24 research outputs found
The ASPECTA toolkit : affordable Full Coverage Displays
Full Coverage Displays (FCDs) cover the interior surface of an entire room with pixels. FCDs make possible many new kinds of immersive display experiences - but current technology for building FCDs is expensive and complex, and software support for developing full-coverage applications is limited. To address these problems, we introduce ASPECTA, a hardware configuration and software toolkit that provide a low-cost and easy-to-use solution for creating full coverage systems. We outline ASPECTA’s (minimal) hardware requirements and describe the toolkit’s architecture, development API, server implementation, and configuration tool; we also provide a full example of how the toolkit can be used. We performed two evaluations of the toolkit: a case study of a research system built with ASPECTA, and a laboratory study that tested the effectiveness of the API. Our evaluations, as well as multiple examples of ASPECTA in use, show how ASPECTA can simplify configuration and development while still dramatically reducing the cost for creators of applications that take advantage of full-coverage displays.Postprin
Teegi: Tangible EEG Interface
We introduce Teegi, a Tangible ElectroEncephaloGraphy (EEG) Interface that
enables novice users to get to know more about something as complex as brain
signals, in an easy, en- gaging and informative way. To this end, we have
designed a new system based on a unique combination of spatial aug- mented
reality, tangible interaction and real-time neurotech- nologies. With Teegi, a
user can visualize and analyze his or her own brain activity in real-time, on a
tangible character that can be easily manipulated, and with which it is
possible to interact. An exploration study has shown that interacting with
Teegi seems to be easy, motivating, reliable and infor- mative. Overall, this
suggests that Teegi is a promising and relevant training and mediation tool for
the general public.Comment: to appear in UIST-ACM User Interface Software and Technology
Symposium, Oct 2014, Honolulu, United State
Advances in Human Robot Interaction for Cloud Robotics applications
In this thesis are analyzed different and innovative techniques for Human Robot Interaction. The focus of this thesis is on the interaction with flying robots. The first part is a preliminary description of the state of the art interactions techniques. Then the first project is Fly4SmartCity, where it is analyzed the interaction between humans (the citizen and the operator) and drones mediated by a cloud robotics platform. Then there is an application of the sliding autonomy paradigm and the analysis of different degrees of autonomy supported by a cloud robotics platform. The last part is dedicated to the most innovative technique for human-drone interaction in the User’s Flying Organizer project (UFO project). This project wants to develop a flying robot able to project information into the environment exploiting concepts of Spatial Augmented Realit
Roomalive: Magical experiences enabled by scalable, adaptive projector-camera units
ABSTRACT RoomAlive is a proof-of-concept prototype that transforms any room into an immersive, augmented entertainment experience. Our system enables new interactive projection mapping experiences that dynamically adapts content to any room. Users can touch, shoot, stomp, dodge and steer projected content that seamlessly co-exists with their existing physical environment. The basic building blocks of RoomAlive are projector-depth camera units, which can be combined through a scalable, distributed framework. The projector-depth camera units are individually autocalibrating, self-localizing, and create a unified model of the room with no user intervention. We investigate the design space of gaming experiences that are possible with RoomAlive and explore methods for dynamically mapping content based on room layout and user position. Finally we showcase four experience prototypes that demonstrate the novel interactive experiences that are possible with RoomAlive and discuss the design challenges of adapting any game to any room
One Reality: Augmenting How the Physical World is Experienced by combining Multiple Mixed Reality Modalities
International audienceMost of our daily activities take place in the physical world, which inherently imposes physical constraints. In contrast, the digital world is very flexible, but usually isolated from its physical counterpart. To combine these two realms, many Mixed Reality (MR) techniques have been explored, at different levels in the continuum. In this work we present an integrated Mixed Reality ecosystem that allows users to incrementally transition from pure physical to pure virtual experiences in a unique reality. This system stands on a conceptual framework composed of 6 levels. This paper presents these levels as well as the related interaction techniques