• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 18
  • 3
  • 2
  • 1
  • Tagged with
  • 28
  • 28
  • 10
  • 8
  • 6
  • 5
  • 5
  • 4
  • 4
  • 4
  • 4
  • 4
  • 3
  • 3
  • 3
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
11

Är tiden inne för virtual reality i hemmet? - En experimentell studie av virtual reality med 3D och head tracking

Lindhoff, Mattias January 2011 (has links)
Genom åren har intresset för och satsningar på underhållning i tredimensionellt format (3D) gått i vågor. Idag har de flesta biografer stöd för att visa 3D-filmer. Utöver detta intresse har det på senare år även börjat komma mer teknik för 3D i hemmet. Det har också introducerats många nya mer immersiva och intuitiva inmatnings-enheter som bidrar till under-hållning med element av virtual reality hemma. Företagen Sony, Nintendo och Microsoft har alla lanserat olika typer av avancerade tekniker för sådana inmatnings-enheter till sina spel-system. Dessa tekniker bidrar på olika sätt till mer immersiv underhållning. På de sätt som många av teknikerna används idag blir däremot interaktionen fortfarande hämmad av att dessa kräver att man står, respektive tittar, i en viss riktning.Rapporten återger en experimentell studie som tar sikte på att undersöka om det är möjligt att med kommersiellt tillgänliga medel skapa immersiv virtual reality som är portabel och buren – för underhållning i hemmet. Inledningsvis redogörs kortfattat för människans upp-fattning av djup samt hur olika 3D-displayer fungerar. Härefter kommer vi in på virtual reality och betydelsen av en hög nivå av immersion i detta sammanhang. Beträffande virtual reality kommer däremot utgångspunkten vara mer teoretisk, för att ge en bild av åt vilket håll utvecklingen går. Denna del går därmed längre än vad experimentet omfattar, eftersom denna teori inte ännu fullt ut omsatts i praktiken. Hypotesen för experimentet är att tekniken ”head tracking”, i form av en huvudburen rörelsedetektor som känner av huvudets orientering, till viss del kan vara en lösning på problemet med immersion – eftersom jag som användare då inte är hänvisad till en viss plats. Slutligen analyseras såväl teori som experiment och man kommer fram till att VRD är en möjlig lovande framtida teknik. Hypotesen bekräftas till viss del och rapporten mynnar ut i en slutreflektion där det konstateras att teknik för att skapa ökad immersion och VR hemma finns tillgänglig – även om en del ytterligare arbete för datahantering skulle krävas för att optimera denna. / Through the years, interest in and focus on entertainment in three dimensional form (3D) has gone in waves. Today, most cinemas have support for showing 3D-movies. In addition to this interest, an increasing amount of technology for 3D at home has become available in recent years. A number of different new, more immersive and intuitive input devices with elements of virtual reality for home use, have also been introduced. The companies Sony, Nintendo and Microsoft have all launched various types of such advanced input technology for their game consoles. These techniques contribute in various ways to more immersive entertain-ment. In the way many of these technical solutions are used today, they are still limited by the requirement of standing and looking in a specific direction. The report reflects an experimental study that aims to explore the feasibility of using commercially obtainable material to create immersive virtual reality for home entertainment, which is portable and wearable. Initially it explains the basics of human depth perception, and how different 3D displays work. Hereafter, we will look at virtual reality and the im-portance of a high level of immersion in this context. In regards to virtual reality however, the starting point will be of a more theoretical nature, to give an idea of in which direction the development is heading. This part thereby goes further than what the experiment covers, because of this theory not yet beeing fully applied in practice. The hypothesis for the experiment is that the technology "head tracking", in the form of a head-mounted motion-sensor that detects the orientation of the head, in part, may be a solution to the problem of immersion – as the user isn’t dependant on a specific location.Finally an analysis of both theory and experiment is made in which it is concluded that VRD might be a promissing future technology. The hypothesis is partially confirmed and the report culminates in a final reflection where it is found that technology for creating a higher level of immersion and VR at home is available – even though some additional work with data handling would be required.
12

Sharing big display : développement des technologies et métaphores d'interactions nouvelles pour le partage collaboratif d'affichage en groupe ouvert / Sharing big display : technology development and new interaction metaphors for collaborative sharing display in open group

