959 resultados para Multi-Touch Recognition


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In this paper we describe CubIT, a multi-user presentation and collaboration system installed at the Queensland University of Technology’s (QUT) Cube facility. The ‘Cube’ is an interactive visualisation facility made up of five very large-scale interactive multi-panel wall displays, each consisting of up to twelve 55-inch multi-touch screens (48 screens in total) and massive projected display screens situated above the display panels. The paper outlines the unique design challenges, features, implementation and evaluation of CubIT. The system was built to make the Cube facility accessible to QUT’s academic and student population. CubIT enables users to easily upload and share their own media content, and allows multiple users to simultaneously interact with the Cube’s wall displays. The features of CubIT were implemented via three user interfaces, a multi-touch interface working on the wall displays, a mobile phone and tablet application and a web-based content management system. Each of these interfaces plays a different role and offers different interaction mechanisms. Together they support a wide range of collaborative features including multi-user shared workspaces, drag and drop upload and sharing between users, session management and dynamic state control between different parts of the system. The results of our evaluation study showed that CubIT was successfully used for a variety of tasks, and highlighted challenges with regards to user expectations regarding functionality as well as issues arising from public use.

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This paper describes a concept for supporting distributed hands-on collaboration through interaction design for the physical and the digital workspace. The Blended Interaction Spaces concept creates distributed work environments in which collaborating parties all feel that they are present “here” rather than “there”. We describe thinking and inspirations behind the Blended Interaction Spaces concept, and summarize findings from fieldwork activities informing our design. We then exemplify the Blended Interaction Spaces concept through a prototype implementation of one of four concepts.

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Through ubiquitous computing and location-based social media, information is spreading outside the traditional domains of home and work into the urban environment. Digital technologies have changed the way people relate to the urban form supporting discussion on multiple levels, allowing more citizens to be heard in new ways (Fredericks et al. 2013; Houghton et al. 2014; Caldwell et al. 2013). Face-to-face and digitally mediated discussions, facilitated by tangible and hybrid interaction, such as multi-touch screens and media façades, are initiated through a telephone booth inspired portable structure: The InstaBooth. The InstaBooth prototype employs a multidisciplinary approach to engage local communities in a situated debate on the future of their urban environment. With it, we capture citizens’ past stories and opinions on the use and design of public places. The way public consultations are currently done often engages only a section of the population involved in a proposed development; the more vocal citizens are not necessarily the more representative of the communities (Jenkins 2006). Alternative ways to engage urban dwellers in the debate about the built environment are explored at the moment, including the use of social media or online tools (Foth 2009). This project fosters innovation by providing pathways for communities to participate in the decision making process that informs the urban form. The InstaBooth promotes dialogue and mediation between a bottom-up and a top-down approach to urban design, with the aim of promoting community connectedness with the urban environment. The InstaBooth provides an engagement and discussion platform that leverages a number of locally developed display and interaction technologies in order to facilitate a dialogue of ideas and commentary. The InstaBooth combines multiple interaction techniques into a hybrid (digital and analogue) media space. Through the InstaBooth, urban design and architectural proposals are displayed encouraging commentary from visitors. Inside the InstaBooth, visitors can activate a multi-touch screen in order to browse media, write a note, or draw a picture to provide feedback. The purpose of the InstaBooth is to engage with a broader section of society, including those who are often marginalised. The specific design of the internal and external interfaces, the mutual relationship between these interfaces with regards to information display and interaction, and the question how visitors can engage with the system, are part of the research agenda of the project.

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Emergency Response Teams increasingly use interactive technology to help manage information and communications. The challenge is to maintain a high situation awareness for different interactive devices sizes. This research specifically compared a handheld interactive device in the form of an iPad with a large interactive multi-touch tabletop. A search and rescue inspired simulator was designed to test operator situation awareness for the two sized devices. The results show that operators had better situation awareness on the tabletop device when the operation related to detecting of moving targets, searching target locations, distinguishing target types, and comprehending displayed information.

