1,442 research outputs found

    Multimodal fusion : gesture and speech input in augmented reality environment

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    Augmented Reality (AR) has the capability to interact with the virtual objects and physical objects simultaneously since it combines the real world with virtual world seamlessly. However, most AR interface applies conventional Virtual Reality (VR) interaction techniques without modification. In this paper we explore the multimodal fusion for AR with speech and hand gesture input. Multimodal fusion enables users to interact with computers through various input modalities like speech, gesture, and eye gaze. At the first stage to propose the multimodal interaction, the input modalities are decided to be selected before be integrated in an interface. The paper presents several related works about to recap the multimodal approaches until it recently has been one of the research trends in AR. It presents the assorted existing works in multimodal for VR and AR. In AR, multimodal considers as the solution to improve the interaction between the virtual and physical entities. It is an ideal interaction technique for AR applications since AR supports interactions in real and virtual worlds in the real-time. This paper describes the recent studies in AR developments that appeal gesture and speech inputs. It looks into multimodal fusion and its developments, followed by the conclusion.This paper will give a guideline on multimodal fusion on how to integrate the gesture and speech inputs in AR environment

    Multimodal and multidimensional geodata interaction and visualization

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    This PhD proposes the development of a Science Data Visualization System, SdVS, that analyzes and presents different kinds of visualizing and interacting techniques with Geo-data, in order to deal with knowledge about Geo-data using GoogleEarth. After that, we apply the archaeological data as a case study, and, as a result, we develop the Archaeological Visualization System, ArVS, using new visualization paradigms and Human-Computer-Interaction techniques based on SdVS. Furthermore, SdVS provides guidelines for developing any other visualization and interacting applications in the future, and how the users can use SdVS system to enhance the understanding and dissemination of knowledge

    A Survey of Interaction Techniques and Devices for Large High Resolution Displays

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    Innovations in large high-resolution wall-sized displays have been yielding benefits to visualizations in industry and academia, leading to a rapidly growing increase of their implementations. In scenarios such as these, the displayed visual information tends to be larger than the users field of view, hence the necessity to move away from traditional interaction methods towards more suitable interaction devices and techniques. This paper aspires to explore the state-of-the-art with respect to such technologies for large high-resolution displays

    Embodied interaction with visualization and spatial navigation in time-sensitive scenarios

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    Paraphrasing the theory of embodied cognition, all aspects of our cognition are determined primarily by the contextual information and the means of physical interaction with data and information. In hybrid human-machine systems involving complex decision making, continuously maintaining a high level of attention while employing a deep understanding concerning the task performed as well as its context are essential. Utilizing embodied interaction to interact with machines has the potential to promote thinking and learning according to the theory of embodied cognition proposed by Lakoff. Additionally, the hybrid human-machine system utilizing natural and intuitive communication channels (e.g., gestures, speech, and body stances) should afford an array of cognitive benefits outstripping the more static forms of interaction (e.g., computer keyboard). This research proposes such a computational framework based on a Bayesian approach; this framework infers operator\u27s focus of attention based on the physical expressions of the operators. Specifically, this work aims to assess the effect of embodied interaction on attention during the solution of complex, time-sensitive, spatial navigational problems. Toward the goal of assessing the level of operator\u27s attention, we present a method linking the operator\u27s interaction utility, inference, and reasoning. The level of attention was inferred through networks coined Bayesian Attentional Networks (BANs). BANs are structures describing cause-effect relationships between operator\u27s attention, physical actions and decision-making. The proposed framework also generated a representative BAN, called the Consensus (Majority) Model (CMM); the CMM consists of an iteratively derived and agreed graph among candidate BANs obtained by experts and by the automatic learning process. Finally, the best combinations of interaction modalities and feedback were determined by the use of particular utility functions. This methodology was applied to a spatial navigational scenario; wherein, the operators interacted with dynamic images through a series of decision making processes. Real-world experiments were conducted to assess the framework\u27s ability to infer the operator\u27s levels of attention. Users were instructed to complete a series of spatial-navigational tasks using an assigned pairing of an interaction modality out of five categories (vision-based gesture, glove-based gesture, speech, feet, or body balance) and a feedback modality out of two (visual-based or auditory-based). Experimental results have confirmed that physical expressions are a determining factor in the quality of the solutions in a spatial navigational problem. Moreover, it was found that the combination of foot gestures with visual feedback resulted in the best task performance (p\u3c .001). Results have also shown that embodied interaction-based multimodal interface decreased execution errors that occurred in the cyber-physical scenarios (p \u3c .001). Therefore we conclude that appropriate use of interaction and feedback modalities allows the operators maintain their focus of attention, reduce errors, and enhance task performance in solving the decision making problems