Marion, Damien 21 December 2017 (has links)
Aujourd’hui, les écrans ont envahi nos quotidiens. Cette colonisation a engendré l’avènement de nouveaux écrans, les écrans de grand format. Or, ces grands écrans sont souvent utilisés comme de simples affichages statiques n’autorisant que très peu d’interaction aux utilisateurs en présence. Mais alors comment permettre des interactions multi-utilisateur et surtout quels modes et moyens d’interactions proposer afin d’interagir avec ces grands écrans ? Il faut évidemment définir des règles de collaboration : que faire si plusieurs personnes consultent la même information en même temps ? Comment permettre à un nouvel arrivant de prendre conscience de ce qu’il y a à voir alors que des utilisateurs ont déjà “transformé” l’affichage par leur utilisation courante ?Face à ces enjeux, notre travail a consisté, dans un premier temps, à tester des interactions multi-utilisateurs sur grand écran à l’aide d’un dispositif de détection et de suivi de la position et de l’orientation de la tête (head tracking) instrumenté. Nous avons ainsi mis en évidence l’importance du concept de « vision flottante » dans la recherche collaborative d’informations sur grand écran. Dans un second temps, nos recherches se sont concentrées sur le développement d’un dispositif d’head tracking permettant des interactions multi-utilisateur (jusqu’à 6 personnes), sans artefacts et sans calibrage avec un écran de grand format. Enfin, nous présentons l’étude comparative d’un même affichage tantôt statique et tantôt rendu dynamique à l’aide de notre dispositif. Cette étude est basée sur l’évaluation de l’expérience utilisateur (UX). Ainsi, nous avons pu dégager les premières recommandations concernant les métaphores d’interactions à mettre en place pour interagir avec un écran de grand format dans un contexte d’usage en groupe ouvert.Ce travail de doctorat a été consacré à la mise en avant de la faisabilité, de l’intérêt et de la proposition de premières orientations concernant la conception d’interactions multi-utilisateurs avec un écran de grand format basées sur une technique d’head tracking. / Screens have invaded our daily life. Amongst them, large displays are becoming increasingly present in public places. Sometimes, a few interaction are proposed to the users, but most of the time they are simply used as static displays. So, how to interact with these large displays and especially how to allow multi-user interactions? Of course, we have to define rules for collaboration: what we have to do if several people consult the same information at the same time? How to allow a newcomer to become aware of what there is to see when users have already "transformed" the display by their current use?First, our work consisted in testing instrumented multi-user interactions, based on a head tracking system, during a collaborative information seeking task, on a large display. In this part, we have highlighted the importance of the concept of "floating vision". Then, our research focused on the development of a head tracking system allowing intuitive interactions, without needing neither a special equipment nor individual calibration. Our system supports several users (up to six) simultaneously interacting with individualized information on a large display. Finally, we present the study of performance gain within a context of multi-user competitive consultation of information. We compare the benefit of an adaptive display (information move in front of users who are focusing on them), with a standard display. This study is based on user experience (UX) analysis. Thus, we were able to identify the first recommendations about interaction metaphors allowing intuitive interactions with a large display in an open group context.This research was devoted to highlighting the feasibility, interest and proposition of initial orientations concerning the design of multi-user interactions with large public displays based on a head tracking technique.
13

Visualizador 3D baseado em head tracking e estereoscopia para aplicações com o método dos elementos finitos. / 3D viewer based on head tracking and stereoscopic for finite element method applications.

Junqueira, Luiz Antonio Custódio Manganelli 06 December 2013 (has links)
A visualização 3D de simulações pelo Método dos Elementos Finitos (MEF) ainda é uma experiência limitada em função da falta de realismo 3D nos monitores disponíveis. Além do monitor 3D realista, a melhor visualização destas simulações depende de uma apresentação MEF desenvolvida adequadamente, de forma a tirar maior proveito deste realismo 3D. Neste trabalho, é realizado o desenvolvimento de um visualizador MEF 3D, que reproduz os efeitos estereoscópicos e de rastreamento de cabeça (head-tracking), explorando melhor as percepções de profundidade com hardware acessível e bibliotecas gráficas utilizadas em aplicações convencionais. / The 3D visualization of Finite Element Method (FEM) simulations is still a limited experience due to the lack of realism of 3D monitors available. In addition to the realistic 3D monitor, better visualization of these simulations depends on a MEF presentation properly developed in order to get the most out of 3D realism. In this work, a 3D MEF viewer is develop, including stereoscopy and head tracking 3D effects, that better explores human depth cues using hardware from cost and benefit perspective and graphics libraries used in conventional applications.
14

Visualizador 3D baseado em head tracking e estereoscopia para aplicações com o método dos elementos finitos. / 3D viewer based on head tracking and stereoscopic for finite element method applications.

