1,391 research outputs found
Exploring Choreographers’ Conceptions of Motion Capture for Full Body Interaction
We present the results of a group interview of choreographers aimed at understanding their conceptions of how movement can be used to in live performance. This understanding intended to inform research into full body interaction for live performance and other more general full body interfaces. The results of the interview suggest a new way of conceiving of interaction with digital technology, neither as a representation of movement, not as an interface that responds to movement but as a means of transforming movement. This transformed movement can then serve as a starting point for a dancers responses to transformations of their own movement thus setting up an improvisational feedback loop
Establishing a Framework for the development of Multimodal Virtual Reality Interfaces with Applicability in Education and Clinical Practice
The development of Virtual Reality (VR) and Augmented Reality (AR) content with
multiple sources of both input and output has led to countless contributions in a great
many number of fields, among which medicine and education.
Nevertheless, the actual process of integrating the existing VR/AR media and subsequently
setting it to purpose is yet a highly scattered and esoteric undertaking. Moreover,
seldom do the architectures that derive from such ventures comprise haptic feedback in
their implementation, which in turn deprives users from relying on one of the paramount
aspects of human interaction, their sense of touch.
Determined to circumvent these issues, the present dissertation proposes a centralized
albeit modularized framework that thus enables the conception of multimodal VR/AR
applications in a novel and straightforward manner.
In order to accomplish this, the aforesaid framework makes use of a stereoscopic VR
Head Mounted Display (HMD) from Oculus Rift©, a hand tracking controller from Leap
Motion©, a custom-made VR mount that allows for the assemblage of the two preceding
peripherals and a wearable device of our own design. The latter is a glove that encompasses
two core modules in its innings, one that is able to convey haptic feedback to its
wearer and another that deals with the non-intrusive acquisition, processing and registering
of his/her Electrocardiogram (ECG), Electromyogram (EMG) and Electrodermal
Activity (EDA). The software elements of the aforementioned features were all interfaced
through Unity3D©, a powerful game engine whose popularity in academic and scientific
endeavors is evermore increasing.
Upon completion of our system, it was time to substantiate our initial claim with
thoroughly developed experiences that would attest to its worth. With this premise
in mind, we devised a comprehensive repository of interfaces, amid which three merit
special consideration: Brain Connectivity Leap (BCL), Ode to Passive Haptic Learning
(PHL) and a Surgical Simulator
Review: Development and technical design of tangible user interfaces in wide-field areas of application
A tangible user interface or TUI connects physical objects and digital interfaces. It is more interactive and interesting for users than a classic graphic user interface. This article presents a descriptive overview of TUI's real-world applications sorted into ten main application areas-teaching of traditional subjects, medicine and psychology, programming, database development, music and arts, modeling of 3D objects, modeling in architecture, literature and storytelling, adjustable TUI solutions, and commercial TUI smart toys. The paper focuses on TUI's technical solutions and a description of technical constructions that influences the applicability of TUIs in the real world. Based on the review, the technical concept was divided into two main approaches: the sensory technical concept and technology based on a computer vision algorithm. The sensory technical concept is processed to use wireless technology, sensors, and feedback possibilities in TUI applications. The image processing approach is processed to a marker and markerless approach for object recognition, the use of cameras, and the use of computer vision platforms for TUI applications.Web of Science2113art. no. 425
Pathway to Future Symbiotic Creativity
This report presents a comprehensive view of our vision on the development
path of the human-machine symbiotic art creation. We propose a classification
of the creative system with a hierarchy of 5 classes, showing the pathway of
creativity evolving from a mimic-human artist (Turing Artists) to a Machine
artist in its own right. We begin with an overview of the limitations of the
Turing Artists then focus on the top two-level systems, Machine Artists,
emphasizing machine-human communication in art creation. In art creation, it is
necessary for machines to understand humans' mental states, including desires,
appreciation, and emotions, humans also need to understand machines' creative
capabilities and limitations. The rapid development of immersive environment
and further evolution into the new concept of metaverse enable symbiotic art
creation through unprecedented flexibility of bi-directional communication
between artists and art manifestation environments. By examining the latest
sensor and XR technologies, we illustrate the novel way for art data collection
to constitute the base of a new form of human-machine bidirectional
communication and understanding in art creation. Based on such communication
and understanding mechanisms, we propose a novel framework for building future
Machine artists, which comes with the philosophy that a human-compatible AI
system should be based on the "human-in-the-loop" principle rather than the
traditional "end-to-end" dogma. By proposing a new form of inverse
reinforcement learning model, we outline the platform design of machine
artists, demonstrate its functions and showcase some examples of technologies
we have developed. We also provide a systematic exposition of the ecosystem for
AI-based symbiotic art form and community with an economic model built on NFT
technology. Ethical issues for the development of machine artists are also
discussed
ThirdLight: low-cost and high-speed 3D interaction using photosensor markers
We present a low-cost 3D tracking system for virtual reality, gesture modeling, and robot manipulation applications which require fast and precise localization of headsets, data gloves, props, or controllers. Our system removes the need for cameras or projectors for sensing, and instead uses cheap LEDs and printed masks for illumination, and low-cost photosensitive markers. The illumination device transmits a spatiotemporal pattern as a series of binary Gray-code patterns. Multiple illumination devices can be combined to localize each marker in 3D at high speed (333Hz). Our method has strengths in accuracy, speed, cost, ambient performance, large working space (1m-5m) and robustness to noise compared with conventional techniques. We compare with a state-of-the-art instrumented glove and vision-based systems to demonstrate the accuracy, scalability, and robustness of our approach. We propose a fast and accurate method for hand gesture modeling using an inverse kinematics approach with the six photosensitive markers. We additionally propose a passive markers system and demonstrate various interaction scenarios as practical applications
Expanding tangible tabletop interfaces beyond the display
L’augment
de
popularitat
de
les
taules
i
superfícies
interactives
està
impulsant
la
recerca
i
la
innovació
en
una
gran
varietat
d’àrees,
incloent-‐hi
maquinari,
programari,
disseny
de
la
interacció
i
noves
tècniques
d’interacció.