    Systematic literature review of hand gestures used in human computer interaction interfaces

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    Gestures, widely accepted as a humans' natural mode of interaction with their surroundings, have been considered for use in human-computer based interfaces since the early 1980s. They have been explored and implemented, with a range of success and maturity levels, in a variety of fields, facilitated by a multitude of technologies. Underpinning gesture theory however focuses on gestures performed simultaneously with speech, and majority of gesture based interfaces are supported by other modes of interaction. This article reports the results of a systematic review undertaken to identify characteristics of touchless/in-air hand gestures used in interaction interfaces. 148 articles were reviewed reporting on gesture-based interaction interfaces, identified through searching engineering and science databases (Engineering Village, Pro Quest, Science Direct, Scopus and Web of Science). The goal of the review was to map the field of gesture-based interfaces, investigate the patterns in gesture use, and identify common combinations of gestures for different combinations of applications and technologies. From the review, the community seems disparate with little evidence of building upon prior work and a fundamental framework of gesture-based interaction is not evident. However, the findings can help inform future developments and provide valuable information about the benefits and drawbacks of different approaches. It was further found that the nature and appropriateness of gestures used was not a primary factor in gesture elicitation when designing gesture based systems, and that ease of technology implementation often took precedence

    Application-driven visual computing towards industry 4.0 2018

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    245 p.La Tesis recoge contribuciones en tres campos: 1. Agentes Virtuales Interactivos: autónomos, modulares, escalables, ubicuos y atractivos para el usuario. Estos IVA pueden interactuar con los usuarios de manera natural.2. Entornos de RV/RA Inmersivos: RV en la planificación de la producción, el diseño de producto, la simulación de procesos, pruebas y verificación. El Operario Virtual muestra cómo la RV y los Co-bots pueden trabajar en un entorno seguro. En el Operario Aumentado la RA muestra información relevante al trabajador de una manera no intrusiva. 3. Gestión Interactiva de Modelos 3D: gestión online y visualización de modelos CAD multimedia, mediante conversión automática de modelos CAD a la Web. La tecnología Web3D permite la visualización e interacción de estos modelos en dispositivos móviles de baja potencia.Además, estas contribuciones han permitido analizar los desafíos presentados por Industry 4.0. La tesis ha contribuido a proporcionar una prueba de concepto para algunos de esos desafíos: en factores humanos, simulación, visualización e integración de modelos

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    Magic wand and the Enigma of the Sphinx

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    This paper presents an evaluation of the benefits and user acceptance of a multimodal interface in which the user interacts with a game-like interactive virtual reality application "The Enigma of the Sphinx". The interface consists of a large projection screen as the main display, a "magic wand", a stereo sound system and the user's voice for "casting spells". We present our conclusions concerning "friendliness" and sense of presence, based on observations of more than 150 users in a public even

    Two Hand Gesture Based 3D Navigation in Virtual Environments

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    Natural interaction is gaining popularity due to its simple, attractive, and realistic nature, which realizes direct Human Computer Interaction (HCI). In this paper, we presented a novel two hand gesture based interaction technique for 3 dimensional (3D) navigation in Virtual Environments (VEs). The system used computer vision techniques for the detection of hand gestures (colored thumbs) from real scene and performed different navigation (forward, backward, up, down, left, and right) tasks in the VE. The proposed technique also allow users to efficiently control speed during navigation. The proposed technique is implemented via a VE for experimental purposes. Forty (40) participants performed the experimental study. Experiments revealed that the proposed technique is feasible, easy to learn and use, having less cognitive load on users. Finally gesture recognition engines were used to assess the accuracy and performance of the proposed gestures. kNN achieved high accuracy rates (95.7%) as compared to SVM (95.3%). kNN also has high performance rates in terms of training time (3.16 secs) and prediction speed (6600 obs/sec) as compared to SVM with 6.40 secs and 2900 obs/sec

    Virtual Reality Application in Data Visualization and Analysis

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    This thesis is aimed for finding a solution for non-gaming application of Virtual Reality technology in data visualization and analysis. Starting by reconstructing the concept of Virtual Reality, the paper then describes the principles, concepts and techniques of designing a Virtual Reality application. In the last part of the thesis, a detailed description of how a prototype implemented is presented to provide a preview of how data visualization and analysis and Virtual Reality technology can be combined together in order to enable users to perceive and comprehend data in a possibly better way
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