45 research outputs found

    3-d tracking of shoes for virtual mirror applications

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    In this paper, augmented reality techniques are used in order to create a Virtual Mirror for the real-time visualization of customized sports shoes. Similar to looking into a mirror when trying on new shoes in a shop, we create the same impression but for virtual shoes that the customer can design individually. For that purpose, we replace the real mirror by a large display that shows the mirrored input of a camera capturing the legs and shoes of a person. 3-D Tracking of both feet and exchanging the real shoes by computer graphics models gives the impression of actually wearing the virtual shoes. The 3-D motion tracker presented in this paper, exploits mainly silhouette information to achieve robust estimates for both shoes from a single camera view. The use of a hierarchical approach in an image pyramid enables real-time estimation at frame rates of more than 30 frames per second. 1

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    A Framework for Realistic 3D Tele-Immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identified and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    Potential short-term earthquake forecasting by farm animal monitoring

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    Whether changes in animal behavior allow for short-term earthquake predictions has been debated for a long time. Before, during and after the 2016/2017 earthquake sequence in Italy, we deployed bio-logging tags to continuously observe the activity of farm animals (cows, dogs, and sheep) close to the epicenter of the devastating magnitude M6.6 Norcia earthquake (Oct–Nov 2016) and over a subsequent longer observation period (Jan–Apr 2017). Relating 5,304 (in 2016) and 12,948 (in 2017) earthquakes with a wide magnitude range (0.4 ≀ M ≀ 6.6) to continuously measured animal activity, we detected how the animals collectively reacted to earthquakes. We also found consistent anticipatory activity prior to earthquakes during times when the animals were in a building (stable), but not during their time on a pasture. We detected these anticipatory patterns not only in periods with high, but also in periods of low seismic activity. Earthquake anticipation times (1–20 hr) are negatively correlated with the distance between the farm and earthquake hypocenters. Our study suggests that continuous bio-logging of animal collectives has the potential to provide statistically reliable patterns of pre-seismic activity that could yield valuable insights for short-term earthquake forecasting. Based on a priori model parameters, we provide empirical threshold values for pre-seismic animal activities to be used in real-time observation stations

    Advancements and challenges towards a collaborative framework for 3D tele-immersive social networking

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    Social experiences realized through teleconferencing systems are still quite different from face to face meetings. The awareness that we are online and in a, to some extent, lesser real world are preventing us from really engaging and enjoying the event. Several reasons account for these differences and have been identified. We think it is now time to bridge these gaps and propose inspiring and innovative solutions in order to provide realistic, believable and engaging online experiences. We present a distributed and scalable framework named REVERIE that faces these challenges and provides a mix of these solutions. Applications built on top of the framework will be able to provide interactive, truly immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    Response to Zöller et al.'s critique on “Potential short-term earthquake forecasting by farm-animal monitoring”

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    Zöller et al. (Ethology, 2020) criticize our original publication (Wikelski et al., Ethology, 126(9), 2020, 931) for obvious reasons: we only observed the behavior of one group of farm animals before, during and after one earthquake series in one area of the world. It is clear that no earthquake predictions are possible, and should not be attempted, from this data set. However, what we show is that there is important information within this animal collective pertaining to potential future local forecasting of earthquakes when combined with traditional data sources. We maintain that combining Zöller et al.'s (2020) modeling tools with the adequate use of our data can stimulate novel ways of earthquake forecasting. Future studies should combine both approaches

    Advancements and Challenges towards a Collaborative Framework for 3D Tele-Immersive Social Networking

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    Social experiences realized through teleconferencing systems are still quite different from face to face meetings. The awareness that we are online and in a, to some extent, lesser real world are preventing us from really engaging and enjoying the event. Several reasons account for these differences and have been identified. We think it is now time to bridge these gaps and propose inspiring and innovative solutions in order to provide realistic, believable and engaging online experiences. We present a distributed and scalable framework named REVERIE that faces these challenges and provides a mix of these solutions. Applications built on top of the framework will be able to provide interactive, truly immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    A Framework for Realistic 3D Tele-Immersion

    Get PDF
    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite different from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experience of talking in person. Several causes for these differences have been identied and we propose inspiring and innovative solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational experience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic experiences to a multitude of users that for them will feel much more similar to having face to face meetings than the experience offered by conventional teleconferencing systems

    Ubiquitous 3D Computer Gaming

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    Low Delay Streaming of Computer Graphics

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    In this paper, we present a graphics streaming system for remote gaming in a local area network. The framework aims at creating a networked game platform for home and hotel environments. A local PC based server executes a computer game and streams the graphical output to local devices in the rooms, such that the users can play everywhere in the network. Since delay is extremely crucial in interactive gaming, efficient encoding and caching of the commands is necessary. In our system we also address the round trip time problem of commands requiring feedback from the graphics board by simulating the graphics state at the server. This results in a system that enables interactive game play over the network. Index Terms — graphics streaming, remote gaming, 3D coding 1
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