Totes,
amb
l’objectiu
de
promoure
noves
interfícies
dotades
d’un
llenguatge
més
ric,
potent
i
natural.
Entre
totes
aquestes
modalitats,
la
interacció
combinada
a
sobre
i
per
damunt
de
la
superfície
de
la
taula
mitjançant
tangibles
i
gestos
és
actualment
una
àrea
molt
prometedora.
Aquest
document
tracta
d’expandir
les
taules
interactives
més
enllà
de
la
superfície
per
mitjà
de
l’exploració
i
el
desenvolupament
d’un
sistema
o
dispositiu
enfocat
des
de
tres
vessants
diferents:
maquinari,
programari
i
disseny
de
la
interacció.
Durant
l’inici
d’aquest
document
s’estudien
i
es
resumeixen
els
diferents
trets
característics
de
les
superfícies
interactives
tangibles
convencionals
o
2D
i
es
presenten
els
treballs
previs
desenvolupats
per
l’autor
en
solucions
de
programari
que
acaben
resultant
en
aplicacions
que
suggereixen
l’ús
de
la
tercera
dimensió
a
les
superfícies
tangibles.
Seguidament,
es
presenta
un
repàs
del
maquinari
existent
en
aquest
tipus
d’interfícies
per
tal
de
concebre
un
dispositiu
capaç
de
detectar
gestos
i
generar
visuals
per
sobre
de
la
superfície,
per
introduir
els
canvis
realitzats
a
un
dispositiu
existent,
desenvolupat
i
cedit
per
Microsoft
Reseach
Cambridge.
Per
tal
d’explotar
tot
el
potencial
d’aquest
nou
dispositiu,
es
desenvolupa
un
nou
sistema
de
visió
per
ordinador
que
estén
el
seguiment
d’objectes
i
mans
en
una
superfície
2D
a
la
detecció
de
mans,
dits
i
etiquetes
amb
sis
graus
de
llibertat
per
sobre
la
superfície
incloent-‐hi
la
interacció
tangible
i
tàctil
convencional
a
la
superfície.
Finalment,
es
presenta
una
eina
de
programari
per
a
generar
aplicacions
per
al
nou
sistema
i
es
presenten
un
seguit
d’aplicacions
per
tal
de
provar
tot
el
desenvolupament
generat
al
llarg
de
la
tesi
que
es
conclou
presentant
un
seguit
de
gestos
tant
a
la
superfície
com
per
sobre
d’aquesta
i
situant-‐los
en
una
nova
classificació
que
alhora
recull
la
interacció
convencional
2D
i
la
interacció
estesa
per
damunt
de
la
superfície
desenvolupada.The
rising
popularity
of
interactive
tabletops
and
surfaces
is
spawning
research
and
innovation
in
a
wide
variety
of
areas,
including
hardware
and
software
technologies,
interaction
design
and
novel
interaction
techniques,
all
of
which
seek
to
promote
richer,
more
powerful
and
more
natural
interaction
modalities.
Among
these
modalities,
combined
interaction
on
and
above
the
surface,
both
with
gestures
and
with
tangible
objects,
is
a
very
promising
area.
This
dissertation
is
about
expanding
tangible
and
tabletops
surfaces
beyond
the
display
by
exploring
and
developing
a
system
from
the
three
different
perspectives:
hardware,
software,
and
interaction
design.
This
dissertation,
studies
and
summarizes
the
distinctive
affordances
of
conventional
2D
tabletop
devices,
with
a
vast
literature
review
and
some
additional
use
cases
developed
by
the
author
for
supporting
these
findings,
and
subsequently
explores
the
novel
and
not
yet
unveiled
potential
affordances
of
3D-‐augmented
tabletops.
It
overviews
the
existing
hardware
solutions
for
conceiving
such
a
device,
and
applies
the
needed
hardware
modifications
to
an
existing
prototype
developed
and
rendered
to
us
by
Microsoft
Research
Cambridge.
For
accomplishing
the
interaction
purposes,
it
is
developed
a
vision
system
for
3D
interaction
that
extends
conventional
2D
tabletop
tracking
for
the
tracking
of
hand
gestures,
6DoF
markers
and
on-‐surface
finger
interaction.
It
finishes
by
conceiving
a
complete
software
framework
solution,
for
the
development
and
implementation
of
such
type
of
applications
that
can
benefit
from
these
novel
3D
interaction
techniques,
and
implements
and
test
several
software
prototypes
as
proof
of
concepts,
using
this
framework.
With
these
findings,
it
concludes
presenting
continuous
tangible
interaction
gestures
and
proposing
a
novel
classification
for
3D
tangible
and
tabletop
gestures
- …