2,723 research outputs found

    CGAMES'2009

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    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: ‱ 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. ‱ 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. ‱ 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Foundations and Methods for GPU based Image Synthesis

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    Effects such as global illumination, caustics, defocus and motion blur are an integral part of generating images that are perceived as realistic pictures and cannot be distinguished from photographs. In general, two different approaches exist to render images: ray tracing and rasterization. Ray tracing is a widely used technique for production quality rendering of images. The image quality and physical correctness are more important than the time needed for rendering. Generating these effects is a very compute and memory intensive process and can take minutes to hours for a single camera shot. Rasterization on the other hand is used to render images if real-time constraints have to be met (e.g. computer games). Often specialized algorithms are used to approximate these complex effects to achieve plausible results while sacrificing image quality for performance. This thesis is split into two parts. In the first part we look at algorithms and load-balancing schemes for general purpose computing on graphics processing units (GPUs). Most of the ray tracing related algorithms (e.g. KD-tree construction or bidirectional path tracing) have unpredictable memory requirements. Dynamic memory allocation on GPUs suffers from global synchronization required to keep the state of current allocations. We present a method to reduce this overhead on massively parallel hardware architectures. In particular, we merge small parallel allocation requests from different threads that can occur while exploiting SIMD style parallelism. We speed-up the dynamic allocation using a set of constraints that can be applied to a large class of parallel algorithms. To achieve the image quality needed for feature films GPU-cluster are often used to cope with the amount of computation needed. We present a framework that employs a dynamic load balancing approach and applies fair scheduling to minimize the average execution time of spawned computational tasks. The load balancing capabilities are shown by handling irregular workloads: a bidirectional path tracer allowing renderings of complex effects at near interactive frame rates. In the second part of the thesis we try to reduce the image quality gap between production and real-time rendering. Therefore, an adaptive acceleration structure for screen-space ray tracing is presented that represents the scene geometry by planar approximations. The benefit is a fast method to skip empty space and compute exact intersection points based on the planar approximation. This technique allows simulating complex phenomena including depth-of-field rendering and ray traced reflections at real-time frame rates. To handle motion blur in combination with transparent objects we present a unified rendering approach that decouples space and time sampling. Thereby, we can achieve interactive frame rates by reusing fragments during the sampling step. The scene geometry that is potentially visible at any point in time for the duration of a frame is rendered in a rasterization step and stored in temporally varying fragments. We perform spatial sampling to determine all temporally varying fragments that intersect with a specific viewing ray at any point in time. Viewing rays can be sampled according to the lens uv-sampling to incorporate depth-of-field. In a final temporal sampling step, we evaluate the pre-determined viewing ray/fragment intersections for one or multiple points in time. This allows incorporating standard shading effects including and resulting in a physically plausible motion and defocus blur for transparent and opaque objects

    Physical Selection in Ubiquitous Computing

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    Jokapaikan tietotekniikassa (ubiquitous computing) tietotekniset laitteet sulautuvat fyysiseen ympÀristöön siten ettÀ niiden kÀyttÀjÀt voivat olla yhtÀ aikaa vuorovaikutuksessa nÀiden laitteiden kanssa ja toimia fyysisessÀ ympÀristössÀÀn. Laitteet ovat yhteydessÀ toisiinsa, ne ovat eri kokoisia ja niillÀ on erilaisia syöttö- ja tulostusmahdollisuuksia tarkoituksestaan riippuen. NÀmÀ jokapaikan tietotekniikan ominaisuudet luovat tarpeen vuorovaikutustavoille, jotka eroavat huomattavasti tavanomaisten työpöytÀtietokoneiden vuorovaikutustavoista. Fyysinen valinta (physical selection) on jokapaikan tietotekniikan vuorovaikutustehtÀvÀ, jota kÀytetÀÀn kertomaan kÀyttÀjÀn kannettavalle pÀÀtelaitteelle minkÀ fyysisen esineen kanssa kÀyttÀjÀ haluaa olla vuorovaikutuksessa. Fyysinen valinta perustuu tunnisteisiin (tag), jotka yksilöivÀt fyysiset esineet tai sisÀltÀvÀt fyysisen hyperlinkin digitaalisessa muodossa olevaan tietoon, joka liittyy esineeseen, johon kyseinen tunniste on liitetty. KÀyttÀjÀ valitsee fyysisen hyperlinkin koskettamalla, osoittamalla tai skannaamalla tunnistetta sopivalla lukulaitteella varustetulla pÀÀtelaitteellaan. Fyysinen valinta voidaan toteuttaa erilaisilla teknologioilla, kuten sÀhköisesti luettavilla tunnisteilla ja niiden lukijoilla, infrapunalÀhettimillÀ sekÀ optisesti luettavilla tunnisteilla ja matkapuhelinten kameroilla. TÀssÀ vÀitöskirjassa analysoidaan fyysistÀ valintaa vuorovaikutustehtÀvÀnÀ ja toteutusteknisestÀ nÀkökulmasta sekÀ esitellÀÀn eri valintatavat ­ kosketus, osoitus ja skannaus. Koskeusta ja osoitusta on tutkittu toteuttamalla prototyyppi ja tutkimalla sen avulla valintatapoja kokeellisesti. TÀmÀn vÀitöskirjan tuloksiin kuuluu fyysisen valinnan analysointi jokapaikan tietotekniikan kontekstissa, ehdotuksia fyysisten hyperlinkkien visualisoinnista sekÀ fyysisessÀ ympÀristössÀ ettÀ pÀÀtelaitteessa, ja kÀyttÀjÀvaatimuksia fyysiselle valinnalle osana jokapaikan tietotekniikan arkkitehtuuria.In ubiquitous computing, the computing devices are embedded into the physical environment so that the users can interact with the devices at the same time as they interact with the physical environment. The various devices are connected to each other, and have various sizes and input and output capabilities depending on their purpose. These features of ubiquitous computing create a need for interaction methods that are radically different from the desktop computer interactions. Physical selection is an interaction task for ubiquitous computing and it is used to tell the user s mobile terminal which physical object the user wants to interact with. It is based on tags that identify physical objects or store a physical hyperlink to digital information related to the object the tag is attached to. The user selects the physical hyperlink by touching, pointing or scanning the tag with the mobile terminal that is equipped with an appropriate reader. Physical selection has been implemented with various technologies, such as radio-frequency tags and readers, infrared transceivers, and optically readable tags and mobile phone cameras. In this dissertation, physical selection is analysed as a user interaction task, and from the implementation viewpoint. Different selection methods ­ touching, pointing and scanning ­ are presented. Touching and pointing have been studied by implementing a prototype and conducting user experiments with it. The contributions of this dissertation include an analysis of physical selection in the ubiquitous computing context, suggestions for visualising the physical hyperlinks in both the physical environment and in the mobile terminal, and user requirements for physical selection as a part of an ambient intelligence architecture

