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    The advancement of modern technology and scientific measurements has led to datasets growing in both size and complexity, exposing the need for more efficient and effective ways of visualizing and analysing data. Despite the amount of progress in visualization methods, high-dimensional data still poses a number of significant challenges in terms of the technical ability of realising such a mapping, and how accurate they are actually interpreted. The different data sources and characteristics which arise from a wide range of scientific domains as well as specific design requirements constantly create new special challenges for visualization research. This thesis presents several contributions to the field of glyph-based visualization. Glyphs are parametrised objects which encode one or more data values to its appearance (also referred to as visual channels) such as their size, colour, shape, and position. They have been widely used to convey information visually, and are especially well suited for displaying complex, multi-faceted datasets. Its major strength is the ability to depict patterns of data in the context of a spatial relationship, where multi-dimensional trends can often be perceived more easily. Our research is set in the broad scope of multi-dimensional visualization, addressing several aspects of glyph-based techniques, including visual design, perception, placement, interaction, and applications. In particular, this thesis presents a comprehensive study on one interaction technique, namely sorting, for supporting various analytical tasks. We have outlined the concepts of glyph- based sorting, identified a set of design criteria for sorting interactions, designed and prototyped a user interface for sorting multivariate glyphs, developed a visual analytics technique to support sorting, conducted an empirical study on perceptual orderability of visual channels used in glyph design, and applied glyph-based sorting to event visualization in sports applications. The content of this thesis is organised into two parts. Part I provides an overview of the basic concepts of glyph-based visualization, before describing the state-of-the-art in this field. We then present a collection of novel glyph-based approaches to address challenges created from real-world applications. These are detailed in Part II. Our first approach involves designing glyphs to depict the composition of multiple error-sensitivity fields. This work addresses the problem of single camera positioning, using both 2D and 3D methods to support camera configuration based on various constraints in the context of a real-world environment. Our second approach present glyphs to visualize actions and events "at a glance". We discuss the relative merits of using metaphoric glyphs in comparison to other types of glyph designs to the particular problem of real-time sports analysis. As a result of this research, we delivered a visualization software, MatchPad, on a tablet computer. It successfully helped coaching staff and team analysts to examine actions and events in detail whilst maintaining a clear overview of the match, and assisted in their decision making during the matches. Abstract shortened by ProQuest

    Concepts in Light Microscopy of Viruses

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    Viruses threaten humans, livestock, and plants, and are difficult to combat. Imaging of viruses by light microscopy is key to uncover the nature of known and emerging viruses in the quest for finding new ways to treat viral disease and deepening the understanding of virus–host interactions. Here, we provide an overview of recent technology for imaging cells and viruses by light microscopy, in particular fluorescence microscopy in static and live-cell modes. The review lays out guidelines for how novel fluorescent chemical probes and proteins can be used in light microscopy to illuminate cells, and how they can be used to study virus infections. We discuss advantages and opportunities of confocal and multi-photon microscopy, selective plane illumination microscopy, and super-resolution microscopy. We emphasize the prevalent concepts in image processing and data analyses, and provide an outlook into label-free digital holographic microscopy for virus research

    A technology-aided multi-modal training approach to assist abdominal palpation training and its assessment in medical education

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    Kinaesthetic Learning Activities (KLA) are techniques for enhancing the motor learning process to provide a deep understanding of fundamental skills in particular disciplines. With KLA learning takes place by carrying out a physical activity to transform empirical achievements into representative cognitive understanding. In disciplines such as medical education, frequent hands-on practice of certain motor skills plays a key role in the development of medical students' competency. Therefore it is essential that clinicians master these core skills early on in their educational journey as well as retain them for the entirety of their career. Transferring knowledge of performing dexterous motor skills, such as clinical examinations, from experts to novices demands a systematic approach to quantify relevant motor variables with the help of medical experts in order to form a reference best practice model for target skills. Additional information (augmented feedback) on certain aspects of movements could be extracted from this model and visualised via multi-modal sensory channels in order to enhance motor performance and learning processes. This thesis proposes a novel KLA methodology to significantly improve the quality of palpation training in medical students. In particular, it investigates whether it is possible to enhance the existing abdominal palpation skills acquisition process (motor performance and learning) with provision of instructional concurrent and terminal augmented feedback on applied forces by the learner's hand via an autonomous multimodal displays. This is achieved by considering the following: identifying key motor variables with help of medical experts; forming a gold standard model for target skills by collecting pre-defined motor variables with an innovative quantification technique; designing an assessment criteria by analysing the medical experts' data; and systematically evaluating the impact of instructional augmented feedback on medical students' motor performance with two distinct assessment approaches(a machine-based and a human-based). In addition, an evaluation of performance on a simpler task is carried out using a game-based training method, to compare feedback visualisation techniques, such as concurrent visual and auditory feedback as used in a serious games environment, with abstract visualisation of motor variables. A detailed between-participants study is presented to evaluate the effect of concurrent augmented feedback on participants' skills acquisition in the motor learning process. Significant improvement on medical students' motor performance was observed when augmented feedback on applied forces were visually presented (H(2) = 6:033, p < :05). Moreover, a positive correlation was reported between computer-generated scores and human-generated scores, r = :62, p (one-tailed) < :05. This indicates the potential of the computer-based assessment technique to assist the current assessment process in medical education. The same results were also achieved in a blind-folded (no-feedback) transfer test to evaluate performance and short-term retention of skills in the game-based training approach. The accuracy in the exerted target force for participants in the game-playing group, who were trained using the game approach (Mdn = 0:86), differed significantly from the participants in control group, who trained using the abstract visualisation of the exerted force value (Mdn = 1:56), U = 61, z = -2:137, p < :05, r = -0:36. Finally, the usability of both motor learning approaches were surveyed via feedback questionnaires and positive responses were achieved from users. The research presented shows that concurrent augmented feedback significantly improves the participants' motor control abilities. Furthermore, advanced visualisation techniques such as multi-modal displays increases the participants' motivation to engage in learning and to retain motor skills
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