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We propose a mathematical model for optimizing pixel aspect ratio for the best 3D estimation in both stereo-based 3D reconstruction and 3D viewing applications. We analyze the 3D reconstruction through a 3D display medium and reduce the whole process to a single stereo system so that a unified model can be applied to both direct reconstruction from stereo images and indirect reconstruction through...
We have been studying the creativity-centered media to ensure that systems truly support creative and intelligent human activities. However, it has gradually become obvious that current advanced support systems have a serious drawback: instead of promoting creative work, they often discourage creativity or let us stop thinking. In this paper, we focus on the 3D sketch system that supports the design...
In this paper, we discuss the RoboCup@Home league as a benchmark for service robot systems in everyday environments. The competition requires skills in mobile manipulation and human-robot interaction. Specifically, we detail the contributions of our team NimbRo, which won the RoboCup@Home competition in 2011. We demonstrated novel capabilities in the league such as real-time table-top segmentation,...
The future of tele-conferencing is towards multi-party 3D Tele-Immersion (TI) and TI environments that can support realistic inter-personal communications and virtual interaction among participants. In this paper, we address two important issues, pertinent to TI environments. The paper focuses on techniques for the real-time, 3D reconstruction of moving humans from multiple Kinect devices. The off-line...
We describe a study that aims towards enhancing our understanding of the perception of H.264/AVC compressed stereoscopic 3D videos, in particular spatial video quality, depth quality, visual comfort and overall 3D video quality. The results of this study indicate that the human subjects have diverse opinions on depth quality scores but a high agreement on spatial video quality. Their agreement on...
Information technology currently supports the development of human interaction with virtual environment, this development will continue in developing in the form of Human Computer Interaction (HCI). In this study, how the environment 3D virtual computer should be able to recognize human hand as part as virtual object, so it can interact with virtual environment. HCI is a study in which the relationship...
Real-time 3D motion capture for the human hand opens many avenues for HCI. This work describes our framework for fitting a 3D skeleton to the human hand using depth images. We represent a human hand by a 3D skeleton with 15 joints. Using this model, various synthetic depth images are generated. Random Decision Forests (RDF) are trained and used to assign each pixel to a hand part. A mean-shift method...
Human head is one of the most detail parts of human body. Reconstruction of human head must be precise to avoid misinformation of the product. Furthermore, head reconstruction especially face is used in several significant applications such as face recognition, head surgery, and face simulation. This study employs cubic Beta-spline as the fitted curve based on its capability to maintain the second...
This paper proposes a human interface device framework for interactive applications including educational contents in ubiquitous environments. Recently, mobile and portable devices such as iPad, iPhone and Android tablet PC have become common and popular. We should use these devices for providing learners with more attractive educational contents supporting various intuitive interfaces. Using the...
The goal of the current study was to investigate the effects of different virtual environment (VE) technologies on emotional arousal and task performance in a modified Stroop task presented under low- and high-stress conditions. Fifty-three participants were recruited from a college population. Reactivity to stressful VEs was examined in three representative VE systems from desktop to high-end fully...
Virtual humans are often presented as mixed reality characters projected onto screens that are blended into a physical setting. Stereo loudspeakers to the left and right of the screen are typically used for virtual human audio. Unfortunately, stereo pairs can produce an effect known as precedence, which causes users standing close to a particular loudspeaker to perceive a collapse of the stereo sound...
Comparative studies involving CAVE systems inevitably have some confounding factors. Except for the six-sided CAVE systems, the missing back wall(s) of a CAVE system can be a confounding factor when virtual and physical navigation interaction techniques are compared, regarding the viewpoint rotation. We introduce a virtual black wall as a way to avoid a possible confounding factor in comparative studies...
Human movements are important cues for recognizing human actions, which can be captured by explicit modeling and tracking of actor or through space-time low-level features. However, relying solely on human dynamics is not enough to discriminate between actions which have similar human dynamics, such as smoking and drinking, irrespective of the modeling method. Object perception plays an important...
Crowd-sourcing tools such as Mechanical Turk are popular for annotation of large scale image data sets. Typically, these annotations consist of bounding boxes or coarse outlines of objects, in order to keep the interface as simple as possible and to respect browser constraints. However, as most browsers now contain functionality to quickly process images and render shapes to the browser through JavaScript,...
In this paper, we present a new vision-based multiple human tracking system. This novel 3D visual tracking system is capable of automatically identifying, labeling and tracking multiple humans in real-time even when they occlude each other. Furthermore, the multiple human tracker was implemented in a vision driven robot system for human robot interaction. The distributed system comprises of 4 subsystems:...
In this article, we discuss how to recognize each group of humans and objects that interact with each other, for some activity such as a conversation by some people looking at the same screen, from observation by cameras. Although the previous work on recognizing human behaviors by cameras mainly discusses those of a single person, such as moving from one place to another, we rather focus on the interactions...
In this paper, we present the design, implementation, and evaluation of a system that automatically constructs accurate radio maps for device-free WLAN localization systems. The system is capable of generating deterministic and probabilistic radio maps for localization systems. Our system uses 3D ray tracing enhanced with the uniform theory of diffraction (UTD) to model the electric field behavior...
Visual analytics is an active research topic in both 2D image/video and 3D graphics/animation. Given a constrained resource budget, the performance of compression algorithms can be enhanced by incorporating human perceptual factors into the quality assessment processing pipeline. However, human perception can be applied not only to visualization, but also language and other sensations and related...
Recent algorithms for monocular motion capture (MoCap) estimate weak-perspective camera matrices between images using a small subset of approximately-rigid points on the human body (i.e.\ the torso and hip). A problem with this approach, however, is that these points are often close to coplanar, causing canonical linear factorisation algorithms for rigid structure from motion (SFM) to become extremely...
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