inter-glow is a system that facilitates close interaction and communication among users in real spaces by using multiplexed visible-light communication technology. By pointing light to shine on an object contains an e...
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ISBN:
(纸本)1595936408
inter-glow is a system that facilitates close interaction and communication among users in real spaces by using multiplexed visible-light communication technology. By pointing light to shine on an object contains an embedded photo sensor, users can get information about the object. In addition, several users can communicate with each other intimately by shining light on the object at the same time. We built a prototype to show the technology plain. In our prototype, when users shine lamps on a table in a miniature living room, the system recognizes which lamps are illuminated the table. According to the combination of illuminating lamps, the system produces family conversations.
We propose an infotainment presentation system that relies on eyegaze as an intuitive and unobtrusive input modality. the system analyzes eye movements in real-time to infer users' attention, visual interest, and ...
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ISBN:
(纸本)1595936408
We propose an infotainment presentation system that relies on eyegaze as an intuitive and unobtrusive input modality. the system analyzes eye movements in real-time to infer users' attention, visual interest, and preference regarding interface objects. the application consists of a virtual showroom where a team of two highly realistic 3D agents presents product items in an entertaining and attractive way. the presentation flow adapts to the user's attentiveness and interest, or lack thereof, and thus provides a more personalized and user-attentive experience of the presentation. Copyright 2007 ACM.
the demo will show two highly expressive virtual agents introducing the audience to a traditional Japanese room. the agent models and gestures have been created by a professional Japanese character designer. By adapti...
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ISBN:
(纸本)1595936408
the demo will show two highly expressive virtual agents introducing the audience to a traditional Japanese room. the agent models and gestures have been created by a professional Japanese character designer. By adapting and extending an influential technique ("Verbs and Adverbs"), we added parameterized emotional expression and gesture interruptibility as new behaviors to increase agent believability, interactivity, and responsiveness. In the demo, users will be provided a simple interface to test the new features.
Fundamental to the generation of 3D audio is the HRTF processing of acoustical signals. Unfortunately, given the high dimensionality of HRTFs, incorporating them into dynamic/interactive virtual environment and gaming...
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ISBN:
(纸本)1595936408
Fundamental to the generation of 3D audio is the HRTF processing of acoustical signals. Unfortunately, given the high dimensionality of HRTFs, incorporating them into dynamic/interactive virtual environment and gaming applications is computationally very demanding. this greatly limits the performance of such applications that incorporate real-time 3D audio. this paper examines the application of data reduction models to HRTFs. In particular, the locally linear Isomap, Locally Linear Embedding (LLE), and the globally linear Principal Components Analysis (PCA) dimensionality reduction tools are applied to the MIT HRTF dataset. Our motivation is to project the inherently high-dimensional space inherent in HRTF measurements onto a lower dimensionality such that they can be incorporated into interactive virtual environments and gaming applications.
Physical games have always been with us. In this paper we explore the utility of adding tangible interfaces and embedded computing into a well known children's ABC spelling blocks game and thus enable it to offer ...
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ISBN:
(纸本)1595936408
Physical games have always been with us. In this paper we explore the utility of adding tangible interfaces and embedded computing into a well known children's ABC spelling blocks game and thus enable it to offer intelligent, immediate and meaningful feedback to the players. We developed a prototype using simple low cost elements and tested it with five children aged 7 - 12. the children understood the functionality of the system almost immediately and found the game easy to use and familiar in appearance, yet at the same time it inspired them to try and spell words in order to elicit feedback. A number of problems were identified and possible solutions are offered. Copyright 2007 ACM.
Some burgeoning web applications, such as web search engines, need to track, store and analyze massive real-time users' access logs with high availability of 24*7. the traditional high availability approaches towa...
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3D video, which is captured by multiple synchronized cameras and stored in mesh models, is emerging in recent years. However, the generation of 3D video is time-consuming and expensive. In this paper, we present an ed...
