7,973 research outputs found

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    Empirical Comparisons of Virtual Environment Displays

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    There are many different visual display devices used in virtual environment (VE) systems. These displays vary along many dimensions, such as resolution, field of view, level of immersion, quality of stereo, and so on. In general, no guidelines exist to choose an appropriate display for a particular VE application. Our goal in this work is to develop such guidelines on the basis of empirical results. We present two initial experiments comparing head-mounted displays with a workbench display and a foursided spatially immersive display. The results indicate that the physical characteristics of the displays, users' prior experiences, and even the order in which the displays are presented can have significant effects on performance

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Analysis of prepositions: near and away from Frames of reference.

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    XXII Jornades de Foment de la Investigació de la Facultat de Ciències Humanes i Socials (Any 2017)Traditional strategies and procedures to learn a foreign language include the study of rules of grammar and doing exercises such as filling the gaps, repetition of words, drills, memorization of irregular verbs and sentences which may express usual expressions of everyday life. Even if the array of exercises is adequate, polysemy in prepositions causes difficulties in choosing the proper preposition conveying the meaning required by different contexts. Two prepositions of the horizontal axis (near and away from) are taken into consideration in this paper. Approaching the problem from the theory of polysemy and understanding, the use of these prepositions is explored along the dimensions of function, topology – which is the study of physical space–, and force dynamics – introduced in studies such as Navarro (1998)–, as well as the notion of frame of reference (Levinson, 2004). Then, the different senses and uses of these prepositions of the horizontal axis are systematized, explained and examples are used to illustrate the difficulties in learning a language and the doubts which students may have in some situations

    Age-related effects on spatial memory across viewpoint changes relative to different reference frames

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    Remembering object positions across different views is a fundamental competence for acting and moving appropriately in a large-scale space. Behavioural and neurological changes in elderly subjects suggest that the spatial representations of the environment might decline compared to young participants. However, no data are available on the use of different reference frames within topographical space in aging. Here we investigated the use of allocentric and egocentric frames in aging, by asking young and older participants to encode the location of a target in a virtual room relative either to stable features of the room (allocentric environment-based frame), or to an unstable objects set (allocentric objects-based frame), or to the viewer's viewpoint (egocentric frame). After a viewpoint change of 0,circ,^{circ} (absent), 45,circ,^{circ} (small) or 135,circ,^{circ} (large), participants judged whether the target was in the same spatial position as before relative to one of the three frames. Results revealed a different susceptibility to viewpoint changes in older than young participants. Importantly, we detected a worst performance, in terms of reaction times, for older than young participants in the allocentric frames. The deficit was more marked for the environment-based frame, for which a lower sensitivity was revealed as well as a worst performance even when no viewpoint change occurred. Our data provide new evidence of a greater vulnerability of the allocentric, in particular environment-based, spatial coding with aging, in line with the retrogenesis theory according to which cognitive changes in aging reverse the sequence of acquisition in mental development
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