Luiz Antonio Custódio Manganelli Junqueira 06 December 2013 (has links)
A visualização 3D de simulações pelo Método dos Elementos Finitos (MEF) ainda é uma experiência limitada em função da falta de realismo 3D nos monitores disponíveis. Além do monitor 3D realista, a melhor visualização destas simulações depende de uma apresentação MEF desenvolvida adequadamente, de forma a tirar maior proveito deste realismo 3D. Neste trabalho, é realizado o desenvolvimento de um visualizador MEF 3D, que reproduz os efeitos estereoscópicos e de rastreamento de cabeça (head-tracking), explorando melhor as percepções de profundidade com hardware acessível e bibliotecas gráficas utilizadas em aplicações convencionais. / The 3D visualization of Finite Element Method (FEM) simulations is still a limited experience due to the lack of realism of 3D monitors available. In addition to the realistic 3D monitor, better visualization of these simulations depends on a MEF presentation properly developed in order to get the most out of 3D realism. In this work, a 3D MEF viewer is develop, including stereoscopy and head tracking 3D effects, that better explores human depth cues using hardware from cost and benefit perspective and graphics libraries used in conventional applications.
15

Alternativa metoder för att kontrollera ett användargränsnitt i en browser för teknisk dokumentation / Alternative methods for controlling the user interface in a browser for technical documentation

Svensson, Cecilia January 2003 (has links)
<p>When searching for better and more practical interfaces between users and their computers, additional or alternative modes of communication between the two parties would be of great use. This thesis handles the possibilities of using eye and head movements as well as voice input as these alternative modes of communication. </p><p>One part of this project is devoted to find possible interaction techniques when navigating in a computer interface with movements of the eye or the head. The result of this part is four different controls of an interface, adapted to suit this kind of navigation, combined together in a demo application. </p><p>Another part of the project is devoted to the development of an application, with voice control as primary input method. The application developed is a simplified version of the application ActiViewer., developed by AerotechTelub Information&Media AB.</p>
16

Automatic Visual Behavior Analysis / Automatic Visual Behavior Analysis

Larsson, Petter January 2002 (has links)
<p>This work explores the possibilities of robust, noise adaptive and automatic segmentation of driver eye movements into comparable quantities as defined in the ISO 15007 and SAE J2396 standards for in-vehicle visual demand measurements. Driver eye movements have many potential applications, from the detection of driver distraction, drowsiness and mental workload, to the optimization of in-vehicle HMIs. This work focuses on SeeingMachines head and eye-tracking system SleepyHead (or FaceLAB), but is applicable to data from other similar eye-tracking systems. A robust and noise adaptive hybrid algorithm, based on two different change detection protocols and facts about eye-physiology, has been developed. The algorithm has been validated against data, video transcribed according to the ISO/SAE standards. This approach was highly successful, revealing correlations in the region of 0.999 between analysis types i.e. video transcription and the analysis developed in this work. Also, a real-time segmentation algorithm, with a unique initialization fefature, has been developed and validated based on the same approach.</p><p>This work enables real-time in-vehicle systems, based on driver eye-movements, to be developed and tested in real driving conditions. Furthermore, it has augmented FaceLAB by providing a tool that can easily be used when analysis of eye movements are of interest e.g. HMI and ergonomics studies, analysis of warnings, driver workload estimation etc.</p>
17

Automatic Visual Behavior Analysis / Automatic Visual Behavior Analysis

Larsson, Petter January 2002 (has links)
This work explores the possibilities of robust, noise adaptive and automatic segmentation of driver eye movements into comparable quantities as defined in the ISO 15007 and SAE J2396 standards for in-vehicle visual demand measurements. Driver eye movements have many potential applications, from the detection of driver distraction, drowsiness and mental workload, to the optimization of in-vehicle HMIs. This work focuses on SeeingMachines head and eye-tracking system SleepyHead (or FaceLAB), but is applicable to data from other similar eye-tracking systems. A robust and noise adaptive hybrid algorithm, based on two different change detection protocols and facts about eye-physiology, has been developed. The algorithm has been validated against data, video transcribed according to the ISO/SAE standards. This approach was highly successful, revealing correlations in the region of 0.999 between analysis types i.e. video transcription and the analysis developed in this work. Also, a real-time segmentation algorithm, with a unique initialization fefature, has been developed and validated based on the same approach. This work enables real-time in-vehicle systems, based on driver eye-movements, to be developed and tested in real driving conditions. Furthermore, it has augmented FaceLAB by providing a tool that can easily be used when analysis of eye movements are of interest e.g. HMI and ergonomics studies, analysis of warnings, driver workload estimation etc.
18