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针对实时序列图像多目标识别问题提出了一种快速图像处理方法。该方法依据一定的先验知识和准则,对复杂背景图像进行窗口化,对每一个窗口独立进行自适应快速中值滤波,及基于局部图像灰度信息的自适应重新量化和最大熵分割处理,实现了对全景视场内预定目标的快速准确提取和识别。为动态环境中多目标条件下移动机器人的视觉定位、导航和目标跟踪所需图像处理技术提供了一种新的方法。

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Poszukiwanie uniwersalnej definicji bezpieczeństwa Polski w niestabilnym systemie Unii Europejskiej opiera się głównie na odnalezieniu się w roli gracza i aktora, który jako samodzielny podmiot bierze aktywny udział w wielowymiarowym unijnym systemie negocjacji i przetargów (brokering between different interests). Polska musi mieć przygotowany swój program działania w UE o charakterze strategicznym i taktycznym włączając w niego państwo-centryczne priorytety horyzontalne i sektorowe, zarówno antykryzysowe jak i antagonistyczne i dysfunkcjonalne. Wymaga to perfekcyjnego przygotowania wykształconego zespołu ludzi zajmujących się bezpieczeństwem. Konieczne są bardzo wysokie umiejętności organizacyjne i wysoki stopień znajomości sposobu funkcjonowania państw w relacjach do całości i poszczególnych elementów UE. Wszystko to sprowadza się do konieczności wypracowywania specyficznego modus operandi polskiego bezpieczeństwa, na który poza znanymi już regułami i procedurami składa się ich interwencyjne zaplecze instytucjonalno-administracyjne oraz logistyczno-techniczne. Polska musi też posiąść zdolność do adaptacji do otaczającego świata (Europy) poprzez poszerzanie bazy funkcjonowania systemu integracyjnego. Wiąże się to bezpośrednio z dostosowywaniem do permanentnej zmiany w Unii Europejskiej i globalnym otoczeniu. Adaptacja jest również istotna z punktu widzenia potrzeby stabilizowania systemu. Pozwala neutralizować wszelkie próby zakłóceń funkcjonalnych jej struktury, pozycji i zbioru kompetencji. Adaptację powinna uzupełniać realistyczna innowacyjność i misyjność Polski widoczna przez wprowadzanie do środowiska (otoczenia) nowych reguł i mechanizmów bezpieczeństwa. Innowacyjność wiąże się z inicjowaniem nowego stylu/sposobu myślenia o bezpieczeństwie, a w związku z tym z nowatorstwem w zakresie wielopoziomowego (wieloprzestrzennego) ujmowania bezpieczeństwa. Na tak rozumiane bezpieczeństwo państwa składa się nie tylko zdolność obronna (militarna), ale także siła gospodarki oraz zasoby, którym Polska powinna dysponować. Misyjność sprowadza się natomiast do promowania i propagowania wartości przypisanych państwu narodowemu - niezapisanych w unijnych traktatach takich jak potęga, racja stanu i niepodległość.

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Projeto para obtenção do grau de Mestre em Engenharia Informática e de Computadores

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Tabletop computers featuring multi-touch input and object tracking are a common platform for research on Tangible User Interfaces (also known as Tangible Interaction). However, such systems are confined to sensing activity on the tabletop surface, disregarding the rich and relatively unexplored interaction canvas above the tabletop. This dissertation contributes with tCAD, a 3D modeling tool combining fiducial marker tracking, finger tracking and depth sensing in a single system. This dissertation presents the technical details of how these features were integrated, attesting to its viability through the design, development and early evaluation of the tCAD application. A key aspect of this work is a description of the interaction techniques enabled by merging tracked objects with direct user input on and above a table surface.

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Pós-graduação em Comunicação - FAAC

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Recent developments in the area of interactive entertainment have suggested to combine stereoscopic visualization with multi-touch displays, which has the potential to open up new vistas for natural interaction with interactive three-dimensional (3D) applications. However, the question arises how the user interfaces for system control in such 3D setups should be designed in order to provide an effective user experience. In this article we introduce 3D GUI widgets for interaction with stereoscopic touch displays. The design of the widgets was inspired to skeuomorphism and affordances in such a way that the user should be able to operate the virtual objects in the same way as their real-world equivalents. We evaluate the developed widgets and compared them with their 2D counterparts in the scope of an example application in order to analyze the usability of and user behavior with the widgets. The results reveal differences in user behavior with and without stereoscopic display during touch interaction, and show that the developed 2D as well as 3D GUI widgets can be used effectively in different applications.

