68 research outputs found

    Open Medical Gesture: An Open-Source Experiment in Naturalistic Physical Interactions for Mixed and Virtual Reality Simulations

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    Mixed Reality (MR) and Virtual Reality (VR) simulations are hampered by requirements for hand controllers or attempts to perseverate in use of two-dimensional computer interface paradigms from the 1980s. From our efforts to produce more naturalistic interactions for combat medic training for the military, USC has developed an open-source toolkit that enables direct hand controlled responsive interactions that is sensor independent and can function with depth sensing cameras, webcams or sensory gloves. Natural approaches we have examined include the ability to manipulate virtual smart objects in a similar manner to how they are used in the real world. From this research and review of current literature, we have discerned several best approaches for hand-based human computer interactions which provide intuitive, responsive, useful, and low frustration experiences for VR users.Comment: AHFE 202

    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

    Augmented Reality

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    Augmented Reality (AR) is a natural development from virtual reality (VR), which was developed several decades earlier. AR complements VR in many ways. Due to the advantages of the user being able to see both the real and virtual objects simultaneously, AR is far more intuitive, but it's not completely detached from human factors and other restrictions. AR doesn't consume as much time and effort in the applications because it's not required to construct the entire virtual scene and the environment. In this book, several new and emerging application areas of AR are presented and divided into three sections. The first section contains applications in outdoor and mobile AR, such as construction, restoration, security and surveillance. The second section deals with AR in medical, biological, and human bodies. The third and final section contains a number of new and useful applications in daily living and learning

    МОДЕЛІ ІНТЕРАКТИВНОЇ ВІРТУАЛЬНОЇ РЕАЛЬНОСТІ В МЕДИЦИНІ: ПІДХІД НА ОСНОВІ JAVA3D – ТЕХНОЛОГІЇ. ЧАСТИНА 1

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    General theoretical approaches to computer graphics are investigated in the paper. The notion of scene graph and its basic components is introduced. Practical application of Java3D library using example of development of obj-files viewer for anatomical images is shown.В статье исследуются общие теоретические подходы компьютерной графики. Вводится понятие графа сцены и его основных компонент. Показано практическое использование библиотеки Java3D на примере разработки просмотрщика .obj-файлов анатомических изображений.У статті досліджуються загальні теоретичні підходи комп’ютерної графіки. Вводиться поняття графу сцени та його основних компонент. Показане практичне використання бібліотеки Java3D на прикладі розробки переглядача .obj-файлів анатомічних зображень

    Automotive gestures recognition based on capacitive sensing

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    Dissertação de mestrado integrado em Engenharia Eletrónica Industrial e ComputadoresDriven by technological advancements, vehicles have steadily increased in sophistication, specially in the way drivers and passengers interact with their vehicles. For example, the BMW 7 series driver-controlled systems, contains over 700 functions. Whereas, it makes easier to navigate streets, talk on phone and more, this may lead to visual distraction, since when paying attention to a task not driving related, the brain focus on that activity. That distraction is, according to studies, the third cause of accidents, only surpassed by speeding and drunk driving. Driver distraction is stressed as the main concern by regulators, in particular, National Highway Transportation Safety Agency (NHTSA), which is developing recommended limits for the amount of time a driver needs to spend glancing away from the road to operate in-car features. Diverting attention from driving can be fatal; therefore, automakers have been challenged to design safer and comfortable human-machine interfaces (HMIs) without missing the latest technological achievements. This dissertation aims to mitigate driver distraction by developing a gestural recognition system that allows the user a more comfortable and intuitive experience while driving. The developed system outlines the algorithms to recognize gestures using the capacitive technology.Impulsionados pelos avanços tecnológicos, os automóveis tem de forma continua aumentado em complexidade, sobretudo na forma como os conductores e passageiros interagem com os seus veículos. Por exemplo, os sistemas controlados pelo condutor do BMW série 7 continham mais de 700 funções. Embora, isto facilite a navegação entre locais, falar ao telemóvel entre outros, isso pode levar a uma distração visual, já que ao prestar atenção a uma tarefa não relacionados com a condução, o cérebro se concentra nessa atividade. Essa distração é, de acordo com os estudos, a terceira causa de acidentes, apenas ultrapassada pelo excesso de velocidade e condução embriagada. A distração do condutor é realçada como a principal preocupação dos reguladores, em particular, a National Highway Transportation Safety Agency (NHTSA), que está desenvolvendo os limites recomendados para a quantidade de tempo que um condutor precisa de desviar o olhar da estrada para controlar os sistemas do carro. Desviar a atenção da conducção, pode ser fatal; portanto, os fabricante de automóveis têm sido desafiados a projetar interfaces homemmáquina (HMIs) mais seguras e confortáveis, sem perder as últimas conquistas tecnológicas. Esta dissertação tem como objetivo minimizar a distração do condutor, desenvolvendo um sistema de reconhecimento gestual que permite ao utilizador uma experiência mais confortável e intuitiva ao conduzir. O sistema desenvolvido descreve os algoritmos de reconhecimento de gestos usando a tecnologia capacitiva.It is worth noting that this work has been financially supported by the Portugal Incentive System for Research and Technological Development in scope of the projects in co-promotion number 036265/2013 (HMIExcel 2013-2015), number 002814/2015 (iFACTORY 2015-2018) and number 002797/2015 (INNOVCAR 2015-2018)