Face Tracking Using Optical Flow : Real-Time Optical Flow Enhanced AdaBoost Cascade Face Tracker

Ranftl, Andreas January 2014 (has links)
This master thesis deals with real-time algorithms and techniques for face detection and facetracking in videos. A new approach is presented where optical flow information is incorporatedinto the Viola-Jones face detection algorithm, allowing the algorithm to update the expectedposition of detected faces in the next frame. This continuity between video frames is not exploitedby the original algorithm from Viola and Jones, in which face detection is static asinformation from previous frames is not considered.In contrast to the Viola-Jones face detector and also to the Kanade-Lucas-Tomasi tracker, theproposed face tracker preserves information about near-positives.In general terms the developed algorithm builds a likelihood map from results of the Viola-Jones algorithm, then computes the optical flow between two consecutive frames and finallyinterpolates the likelihood map in the next frame by the computed flow map. Faces get extractedfrom the likelihood map using image segmentation techniques. Compared to the Viola-Jonesalgorithm an increase in stability as well as an improvement of the detection rate is achieved.Firstly, the real-time face detection algorithm from Viola and Jones is discussed. Secondly theauthor presents methods which are suitable for tracking faces. The theoretical overview leadsto the description of the proposed face tracking algorithm. Both principle and implementationare discussed in detail. The software is written in C++ using the Open Computer Vision Libraryas well as the Matlab MEX interface.The resulting face tracker was tested on the Boston Head Tracking Database for which groundtruth information is available. The proposed face tracking algorithm outperforms the Viola-Jones face detector in terms of average detection rate and temporal consistency.
19

Head Rotation Detection in Marmoset Monkeys

January 2014 (has links)
abstract: Head movement is known to have the benefit of improving the accuracy of sound localization for humans and animals. Marmoset is a small bodied New World monkey species and it has become an emerging model for studying the auditory functions. This thesis aims to detect the horizontal and vertical rotation of head movement in marmoset monkeys. Experiments were conducted in a sound-attenuated acoustic chamber. Head movement of marmoset monkey was studied under various auditory and visual stimulation conditions. With increasing complexity, these conditions are (1) idle, (2) sound-alone, (3) sound and visual signals, and (4) alert signal by opening and closing of the chamber door. All of these conditions were tested with either house light on or off. Infra-red camera with a frame rate of 90 Hz was used to capture of the head movement of monkeys. To assist the signal detection, two circular markers were attached to the top of monkey head. The data analysis used an image-based marker detection scheme. Images were processed using the Computation Vision Toolbox in Matlab. The markers and their positions were detected using blob detection techniques. Based on the frame-by-frame information of marker positions, the angular position, velocity and acceleration were extracted in horizontal and vertical planes. Adaptive Otsu Thresholding, Kalman filtering and bound setting for marker properties were used to overcome a number of challenges encountered during this analysis, such as finding image segmentation threshold, continuously tracking markers during large head movement, and false alarm detection. The results show that the blob detection method together with Kalman filtering yielded better performances than other image based techniques like optical flow and SURF features .The median of the maximal head turn in the horizontal plane was in the range of 20 to 70 degrees and the median of the maximal velocity in horizontal plane was in the range of a few hundreds of degrees per second. In comparison, the natural alert signal - door opening and closing - evoked the faster head turns than other stimulus conditions. These results suggest that behaviorally relevant stimulus such as alert signals evoke faster head-turn responses in marmoset monkeys. / Dissertation/Thesis / Masters Thesis Electrical Engineering 2014
20

Alternativa metoder för att kontrollera ett användargränsnitt i en browser för teknisk dokumentation / Alternative methods for controlling the user interface in a browser for technical documentation

Svensson, Cecilia January 2003 (has links)
When searching for better and more practical interfaces between users and their computers, additional or alternative modes of communication between the two parties would be of great use. This thesis handles the possibilities of using eye and head movements as well as voice input as these alternative modes of communication. One part of this project is devoted to find possible interaction techniques when navigating in a computer interface with movements of the eye or the head. The result of this part is four different controls of an interface, adapted to suit this kind of navigation, combined together in a demo application. Another part of the project is devoted to the development of an application, with voice control as primary input method. The application developed is a simplified version of the application ActiViewer., developed by AerotechTelub Information&amp;Media AB.

Page generated in 0.102 seconds