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Play is a vital activity in which children observe the world, learn new concepts and experiment with them. Even though the social aspect of play is very important, the computer science community has struggled to address it. Digital playgrounds have been built in which children can play in technologically enhanced installations, but the detailed study of the social component of play within these installations...
Contemporary web browsers do not provide customized recommendations for the users; rather than some suggestions based on cookies or browsing history after content filtering. Usually, most of the users provide some key words to search the contents inside their preferred websites and based on these key words web servers provide the contents. So, it would be an interesting and important idea to provide...
We live in an era where billions of computers are interconnected. In the very near future, not only computers but also many different digital devices and other physical objects will be seamlessly connected to each other and be able to communicate with little or no human intervention. These interconnected objects are called smart devices, and this concept is called Internet of Things. In this paper,...
We create two experimental situations to elicit two affective states: frustration, and delight. In the first experiment, participants were asked to recall situations while expressing either delight or frustration, while the second experiment tried to elicit these states naturally through a frustrating experience and through a delightful video. There were two significant differences in the nature of...
In this paper, we address the problem of reconstructing 3D volumetric models, illustrating human sporting performance for use in coaching scenarios. We advocate the use of low cost camera networks for acquiring such data, allowing the approach to be feasibly adopted by both amateur and elite level sports athletes. A dynamic voxel carving approach is described, coupled with over-head player tracking...
Due to the development of technology, electronics have become intertwined with our daily lives. Because of our reliance on such products, they need to be user-friendly, thus, improving current technology products is critical. One example of an electronic product with an opportunity for improvement is the projector. In many places, projectors have become an indispensable instrument for presentations...
Many computer users suffer varying degrees of visual impairment, which hinder their interaction with computers. In contrast with available methods of vision correction (spectacles, contact lenses, LASIK, etc.), this paper proposes a vision correction method for computer users based on image pre-compensation. The blurring caused by visual aberration is counteracted through the pre-compensation performed...
In this paper, we propose a flexible, human-oriented framework for learning the behaviour pattern of the users in work environments from visual sensors. The knowledge of human behaviour pattern enables the ambient environment to communicate with the user in a seamless way and make anticipatory decisions, from the automation of appliances and personal schedule reminder to the detection of unhealthy...
Summary form only given. Human-computer interfaces (HCI) have evolved from mouse-keyboard based interaction using text and mouse events to multi-touch screens and other exotic approaches such as using special gloves or other devices to translate human actions into application controls. One of the trends which are “en vogue” in our days is the control of computer applications and/or computer controlled...
Considering of the low income and shortage of computer in developing countries, many people have the idea of sharing technical resources. This paper describes a new kind of eye-controlled multi-mouse application based on OpenCV. By using the recent image recognition technology, the design of this paper only use the laptop's build-in camera or commonly used video camera to achieve eye-controlled mouse...
A novel but simple and experimentally motivated method related to the Mona Lisa effect for establishing eye contact in video conferences using big screens and cameras mounted above the screens is proposed.
People are capturing and storing an ever-increasing amount of information about themselves, such as digital images. New technologies, in addition to increasing the need to store daily activities via images and for retrieval capacity, have led to the development of interaction methods for this information. Therefore, this case study suggests an Artificial Mirror interaction system to enable access...
In this paper we present an algorithm that help blind and visually impaired people to navigate through urban environments by detecting pedestrian crosswalks. In addition to detecting the presence of a crosswalk, its orientation and position respected to the camera is also determined to help the approach of intersections and traversing them.
Gaze awareness and eye contact serve important functions in social interaction. In order to maintain those functions in 2D and 3D videoconferencing systems, human sensitivity to eye contact and gaze direction needs to be taken into account in the design of such systems. Here we experimentally investigate human perception of eye contact and gaze direction in 2D and 3D, using a within-subjects design...
Pervasive and social game is an emerging game genre which brings more physical movement and social interactions into game. This article proposes the conceptual framework TeMPS that systematically characterizes the important aspects of pervasive and social games. Further, around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework. The framework is helpful...
An Internet-based teleoperation application system is introduced, which is designed to connect with Brain-Computer Interface. The hardware and software parts of the system are included. The system is divided into two parts (master-slave) in the hardware and four parts in the software part. Test results of the system to perform a teleoperation through network are recorded. At last, the usability of...
This paper investigates a human hand motion capture based on back projection of human hand's silhouette images extracted from multi-camera images. The multi-camera system consists of a server-client system to run the motion capture in real time, and small USB cameras are utilized to make the system compact and low cost. To achieve robust extraction of the hand's silhouette that is used in silhouette...
The methods and experiences from the Apollo Program are fundamental building blocks for the development of lunar landing strategies for the constellation program. Each of the six lunar landing Apollo missions landed under near ideal lighting conditions. The astronauts visually performed terrain relative navigation while looking out of windows, and were greatly aided by external communication and well...
In the study of virtual reality and mixed reality, the developments of an input device and user interface are important for the interaction with virtual objects and environment. However, a mouse or a joystick is commonly used in present systems. If we could manipulate a virtual object intuitively by using natural gestures without any sensors or devices, the system would contribute to present reality...
For the characteristics of dial board images, this paper proposes an accomplishment method of auto-calibration system of dial gauges. Uses computer vision technology into the calibration of dial gauges, substitutes the traditional calibration method which need human, and accomplishes automatic dial gauge calibration. The dial gauge calibration process consists of three parts: image pre-processing,...
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