Chiseling Bodies is an interactive augmented dance performance, where a dancer interacts with abstract visuals. They are massive mass-spring systems whose dynamical behaviors are echoing the dancer’s movement qualities.
ISBN:
(纸本)9781450318990
Chiseling Bodies is an interactive augmented dance performance, where a dancer interacts with abstract visuals. They are massive mass-spring systems whose dynamical behaviors are echoing the dancer’s movement qualities.
Describing pain intensity constitutes an essential part of pain communication. A medical practitioner cannot depend on pain scales because of the criteria differences between the patient and caregiver. However, online...
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ISBN:
(纸本)9781728188591
Describing pain intensity constitutes an essential part of pain communication. A medical practitioner cannot depend on pain scales because of the criteria differences between the patient and caregiver. However, online pain communication is dependent on a patient's description and an assessment on a pain scale. This paper proposes a robot-assisted pain communication system with a tangible user interface that enables non-numerical pain communication. The SQTT interface is proposed using design processes consisting of a novel squeezable input device and a twisting robot. The twisting expression of the robot represents the pain intensity, which is gauged from the squeezing power on the input device. Integrating input and output requires defining how the twisting motion of the robot is rendered from the squeezing input. An experiment was conducted to evaluate the four methods of rendering: raw, smoothing (moving average), dynamic smoothing, and updating peak. The result of a non-parametric one-way analysis of variance indicates a significant difference between the rendering methods. As a result, an appropriate rendering method is proposed based on the ranges: smoothing for mild pain, vibrating for moderate pain, and exaggerating for severe pain. In conclusion, the robot-assisted pain communication system can be implemented with intuitive interaction primitives for online context. This paper contributes a lesson in designing a robot-assisted online pain communication, which uses a new method of measuring deformation.
The multitouch functionality of tabletop computers is often augmented by the use of tangible objects that offer an intuitive and haptic alternative to interaction and manipulation. However, employing tangibles can als...
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ISBN:
(纸本)9781450318990
The multitouch functionality of tabletop computers is often augmented by the use of tangible objects that offer an intuitive and haptic alternative to interaction and manipulation. However, employing tangibles can also lead to less desirable effects, such as occlusion or lack of precision. In this paper we highlight the design and implementation of ring-like tangible objects: TangibleRings. They do not occlude the objects underneath them and also support the detection of touch events inside their perimeter. Additionally, multiple rings may be nested within one another in order to combine ring functionalities or produce more complex filters.
ThermoNet is a web-based learning resource being developed for introductory Thermodynamic classes. The resource emphasizes instructional techniques that cannot be achieved using traditional textbooks, including the us...
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ThermoNet is a web-based learning resource being developed for introductory Thermodynamic classes. The resource emphasizes instructional techniques that cannot be achieved using traditional textbooks, including the use of interaction, animations, and movies. The feasibility of replacing traditional lecturers with computer-based instruction using tutorials in ThermoNet is explored, as are the advantages and disadvantages of having students work individually versus in groups on a tutorial. Three thermodynamics classes during the spring 2001 semester were held in a computer lab where the students worked through a specific tutorial rather than listen to a lecture. Qualitative feedback on this technology obtained both from a questionnaire administered by the instructor and from an evaluation conducted by an independent evaluator are presented.
For modeling the 3D world behind 2D images, which 3D representation is most appropriate? A polygon mesh is a promising candidate for its compactness and geometric properties. However, it is not straightforward to mode...
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ISBN:
(纸本)9781538664209
For modeling the 3D world behind 2D images, which 3D representation is most appropriate? A polygon mesh is a promising candidate for its compactness and geometric properties. However, it is not straightforward to model a polygon mesh from 2D images using neural networks because the conversion from a mesh to an image, or rendering, involves a discrete operation called rasterization, which prevents back-propagation. Therefore, in this work, we propose an approximate gradient for rasterization that enables the integration of rendering into neural networks. Using this renderer, we perform single-image 3D mesh reconstruction with silhouette image supervision and our system outperforms the existing voxel-based approach. Additionally, we perform gradient-based 3D mesh editing operations, such as 2D-to-3D style transfer and 3D DeepDream, with 2D supervision for the first time. These applications demonstrate the potential of the integration of a mesh renderer into neural networks and the effectiveness of our proposed renderer.
A microprogrammable, high-resolution real-time geometrical mapping processor is reported. The processor computes image memory addresses according to user-specified geometrical mapping functions. The processor architec...
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A microprogrammable, high-resolution real-time geometrical mapping processor is reported. The processor computes image memory addresses according to user-specified geometrical mapping functions. The processor architecture includes a function generator, with high-speed arithmetic circuits and a pipeline control method. This has resulted in 50-MHz operation using 1.2 μm CMOS technology. A block diagram of the processor is shown, and its main features are summarized.
Deep networks are extremely hungry for data. They devour hundreds of thousands of labeled images to learn robust and semantically meaningful feature representations. Current networks are so data hungry that collecting...
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ISBN:
(纸本)9781538664209
Deep networks are extremely hungry for data. They devour hundreds of thousands of labeled images to learn robust and semantically meaningful feature representations. Current networks are so data hungry that collecting labeled data has become as important as designing the networks themselves. Unfortunately, manual data collection is both expensive and time consuming. We present an alternative, and show how ground truth labels for many vision tasks are easily extracted from video games in real time as we play them. We interface the popular Microsoft DirectX rendering API, and inject specialized rendering code into the game as it is running. This code produces ground truth labels for instance segmentation, semantic labeling, depth estimation, optical flow, intrinsic image decomposition, and instance tracking. Instead of labeling images, a researcher now simply plays video games all day long. Our method is general and works on a wide range of video games. We collected a dataset of 220k training images, and 60k test images across 3 video games, and evaluate state of the art optical flow, depth estimation and intrinsic image decomposition algorithms. Our video game data is visually closer to real world images, than other synthetic dataset.
Location-based multi-player games are currently being pushed by the industry, one main factor being that highly-accurate positioning technologies like GPS as well as broadband mobile networks like UMTS are finally get...
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User-oriented design allows to develop design solutions based on user’s needs and desires. In order to meet user’s needs better, designers work on understanding and adaptation of human perception principles. Later t...
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Mesh simplification is a mainstream technique to render graphics responsively in modern graphical software. However, the graphical nature of the output poses a test oracle problem in testing. Previous work uses patter...
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