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This paper introduces the 5* Magic Wand: a user interface that provides an inexpensive way for input of 3D data. Drawing upon the metaphor of the "wizard", a user can point to places, perform gestures and cast "spells" to interact with the computer. We describe a computer vision technique that tracks the wand with 5 degrees of freedom. A prototype implementation, composed of a...
In recent years, in a game or AR (virtual reality), various modes of expression using a computer are proposed. The new system developed with a computer, a projector, and a camera as one of such the modes of expressions. The system irradiates the light such as the laser pointers to the screen under projection. It is reflected in the screen image data under projection by taking the irradiation locus...
In this paper, we propose an intelligent system to detect user's aiming point in the virtual combat simulator that is constructed part of real directional environment. Our system uses computer vision techniques to analyze images acquired from an inexpensive digital camera in real-time. This paper presents new systems that use a gun with infra-red laser pointer to take aim displayed on a flexible screen...
Multi-projector systems for VR applications require complex infrastructure composed of several projectors and computers. Management of this complex structure is a challenge and requires expert personnel to keep it operational. In this paper we propose a flexible, mobile, off-the-shelf computing platform, targeted at the development of multi-projector displays algorithms. The goal is to achieve a fast...
We describe a virtual-reality framework for investigating startle-response behavior in fish. Using real-time three-dimensional tracking, we generate looming stimuli at a specific location on a computer screen, such that the shape and size of the looming stimuli change according to the fish's perspective and location in the tank. We demonstrate the effectiveness of the setup through experiments on...
The process of how we can achieve a low-cost infra-based interaction device informs of a motion tracking system is shown, that is in the first place, appropriate for personal use. The analysis for discovering the requirements of the intended system was based on gathering information about the proposed and other existing systems and then distilling the user and system requirements from this information...
Sand models as used in military are thematic 3D representations of an area of interest which combined the information of maps with a more realistic 3D bird's eye view of the terrain. Sand models have been used for military planning and war gaming for many years as a field expedient, small-scale map, for planning and training of military operations. This, however increasingly fell out of favor with...
This paper reports the outcome and feasibility of using a novel virtual reality system, SeeMe, for the assessment and treatment of unilateral spatial neglect following stroke in a recovered post-stroke subject with residual symptoms of unilateral spatial neglect (USN). The subject received 8 weekly treatment sessions. Outcome measures included the Short Feedback Questionnaire, standard paper and pencil...
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...
Hands-free gaming systems are likely to gain, in the near future, the total share of the electronic gaming market. Such process has been anticipated by the introduction of the Nintendo Wii that, within a few months from its launch, stably reached the top ranking of sales among gaming systems. We can expect something similar will occur once the for-long expected Microsoft Kinect system will be available...
Virtual-teaching scene is developed and three-dimensional digital systems on Jiangxi Science and Technology Normal University is built mainly based on Virtools, which implements roaming the campus on the computer and reproduction of teaching-scene. The learner can travel every corner of the campus and into the multimedia projector teaching simulation and display system through it. The learner can...
This paper illustrates the idea of applying interactive storytelling to a panoramic projection system. The story of a wedding that occurred in 1941 in Charles Church (Plymouth, UK) is presented on a wrap-around screen where the viewers are asked to make decisions about further developments of the narrative. The church was bombed in 1941 and was not rebuilt after the war. A virtual 3D reconstruction...
This paper will discuss the photographic capture of omni-directional stereoscopic spherical projections, that is, a means of creating stereoscopic spherical projections that can be experienced by a single viewer without the need for head tracking or by a larger audience all of whom may be looking in different directions. We will illustrate a means of photographically capturing such stereoscopic image...
According to the requirements of three-dimensional reconstruction in the process of virtual interaction, an precision reconstruction algorithm based on Euclidean space point, which is combined with the method of triangle center gravity is proposed, and the improved method is illustrated according to the estimation of the corresponding space point related to multiple images. Compared with traditional...
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...
As devices such as computers, sensors and motors have decreased in size, wearable computing has become an increasingly active area of research. Guidance of general human behavior by expert navigation is expected to be realized through the development of wearable computing. We aim to apply this technology to first-aid treatment. If an injured or ill person requires first-aid treatment but only non-experts...
In this paper, we present a new framework for sensory games using motion estimation and collision responses. In this framework, only one Web camera is used, and the additional marker is not necessary. User's actions are extracted by analyzing consecutive frame differences. Collisions between the virtual objects and the user are detected by colliding ratio and distance, and the objects respond by the...
Recently panorama-based virtual reality systems have a key issue that is how to achieve continuous walkthrough between the two adjacent panoramas. In order to solve this issue, we firstly take images in the sampling points of the transition path, and then the coefficients of image transformations among these images are estimated directly from these images. Finally, the images in the non-sampling points...
Latency in a communication system can result in confusing a conversation through loss of causality as people exchange verbal and non-verbal nuances. This paper compares true end-to-end latencies across an immersive virtual environment and a video conference link using the same approach to measure both. Our approach is to measure end-to-end latency through filming the movements of a participant and...
Summary form only given. The author reviews his research with Faisal Qureshi towards smart camera networks capable of carrying out advanced surveillance tasks with little or no human supervision. A unique centerpiece of our work is the combination of computer vision, computer graphics, and artificial life simulation technologies to develop such networks and experiment with them. Our prototype simulator...
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