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The advent of affordable virtual reality (VR) head-mounted displays (HMDs) has sparked significant research activity for creating new principles and algorithms to enable the display of VR content on these devices. However, the development of current VR content is mostly limited to experts using proprietary tools and protocols. A major goal of VR is to allow multiple people to meet and collaborate...
Accurate positioning of objects within an indoor environment is essential for applications such as virtual reality, robotics and multirotor drones. Previous methods of obtaining six-degrees-of-freedom for a tracked object have been susceptible to latency and accumulated error, computationally intensive, inaccurate, costly, or required exotic components, setups and calibration procedures. This paper...
Modern web applications can now provide rich and dynamic user experiences, such as allowing multiple users to collaboratively edit rich-text documents in real-time from multiple devices. Application architectures are evolving to support the development and deployment of such interactive functionality by decoupling software components into microservices. This paper introduces the architecture and the...
The increased availability of consumer-grade virtual reality (VR) head-mounted displays (HMD) has created significant demand for affordable and reliable 3D input devices that can be used to control 3D user interfaces. Accurate positioning of a user's body within the virtual environment is essential in order to provide users with convincing and interactive VR experiences. Existing full-body motion...
This paper introduces a Sensor Array System for the 3D capture and representation of users' limb and body movements. It also develops a design and implementation of a Wireless Inertial Measurement Unit (IMU) Sensor Array. By placing sensors on one's arm, hand, upper leg and lower leg, data needed by the application developers to represent the body pose of the user in a virtual environment is provided...
Synchronous, and real-time web-based collaboration on text and multimedia content is a hot research subject. Currently collaborative multimedia applications are loosely defined. It is current practice to consider any application that allows users to connect to each other in order to exchange information in writing or through video streams, in real-time, or near real-time, as a “collaborative application”...
This paper focuses on the problem of devising a computationally tractable procedure for representing the natural language understanding (NLU). It approaches this goal, by using distributional models of meaning through a method from graph-based digital signal processing (DSP) which only recently grabbed the attention of researchers from the field of natural language processing (NLP) related to big...
Gesture-based human-computer interaction is presently an important area of research that aims to make reliable touch-free user interfaces a reality. More recent gesture detection technologies use cameras that rely on near-infrared (NIR) illumination to obtain 3D depth information for objects within the camera's field-of-view. These cameras use either structured light, time-of-flight (ToF), or stereoscopy...
There is a large amount of sustained research activity in the area of Human-Computer Interaction (HCI). Gesture control is one of hottest in this field. Although gesture control research began with terminals attached to computers in combination with a pointing device, the large scale implementation and utilization of gesture control continues to be infeasible today. As machine vision, image processing,...
As digital components are increasingly present in the control of automotive engines, direction systems and other in-car devices, Human-Vehicle Interaction (HVI) becomes more and more complex, requiring new user interfaces. Gesture control is proposed in the literature as a techniques which deserves to be explored as it can tremendously simplify numerous interactions between the car and the driver...
Gesture Control dominates presently the research on new human computer interfaces. The domain covers both the sensors to capture gestures and also the driver software which interprets the gesture mapping it onto a robust command. More recently, there is a trend to use depth-mapping camera as the 2D cameras fall short in assuring the conditions of real-time robustness of the whole system. As image...
Since the introduction Gesture Control technology in the electronic gaming technology a series of attempts have been made to deploy it also on other domains such as robotics, teaching, medical, automotive and many others. Human gesture used for Man-Machine Interaction became attractive as it offers a simpler way of controlling sophisticated devices, in a sci-fi-like scenario, in return of an increasingly...
In recent years cloud computing has taken off and has become an underlying technology in many online applications and websites, whether using a private or public cloud. At the same time with the increase in globalization, online collaborative tools have become very important in order to allow different businesses to communicate with each other, or even different parts of the same company to communicate...
Gesture Control is a subject which has been investigated almost from the beginning of using terminals to interact with the computer central unit. The advent of Kinect, has sparked a series of efforts to apply gesture control not only in gaming, but rather in controlling TVs or set-top boxes, PCs, laptops, and others. Gestures have been captured by various sensors, either triggering some binary events...
A gesture-based human computer interface can make computers and devices easier to use, such as by allowing people to share photos by moving their hands through the air. Existing solutions have relied on exotic hardware, often involving elaborate setups limited to the research lab. Gesture recognition algorithms used so far are not practical or responsive enough for real-world use, partially due to...
With the advent of social networking and the appearance of Web 2.0, collaborative applications which allow users to share data online, often in real-time, have gained increasing prominence. Whether for sharing images, sharing videos, or even sharing live gaming sessions, such applications must deal with session sizes from tens to tens of thousands of people. However, existing products have not been...
The control of virtual video game environments through body motion is recently of great interest to academic and industry research groups since it enables many new interactive experiences. With the recent growth in the availability of affordable 3D camera technology, researchers have increasingly investigated the control of games through body and hand gestures. In addition, the dropping cost of MEMS...
The amount of multimedia content on the internet has been growing at a remarkable rate, and users are increasingly looking to share online media with colleagues and friends on social networks. Several commercial and academic solutions have attempted to make it easier to share this large variety of online content with others, but they are generally limited to sending links. Existing products have not...
Motion-based control of video games has gained significant attention from both academic and industrial research groups for the unique interactive experiences it offers. Of particular research interest has been the control of games through gesture-based interfaces enabled by 3D cameras that have recently been made affordable. However, existing research has yet to combine the benefits of a 3D camera...
The usage of a novel real-time depth-mapping principle, and of a 3D camera which embodies the new depth-mapping principle to control a number of computer applications ranging from games to collaborative multimedia environments, is described in this paper. The 3D camera has a variable depth resolution obtained from images of 1024×1024 pixels. By using the depth data provided by the 3D camera, a person's...
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