The objective of this research is to optimize the designing parameters of the parallel manipulator with large orientation workspace at the boundary position of the constant orientation workspace (COW). The method uses...
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The objective of this research is to optimize the designing parameters of the parallel manipulator with large orientation workspace at the boundary position of the constant orientation workspace (COW). The method uses a simple genetic algorithm (SGA) while considering three different kinematic performance indices: COW and the global conditioning index (GCI) to evaluate the mechanism's dexterity for translational motion of an end-effector, and orientation workspace of two angle of Euler angles to obtain the large rotation angle of an end-effector at the boundary position of COW. Total fifteen cases divided according to the combination of the circle radius of COW and rotation angle of orientation workspace are studied, and an optimized model is proposed as a best model by relative comparison of them on the basis of the pre-existing model
The developing of an interactive augmented reality (AR) application with the help of various authoring tool is discussed. Building an interactive AR application involves two main steps, creating graphics and audio con...
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The developing of an interactive augmented reality (AR) application with the help of various authoring tool is discussed. Building an interactive AR application involves two main steps, creating graphics and audio content and describing object behaviors and the interactions between users and that content. The Designers Augmented Reality Toolkit (DART) is a tool for the rapid prototyping of AR applications and provides event-trigger components. Immersive authoring with 'What You eXperience is What You Get (WYXIWUG) allows users to experience and verify immersive content firsthand, creating it through natural and direct interaction within the same environment.
"Serious gaming" has been described as a global revolution in interactive 3D (i3D) technology that promises to develop intuitive, affordable, accessible and familiar training environments for a wide range of...
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ISBN:
(纸本)0863415768
"Serious gaming" has been described as a global revolution in interactive 3D (i3D) technology that promises to develop intuitive, affordable, accessible and familiar training environments for a wide range of educational and training applications, from medicine and healthcare to defence training for urban operations. The quality, performance and affordability of today's "first person shooter" games were unimaginable to the "veterans" of the real-time simulation and virtual reality (VR) communities in the 1980's and early 1990's. Yet the primary ambition of those veterans - to achieve immersive experiences in lifelike environments populated with "avatars" representing real human participants from across the world - is closer today than ever before. However, as was the case for the VR "era", failing to recognise the importance of key human factors issues in serious gaming leads to the delivery of synthetic training packages that contain inappropriate content delivered via unusable interactive technologies. This paper reviews the background to the rise of the serious gaming community, addressing the supporting evidence for the exploitation of gaming technologies in defence part-task training and the human factors issues that must be given due consideration early in the design process.
We introduce an annotation-based rescue assistance system for a teleoperated unmanned helicopter with an wearable augmented reality (AR) environment. In this system, an operator controls the helicopter remotely while ...
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We introduce an annotation-based rescue assistance system for a teleoperated unmanned helicopter with an wearable augmented reality (AR) environment. In this system, an operator controls the helicopter remotely while watching an annotated view from the helicopter through a head mounted display (HMD) with a laptop PC in a backpack. Virtual buildings and textual annotations assist the rescue operation indicating the position to search rapidly and intensively. The position and the attitude of the helicopter is measured by a GPS and a gyroscope, and sent to the operator's PC via a wireless LAN. Using this system, we conducted experiments to find persons and verified the feasibility.
We propose a wearable active camera with laser pointer (WACL) as a humaninterface device for use in telecommunications. The WACL laser pointer is attached to the active camera-head and it can point a laser spot while...
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In many real-world tasks of image classification, limited amounts of labeled data are available to train automatic classifiers. Consequently, extensive human expert involvement is required for verification. A novel so...
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In many real-world tasks of image classification, limited amounts of labeled data are available to train automatic classifiers. Consequently, extensive human expert involvement is required for verification. A novel solution is presented that makes use of active learning combined with an ensemble of classifiers for each class. The result is a significant reduction in required expert involvement for uncertain image region classification.
Support vector machines represent a new approach to pattern classification developed from the theory of structural risk minimization. In this paper, we present an investigation into the application of support vector m...
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Support vector machines represent a new approach to pattern classification developed from the theory of structural risk minimization. In this paper, we present an investigation into the application of support vector machines to the confidence measurement problem in speech recognition. Specifically, based on the results from an initial decoding of an utterance during speech recognition, we derive a feature vector consisting of parameters such as word score density, N-best word score density differences, relative word score and relative word duration as input to the confidence measurement process in which hypothetically correct utterances are accepted and utterances determined to be incorrect are rejected. We propose a new approach to training support vector machines. In this paper, we train and test a support vector machines classifier and compare the results with other statistical classification methods.
With technological progress, wide field-of-view (FOV) displays will become increasingly common. Wide FOVs provide a more immersive environment and produce stronger self-motion perception. The objective of this study w...
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ISBN:
(纸本)0769509487
With technological progress, wide field-of-view (FOV) displays will become increasingly common. Wide FOVs provide a more immersive environment and produce stronger self-motion perception. The objective of this study was to investigate the relationships between FOV and scene content on postural stability in an immersive environment. 10 subjects were tested using two different scenes (a simple radial pattern and a "meaningful" city scene) at six FOVs (30/spl deg/, 60/spl deg/, 90/spl deg/, 120/spl deg/, 150/spl deg/ 180/spl deg/) using a within-subjects design. Subjects exhibited more postural disturbance with increasing FOV. A surprisingly large increase in disturbance was found for the interval between 150/spl deg/ and 180/spl deg/ using the city scene. No statistically significant difference was found for effects of scene content. Two groups (postural stable group and postural unstable group) were identified during experiment. These groups performed differently in the two scene conditions. Future research plans are described.
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