68 research outputs found

    Emotion capture based on body postures and movements

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    In this paper we present a preliminary study for designing interactive systems that are sensible to human emotions based on the body movements. To do so, we first review the literature on the various approaches for defining and characterizing human emotions. After justifying the adopted characterization space for emotions, we then focus on the movement characteristics that must be captured by the system for being able to recognize the human emotions.Comment: 22 page

    Towards an Architecture Model for Emotion Recognition in Interactive Systems: Application to a Ballet Dance Show

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    International audienceIn the context of the very dynamic and challenging domain of affective computing, we adopt a software engineering point of view on emotion recognition in interactive systems. Our goal is threefold: first, developing an architecture model for emotion recognition. This architecture model emphasizes multimodality and reusability. Second, developing a prototype based on this architecture model. For this prototype we focus on gesture-based emotion recognition. And third, using this prototype for augmenting a ballet dance show. We hence describe an overview of our work so far, from the design of a flexible and multimodal emotion recognition architecture model, to a presentation of a gesture-based emotion recognition prototype based on this model, to a prototype that augments a ballet stage, taking emotions as inputs

    An Overview of Smartrooms and Collaborative Work Environments. From Research Issues to User Acceptance in the Oil and Gas Industry

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    Les environnements de travail collaboratif sont des environ-nement de travail technologiquement enrichis, conçus pour faciliter une activité collaborative (que cette collaboration soit colocalisée ou distante). Ces "smartrooms" sont le produit d'expertises pluri-disciplinaires, puisant dans les domaines du facteur humain, de l'interaction homme machine, et de l'informatique ubiquitaire. Dans cet article, nous présentons une vue d'ensemble de la littérature sur les smartrooms et leur mise en place dans l'industrie pétroliÚre. Si la littérature académique met avant tout l'accent sur les aspects techniques et humains de conception, la littérature industrielle nous présente quant à elle les enjeux organisationnels et économiques de ces environnements, et dévoile un retour d'expérience sur leur acceptation par les utilisateurs.Collaborative Work Environments (CWE) are technologically in-strumented environments especially designed to support a collab-orative (co-located or remote) activity. Colloquially referred to as "smartrooms" from their research debut, such environments are the joint product of multidisciplinary expertises, as they draw from the fields of human factors, human computer interaction (HCI), pervasive computing, and various other fields. In this paper, we provide an overview of the literature on smartrooms in research and their application as collaborative work environments in the oil and gas industry. While the research literature provides with a broad view of the various topics and issues of smartroom design, the industrial literature focuses more on the organisational and human issues of setting up CWEs, providing valuable feedback on user acceptance and return on investment

    Towards an Architecture Model for Emotion Recognition in Interactive Systems: Application to a Ballet Dance Show

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    International audienceIn the context of the very dynamic and challenging domain of affective computing, we adopt a software engineering point of view on emotion recognition in interactive systems. Our goal is threefold: first, developing an architecture model for emotion recognition. This architecture model emphasizes multimodality and reusability. Second, developing a prototype based on this architecture model. For this prototype we focus on gesture-based emotion recognition. And third, using this prototype for augmenting a ballet dance show. We hence describe an overview of our work so far, from the design of a flexible and multimodal emotion recognition architecture model, to a presentation of a gesture-based emotion recognition prototype based on this model, to a prototype that augments a ballet stage, taking emotions as inputs

    Combining digital pen, tactile, and AR for technical documentation during maintenance procedures

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    Le projet SUMATRA a pour but d’offrir aux opérateurs de mainte- nance un accès et une manipulation facilités à la documentation technique lors d’opérations sur site. Une première phase d’ana- lyse de l’activité et des besoins a permis de mettre en exergue l’attachement des opérateurs à l’usage traditionnel du papier et du crayon. Nous présentons en démonstration un système multimodal et multidispositif combinant écriture manuscrite sur papier, réalité augmentée, et surfaces tactiles pour lire, manipuler, créer et éditer une documentation technique sur le terrain. L’objectif est d’intégrer les différentes modalités proposées par ces dispositifs pour offrir à l’opérateur un usage plus homogène et moins invasifThe SUMATRA project addresses the problem of handling technical documentation during onsite maintenance. After an analysis phase that highlighted the extended use of pens and printed material by maintenance operators, we designed a multimodal, multi-device system that combines traditional pen and paper writing, augmented reality, and tactile surfaces for reading, manipulating, and editing technical documentation in industrial maintenance. The systems aims at blending the various modalities offered by those devices in order to offer a more seamless and less invasive use

    VR-Decision : a Prototype for Experimenting the Benefits of Virtual Reality in Military Operations Planning

