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We demonstrate a generalizable method for unified multitouch detection and response on a human head-shaped surface with a rear-projection animated 3D face. The method helps achieve hands-on touch-sensitive training with dynamic physical-virtual patient behavior. The method, which is generalizable to other non-parametric rear-projection surfaces, requires one or more infrared (IR) cameras, one or more...
In this poster we present Portable-Spheree, an interactive spherical rear-projected 3D-content-display that provides perspective-corrected views according to the user's head position, to provide parallax, shading and occlusion depth cues. Portable-Spheree is an evolution of the Spheree and it is developed in a smaller form factor, using more projectors and a dark-translucent screen with increased...
The current advent of consumer level optical see-through (OST) head-mounted displays (HMD's) has greatly broadened the accessibility of Augmented Reality (AR) to not only researchers but also the general public as well. This increased user base heightens the need for robust automatic calibration mechanisms suited for nontechnical users. We are developing a fully automated calibration system for two...
This paper proposes a high-definition digital display case for manipulating a virtual exhibit that has linking mechanisms. This technique enhances the understanding of dynamic exhibits. It is difficult to construct interactive contents of dynamic virtual exhibits, because measuring the mechanism invokes the risk of an exhibit's deterioration, and it takes tremendous efforts to create a fine spun computer...
We present a technique that uses images, videos and sensor data taken from first-person point-of-view devices to perform egocentric field-of-view (FOV) localization. We define egocentric FOV localization as capturing the visual information from a person's field-of-view in a given environment and transferring this information onto a reference corpus of images and videos of the same space, hence determining...
In this paper, we propose frontal human detection method by using real-measurement of object by using depth camera. Two geometrical features of human body are used to detect the human orientation, such as shoulder width and depth difference between head and chest. The validity of proposed algorithm is confirmed by using real sequences. The proposed algorithm would be very useful in early phase of...
Consumers nowadays demand for more convenient human-device interaction (HDI) in every device they use. As a part of the HDI technologies, remote eye gaze tracking (REGT) is getting more attentions. Among state-of-the-art REGT methods, the ones which utilize four infrared (IR) lights have better accuracy and robustness to head movements. In this paper, a novel glint estimation method is proposed, which...
This paper introduces a novel vision-based approach for realistic interaction between user and display's content. An extremely accurate motion capture system is proposed to measure and track the user's head motion in 3D space. Video frames captured by the low-cost head-mounted camera are processed to retrieve the 3D motion parameters. The retrieved information facilitates the real-time 3D interaction...
This paper proposes a novel people counting method based on head detection and tracking to evaluate the number of people who move under an over-head camera. There are four main parts in the proposed method: foreground extraction, head detection, head tracking, and crossing-line judgment. The proposed method first utilizes an effective foreground extraction method to obtain foreground regions of moving...
We propose a human re-identification algorithm for multi-camera surveillance environment where a unique signature of an individual is learned and tracked in a scene. The video feed from each camera is processed using a motion detector to get locations of all individuals. To compute the human signature, we propose a combination of different descriptors on the detected body such as the Local Binary...
A user study was performed to compare two non-touch input methods for mobile gaming: tilt-input and facial tracking. User performance was measured on a mobile game called Star Jelly installed on a Google Nexus 7 HD tablet. The tilt-input method yielded significantly better performance. The mean game-score attained using tilt-input was 665.8. This was 7× higher than the mean of 95.1 for facial tracking...
This paper proposes a real-time indoor surveillance system which installs multiple depth cameras from vertical top-view to track humans. This system leads to a novel framework to solve the traditional challenge of surveillance through tracking of multiple persons, such as severe occlusion, similar appearance, illumination changes, and outline deformation. To cover the entire space of indoor surveillance...
Remote robotic explorations for collapsed buildings in a severe disaster are demanded. However, rescue robots cannot approach the rubble due to safety risks. This study proposes a remote vertical exploration system for collapsed buildings with a robotic inspection system hoisted by a crane. An Active Scope Camera (ASC) has many advantages for the vertical exploration such as a light and flexible continuum...
In this paper, a high-speed vision-based morphological analysis system for fast-flowing cells in a microchannel implementing a multi-object feature extraction algorithm on a high-speed vision platform is proposed. Real-time video processing is performed in hardware logic by extracting the moment features and bounding boxes of multiple cells in 512×256-pixel images at 2000 fps. The extracted cell regions...
A large class of human movements rely on the so-called hand-eye coordination for precise and versatile performance. Teleoperation of agile robotic systems in three dimensional environments would benefit from a detailed understanding of the perceptual control mechanisms used by the operator both for the design of operator interfaces and potentially for the use of gaze information as part of the control...
The article is dealing with the study of stability and posture by measuring and analyzing the angular movements of the head and shoulders. In neurological practice, however, this method of evaluating the relative angular movements of the head and shoulders is not a common practice. The objective of this study was to develop a method of precise measurement of relative angular movements of the head...
Cyber-physical smart city integration of digitalcomponents into the real world will offer a variety of possibilitiesto enrich our daily life. A digital-physical hybrid world makes itpossible to optimize our energy use and to offer morecomfortable traffic management. However, we still need to investigate how to interact with a hybrid world. Augmentedreality and virtual reality techniques offer promising...
Previous work demonstrated that Kinect sensor can be very useful for fall detection. In this work we present a novel approach to fall detection that allows us to achieve reliable fall detection in larger areas through person detection and tracking in dense depth map sequences acquired by an active pan-tilt 3D camera. We demonstrate that both high sensitivity and specificity can be obtained using dense...
For compelling human-robot interaction, social gestures are widely believed to be important. This paper investigates the effects of adding gestures to a physical game between a human and a humanoid robot. Human participants repeatedly threw a ball to the robot, which attempted to catch it. If the catch was successful, the robot threw the ball back to the human. For half of the cases in which the catch...
Often overlooked in human-robot interaction is the challenge of people detection. For natural interaction, a robot must detect people without waiting for them to face the camera, get far enough away to be fully present, or center themselves fully within the field of view. Furthermore, it must happen without requiring immense amounts of processing that are not practical for real systems. In this work...
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