    Titanic smart objects

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    User-based gesture vocabulary for form creation during a product design process

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    There are inconsistencies between the nature of the conceptual design and the functionalities of the computational systems supporting it, which disrupt the designers’ process, focusing on technology rather than designers’ needs. A need for elicitation of hand gestures appropriate for the requirements of the conceptual design, rather than those arbitrarily chosen or focusing on ease of implementation was identified.The aim of this thesis is to identify natural and intuitive hand gestures for conceptual design, performed by designers (3rd, 4th year product design engineering students and recent graduates) working on their own, without instruction and without limitations imposed by the facilitating technology. This was done via a user centred study including 44 participants. 1785 gestures were collected. Gestures were explored as a sole mean for shape creation and manipulation in virtual 3D space. Gestures were identified, described in writing, sketched, coded based on the taxonomy used, categorised based on hand form and the path travelled and variants identified. Then they were statistically analysed to ascertain agreement rates between the participants, significance of the agreement and the likelihood of number of repetitions for each category occurring by chance. The most frequently used and statistically significant gestures formed the consensus set of vocabulary for conceptual design. The effect of the shape of the manipulated object on the gesture performed, and if the sequence of the gestures participants proposed was different from the established CAD solid modelling practices were also observed.Vocabulary was evaluated by non-designer participants, and the outcomes have shown that the majority of gestures were appropriate and easy to perform. Evaluation was performed theoretically and in the VR environment. Participants selected their preferred gestures for each activity, and a variant of the vocabulary for conceptual design was created as an outcome, that aims to ensure that extensive training is not required, extending the ability to design beyond trained designers only.There are inconsistencies between the nature of the conceptual design and the functionalities of the computational systems supporting it, which disrupt the designers’ process, focusing on technology rather than designers’ needs. A need for elicitation of hand gestures appropriate for the requirements of the conceptual design, rather than those arbitrarily chosen or focusing on ease of implementation was identified.The aim of this thesis is to identify natural and intuitive hand gestures for conceptual design, performed by designers (3rd, 4th year product design engineering students and recent graduates) working on their own, without instruction and without limitations imposed by the facilitating technology. This was done via a user centred study including 44 participants. 1785 gestures were collected. Gestures were explored as a sole mean for shape creation and manipulation in virtual 3D space. Gestures were identified, described in writing, sketched, coded based on the taxonomy used, categorised based on hand form and the path travelled and variants identified. Then they were statistically analysed to ascertain agreement rates between the participants, significance of the agreement and the likelihood of number of repetitions for each category occurring by chance. The most frequently used and statistically significant gestures formed the consensus set of vocabulary for conceptual design. The effect of the shape of the manipulated object on the gesture performed, and if the sequence of the gestures participants proposed was different from the established CAD solid modelling practices were also observed.Vocabulary was evaluated by non-designer participants, and the outcomes have shown that the majority of gestures were appropriate and easy to perform. Evaluation was performed theoretically and in the VR environment. Participants selected their preferred gestures for each activity, and a variant of the vocabulary for conceptual design was created as an outcome, that aims to ensure that extensive training is not required, extending the ability to design beyond trained designers only

    Hand Gesture and Activity Recognition in Assisted Living Through Wearable Sensing and Computing

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    With the growth of the elderly population, more seniors live alone as sole occupants of a private dwelling than any other population groups. Helping them to live a better life is very important and has great societal benefits. Assisted living systems can provide support to elderly people in their houses or apartments. Since automated recognition of human gestures and activities is indispensable for human-robot interaction (HRI) in assisted living systems, this dissertation focuses on developing a theoretical framework for human gesture, daily activity recognition and anomaly detection. First, we introduce two prototypes of wearable sensors for motion data collection used in this project. Second, gesture recognition algorithms are developed to recognize explicit human intention. Third, body activity recognition algorithms are presented with different sensor setups. Fourth, complex daily activities, which consist of body activities and hand gestures simultaneously, are recognized using a dynamic Bayesian network (DBN). Fifth, a coherent anomaly detection framework is built to detect four types of abnormal behaviors in human's daily life. Our work can be extended in several directions in the future.School of Electrical & Computer Engineerin

    Sensitive and Makeable Computational Materials for the Creation of Smart Everyday Objects

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    The vision of computational materials is to create smart everyday objects using the materi- als that have sensing and computational capabilities embedded into them. However, today’s development of computational materials is limited because its interfaces (i.e. sensors) are unable to support wide ranges of human interactions , and withstand the fabrication meth- ods of everyday objects (e.g. cutting and assembling). These barriers hinder citizens from creating smart every day objects using computational materials on a large scale. To overcome the barriers, this dissertation presents the approaches to develop compu- tational materials to be 1) sensitive to a wide variety of user interactions, including explicit interactions (e.g. user inputs) and implicit interactions (e.g. user contexts), and 2) makeable against a wide range of fabrication operations, such cutting and assembling. I exemplify the approaches through five research projects on two common materials, textile and wood. For each project, I explore how a material interface can be made to sense user inputs or activities, and how it can be optimized to balance sensitivity and fabrication complexity. I discuss the sensing algorithms and machine learning model to interpret the sensor data as high-level abstraction and interaction. I show the practical applications of developed computational materials. I demonstrate the evaluation study to validate their performance and robustness. In the end of this dissertation, I summarize the contributions of my thesis and discuss future directions for the vision of computational materials
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