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    Le processus militaire de planification d’opĂ©rations subit une transformation : si aujourd’hui les experts sont pour la plupart du temps localisĂ©s au mĂȘme endroit, la rĂ©duction de la vulnĂ©rabilitĂ© des structures physiques doit passer par leur Ă©clatement, en permettant la rĂ©partition des membres des Ă©tats-majors dans des lieux diffĂ©rents. Dans cette optique, la rĂ©alitĂ© virtuelle paraĂźt appropriĂ©e pour ouvrir la voie Ă  des dispositifs offrant de nouvelles possibilitĂ©s de visualisation, d’interaction et de collaboration synchrone Ă  distance. Le projet VR-Decision a pour objectif d’évaluer les apports de la rĂ©alitĂ© virtuelle pour une activitĂ© collaborative de planification militaire au niveau opĂ©ratif. Dans cet article, nous prĂ©sentons le prototype que nous dĂ©veloppons, ainsi que le processus ayant conduit Ă  sa conception.The military process of planning operations is undergoing a transformation: if today the experts are mostly located in the same place, the reduction of the vulnerability of the physical structures must pass by their splitting, by allowing the distribution of the members of the staff in different places. From this point of view, virtual reality seems appropriate to open the way to devices offering new possibilities of visualization, interaction and synchronous remote collaboration. The VR-Decision project aims at evaluating the contribution of virtual reality to a collaborative military planning activity at the operational level. In this article, we present the prototype we are developing, as well as the process that led to its conception

    Bi-manual 3D Painting: an interaction paradigm for augmented reality live performance

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    International audienceThe rise of gestural interaction led artists to produce shows, or installations based on this paradigm. We present the first stages of the " Sculpture numérique " (Virtual Sculpture) project. This project was born from a collaboration with dancers. Its goal is to propose bi-manual interactions in a large augmented space: we aim at giving dancers the possibility to generate and manipulate virtual elements on stage using their hands. The first set of interactions we present in this paper is 3D painting, where the user can generate 3D virtual matter from his hands. The movement of the hand defines a stroke, which shape is controlled by the shape of the hand. Changing the shape and orientation of the hand allows switching between three interaction modes to produce volumes, surfaces or curves in space. We explore the applicative case of dance, with the goal of producing a plastic creation from choreography.La généralisation au grand public de l'interaction gestuelle et de la réalité augmentée a amené les artistes à s'approprier ces technologies et à les intégrer dans la production de spectacles ou d'installations. Dans cet article, nous présentons les premiers résultats du projet "Sculpture Numérique". Issu d'une collaboration avec le milieu de la danse, ce projet a pour but de contribuer sur l'interaction bi-manuelle dans un grand espace augmenté. La premiÚre étape que nous proposons ici est la Peinture 3D: la génération de matiÚre virtuelle à la main dans un espace large. Par son mouvement, la main de l'utilisateur dessine dans l'espace 3D un trait, une surface ou un volume défini par la conformation de sa main et par son mouvement. Celui-ci peut ainsi dessiner des formes dans l'espace. Cette technique, généralisable à d'autres domaines, est ici appliquée à la danse, dans le but de permettre à un danseur ou chorégraphe de produire une création plastique virtuelle issue d'une chorégraphie

    Peinture numérique 3D bi-manuelle: un paradigme d'interaction pour la réalité augmentée en spectacle vivant

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    National audienceThe rise of gestural interaction led artists to produce shows, or installations based on this paradigm. We present the first stages of the " Sculpture numérique " (Virtual Sculpture) project. This project was born from a collaboration with dancers. Its goal is to propose bi-manual interactions in a large augmented space: we aim at giving dancers the possibility to generate and manipulate virtual elements on stage using their hands. The first set of interactions we present in this paper is 3D painting, where the user can generate 3D virtual matter from his hands. The movement of the hand defines a stroke, which shape is controlled by the shape of the hand. Changing the shape and orientation of the hand allows switching between three interaction modes to produce volumes, surfaces or curves in space. We explore the applicative case of dance, with the goal of producing a plastic creation from choreography

    Vers une intĂ©gration de l’interaction oculaire sur les stations d’interprĂ©tation sismique.

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    L’interprĂ©tation sismique consiste Ă  extraire des surfacesclĂ©s de donnĂ©es tri-dimensionnelles de trĂšs grande taille dela croĂ»te terrestre. L’extraction automatique de ces surfacesest complĂ©tĂ©e par une Ă©dition manuelle, Ă©tape longue,fastidieuse, rĂ©pĂ©titive, et trĂšs coĂ»teuse en temps de calcul.Le systĂšme d’interprĂ©tation sismique Sismage-CIGℱ,dĂ©veloppĂ© par TOTAL, propose donc une architecture dĂ©portantla charge du traitement et de l’affichage sur unserveur dĂ©diĂ©; les gĂ©ologues experts travaillant sur des stationsconnectĂ©es, dotĂ©es de deux Ă©crans 30 pouces. Cetteconfiguration, associĂ©e Ă  la complexitĂ© de Sismage-CIG,pose un rĂ©el challenge d’ergonomie, tant pour la sĂ©lectionque pour la navigation. Dans cet article, nous exploronsla viabilitĂ© de l’oculomĂ©trie comme modalitĂ© d’interactionvenant soutenir le travail des gĂ©ologues, en adressant lesverrous techniques posĂ©s par la configuration particuliĂšrede Sismage-CIG
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