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ISBN:
(纸本)9783540694212
3D video, which is captured by multiple synchronized cameras and stored in mesh models, is emerging in recent years. However, the generation of 3D video is time-consuming and expensive. In this paper, we present an editing system to re-use 3D video efficiently. the hierarchical motion structure in 3D video is observed and parsed. then, the representative motions are selected into a motion database, where the user can choose the desired motions. When synthesizing those chosen motions, the motion transition is optimized by a cost function. Some other information is also displayed in the interface to ease the editing. It should be mentioned that all the analysis and processing in our system are done in feature vector space.
We propose a novel framework for the classification of single trial ElectroEncephaloGraphy (EEG), based on regularized logistic regression. Framed in this robust statistical framework no prior feature extraction or ou...
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ISBN:
(纸本)9780262195683
We propose a novel framework for the classification of single trial ElectroEncephaloGraphy (EEG), based on regularized logistic regression. Framed in this robust statistical framework no prior feature extraction or outlier removal is required. We present two variations of parameterizing the regression function: (a) with a full rank symmetric matrix coefficient and (b) as a difference of two rank=1 matrices. In the first case, the problem is convex and the logistic regression is optimal under a generative model. the latter case is shown to be related to the Common Spatial Pattern (CSP) algorithm, which is a popular technique in Brain computer Interfacing. the regression coefficients can also be topographically mapped onto the scalp similarly to CSP projections, which allows neuro-physiological interpretation. Simulations on 162 BCI datasets demonstrate that classification accuracy and robustness compares favorably against conventional CSP based classifiers.
We present the first protocol for the anonymous transmission of a quantum state that is information-theoretically secure against an active adversary, without any assumption on the number of corrupt participants. the a...
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ISBN:
(纸本)9783540768999
We present the first protocol for the anonymous transmission of a quantum state that is information-theoretically secure against an active adversary, without any assumption on the number of corrupt participants. the anonymity of the sender and receiver, as well as the privacy of the quantum state, are perfectly protected except with exponentially small probability. Even though a single corrupt participant can cause the protocol to abort, the quantum state can only be destroyed with exponentially small probability: if the protocol succeeds, the state is transferred to the receiver and otherwise it remains in the hands of the sender (provided the receiver is honest).
Over the past few years, there has been a quiet revolution in display manufacturing technology. One that is only comparable in scope to that of the invention of the first LCD, which led to DynaBook and the modern lapt...
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ISBN:
(数字)9783540735540
ISBN:
(纸本)9783540735533
Over the past few years, there has been a quiet revolution in display manufacturing technology. One that is only comparable in scope to that of the invention of the first LCD, which led to DynaBook and the modern laptop. E-ink electrophoretic pixel technology, combined withadvances in organic thin-film circuit substrates, have led to displays that are so thin and flexible they are beginning to resemble paper. Soon displays will completely mimic the high contrast, low power consumption and flexibility of printed media. As withthe invention of the first LCD, this means we are on the brink of a new paradigm in computer user interface design: one in which computers can have any organic form or shape. One where any object, no matter how complex, dynamic or flexible its structure, may display information. One where the deformation of shape is a main source of input.
this new paradigm of Organic User Interface (Oui!) requires a new set of design guidelines, which I will discuss in this presentation. these guidelines were inspired by architecture, which went through a similar transformation decades ago. In Oui! the Input Device Is the Output Device (TIDISTOD), Form dynamically follows Flow of activities of the human body, and Function equals Form. I will give an overview of technologies that led to Organic UI, such as Tangible UI and Digital Desks, after which I will discuss some of the first real Oui! interfaces, which include Gummi and PaperWindows. PaperWindows, which was developed at HML, is the first real paper computer. It uses computer vision to track sheets of real paper in real time. Page shape is modeled in 3D, textured with windows and projected back onto the paper, making for a wireless hi-res flexible color display. Interactions with PaperWindows take place through hand gestures and paper folding techniques.
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