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Visual information is becoming increasingly important and tools to manage repositories of media collections are highly sought after. In this paper, we focus on image databases and on how to effectively and efficiently access these. In particular, we present effective image browsing systems that are operated on a large multi-touch environment for truly interactive exploration. Not only do image browsers pose a useful alternative to retrieval-based systems, they also provide a visualisation of the whole image collection and let users explore particular parts of the collection. Our systems are based on the idea that visually similar images are located close to each other in the visualisation, that image thumbnails are arranged on a regular lattice (either a regular grid projected on a sphere or a hexagonal lattice), and that large image datasets can be accessed through a hierarchical tree structure. © 2014 International Information Institute.

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Image collections are ever growing and hence efficient and effective tools to manage these repositories are highly sought after. In this paper, we present effective image browsing systems that are operated on a large multi-touch environment for truly interactive exploration. Not only do image browsers pose a useful alternative to retrieval-based systems, they also provide a visualisation of the whole image collection and allow users to interactively explore particular parts of the collection. Our systems are based on the idea that visually similar images are located close to each other in the visualisation, that image thumbnails are arranged on a regular lattice (either a regular grid projected onto a sphere or a hexagonal lattice), and that large image datasets can be accessed through a hierarchical tree structure. A pilot study has shown that the presented systems do indeed work well and are preferred compared to conventional image browsers. © 2011 IEEE.

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Der Zugang zu Datenbanken über die universelle Abfragesprache SQL stellt für Nicht-Spezialisten eine große Herausforderung dar. Als eine benutzerfreundliche Alternative wurden daher seit den 1970er-Jahren unterschiedliche visuelle Abfragesprachen (Visual Query Languages, kurz VQLs) für klassische PCs erforscht. Ziel der vorliegenden Arbeit ist es, eine generische VQL zu entwickeln und zu erproben, die eine gestenbasierte Exploration von Datenbanken auf Schema- und Instanzdatenebene für mobile Endgeräte, insbesondere Tablets, ermöglicht. Dafür werden verschiedene Darstellungsformen, Abfragestrategien und visuelle Hints für Fremdschlüsselbeziehungen untersucht, die den Benutzer bei der Navigation durch die Daten unterstützen. Im Rahmen einer Anforderungsanalyse erwies sich die Visualisierung der Daten und Beziehungen mittels einer platzsparenden geschachtelten NF2-Darstellung als besonders vorteilhaft. Zur Steuerung der Datenbankexploration wird eine geeignete Gestensprache, bestehend aus Stroke-, Multitouch- und Mid-Air-Gesten, vorgestellt. Das Gesamtkonzept aus Darstellung und Gestensteuerung wurde anhand des im Rahmen dieser Arbeit entwickelten GBXT-Prototyps auf seine reale Umsetzbarkeit hin, als plattformunabhängige Single-Page-Application für verschiedene mobile Endgeräte mittels JavaScript und HTML5/CSS3 untersucht.

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Gait recognition approaches continue to struggle with challenges including view-invariance, low-resolution data, robustness to unconstrained environments, and fluctuating gait patterns due to subjects carrying goods or wearing different clothes. Although computationally expensive, model based techniques offer promise over appearance based techniques for these challenges as they gather gait features and interpret gait dynamics in skeleton form. In this paper, we propose a fast 3D ellipsoidal-based gait recognition algorithm using a 3D voxel model derived from multi-view silhouette images. This approach directly solves the limitations of view dependency and self-occlusion in existing ellipse fitting model-based approaches. Voxel models are segmented into four components (left and right legs, above and below the knee), and ellipsoids are fitted to each region using eigenvalue decomposition. Features derived from the ellipsoid parameters are modeled using a Fourier representation to retain the temporal dynamic pattern for classification. We demonstrate the proposed approach using the CMU MoBo database and show that an improvement of 15-20% can be achieved over a 2D ellipse fitting baseline.