    Physical Selection in Ubiquitous Computing

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    Jokapaikan tietotekniikassa (ubiquitous computing) tietotekniset laitteet sulautuvat fyysiseen ympÀristöön siten ettÀ niiden kÀyttÀjÀt voivat olla yhtÀ aikaa vuorovaikutuksessa nÀiden laitteiden kanssa ja toimia fyysisessÀ ympÀristössÀÀn. Laitteet ovat yhteydessÀ toisiinsa, ne ovat eri kokoisia ja niillÀ on erilaisia syöttö- ja tulostusmahdollisuuksia tarkoituksestaan riippuen. NÀmÀ jokapaikan tietotekniikan ominaisuudet luovat tarpeen vuorovaikutustavoille, jotka eroavat huomattavasti tavanomaisten työpöytÀtietokoneiden vuorovaikutustavoista. Fyysinen valinta (physical selection) on jokapaikan tietotekniikan vuorovaikutustehtÀvÀ, jota kÀytetÀÀn kertomaan kÀyttÀjÀn kannettavalle pÀÀtelaitteelle minkÀ fyysisen esineen kanssa kÀyttÀjÀ haluaa olla vuorovaikutuksessa. Fyysinen valinta perustuu tunnisteisiin (tag), jotka yksilöivÀt fyysiset esineet tai sisÀltÀvÀt fyysisen hyperlinkin digitaalisessa muodossa olevaan tietoon, joka liittyy esineeseen, johon kyseinen tunniste on liitetty. KÀyttÀjÀ valitsee fyysisen hyperlinkin koskettamalla, osoittamalla tai skannaamalla tunnistetta sopivalla lukulaitteella varustetulla pÀÀtelaitteellaan. Fyysinen valinta voidaan toteuttaa erilaisilla teknologioilla, kuten sÀhköisesti luettavilla tunnisteilla ja niiden lukijoilla, infrapunalÀhettimillÀ sekÀ optisesti luettavilla tunnisteilla ja matkapuhelinten kameroilla. TÀssÀ vÀitöskirjassa analysoidaan fyysistÀ valintaa vuorovaikutustehtÀvÀnÀ ja toteutusteknisestÀ nÀkökulmasta sekÀ esitellÀÀn eri valintatavat ­ kosketus, osoitus ja skannaus. Koskeusta ja osoitusta on tutkittu toteuttamalla prototyyppi ja tutkimalla sen avulla valintatapoja kokeellisesti. TÀmÀn vÀitöskirjan tuloksiin kuuluu fyysisen valinnan analysointi jokapaikan tietotekniikan kontekstissa, ehdotuksia fyysisten hyperlinkkien visualisoinnista sekÀ fyysisessÀ ympÀristössÀ ettÀ pÀÀtelaitteessa, ja kÀyttÀjÀvaatimuksia fyysiselle valinnalle osana jokapaikan tietotekniikan arkkitehtuuria.In ubiquitous computing, the computing devices are embedded into the physical environment so that the users can interact with the devices at the same time as they interact with the physical environment. The various devices are connected to each other, and have various sizes and input and output capabilities depending on their purpose. These features of ubiquitous computing create a need for interaction methods that are radically different from the desktop computer interactions. Physical selection is an interaction task for ubiquitous computing and it is used to tell the user s mobile terminal which physical object the user wants to interact with. It is based on tags that identify physical objects or store a physical hyperlink to digital information related to the object the tag is attached to. The user selects the physical hyperlink by touching, pointing or scanning the tag with the mobile terminal that is equipped with an appropriate reader. Physical selection has been implemented with various technologies, such as radio-frequency tags and readers, infrared transceivers, and optically readable tags and mobile phone cameras. In this dissertation, physical selection is analysed as a user interaction task, and from the implementation viewpoint. Different selection methods ­ touching, pointing and scanning ­ are presented. Touching and pointing have been studied by implementing a prototype and conducting user experiments with it. The contributions of this dissertation include an analysis of physical selection in the ubiquitous computing context, suggestions for visualising the physical hyperlinks in both the physical environment and in the mobile terminal, and user requirements for physical selection as a part of an ambient intelligence architecture

    Network streaming and compression for mixed reality tele-immersion

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    Bulterman, D.C.A. [Promotor]Cesar, P.S. [Copromotor
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