3Rd Dimension Veritas Et Visus November 2010 Vol 6 No 3
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Gesttrack3d™ Toolkit
GestTrack3D™ Toolkit A Collection of 3D Vision Trackers for Touch-Free User Interface and Game Control Control interactive displays and digital signs from a distance. Navigate “PrimeSense™-like” 3D game worlds. Interact with virtually any computer system without ever touching it. GestureTek, the inventor and multiple patent holder of video gesture control using 2D and 3D cameras, introduces GestTrack3D™, our patented, cutting-edge, 3D gesture control system for developers, OEMs and public display providers. GestTrack3D eliminates the need for touch-based accessories like a mouse, keyboard, handheld controller or touch screen when interacting with an electronic device. Working with nearly any Time of Flight camera to precisely measure the location of people’s hands or body parts, GestTrack3D’s robust tracking enables device control through a wide range of gestures and poses. GestTrack3D is the perfect solution for accurate and reliable off-screen computer control in interactive environments such as boardrooms, classrooms, clean rooms, stores, museums, amusement parks, trade shows and rehabilitation centres. The Science Behind the Software GestureTek has developed unique tracking and gesture recognition algorithms to define the relationship between computers and the people using them. With 3D cameras and our patented 3D computer vision software, computers can now identify, track and respond to fingers, hands or full-body gestures. The system comes with a depth camera and SDK (including sample code) that makes the x, y and z coordinates of up to ten hands available in real time. It also supports multiple PC development environments and includes a library of one-handed and two-handed gestures and poses. -
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected]
Interaction, Participation and Networking Art Florian Weil Student at University of Art in Linz Hauptplatz 8 4010 Linz, Austria [email protected] Interactions were often used as a dialogue model, for example the “Telematic Dreaming” project. In this installation the viewer is no ABSTRACT longer solely a recipient, but simultaneously an agent, too. This paper is a summary of the essay “Interaction, Participation, Networking Art and telecommunication” from Inke Arns. We At the late 1980s telematic and telepresence began to gain explore how the spectator is involved into the artwork and how importance for interactive media art. Telepresence provided a new the participation of art changed in the last 50-60 years. scope for the artist and allowed the viewer parallel experiences in Furthermore, this paper point out the evolution of art and which three different spaces at once: role participation plays in the art context • The real space in which the viewer’s body is physically located Keywords Art Network Internet mass-media participation telematic • Per tele-perception in the virtual, simulated visual space collaboration Openness NetArt satellite communication • Per tele-action at the physical location of the “data- work” 1. INTRODUCTION In this context of telematic art Kit Galloway and Sherrie Duchamp said that artwork is made entirely by those who look at Rabinowitz created a groundbreaking work, which is called “Hole it or read it. The artist, who made it, survives by their accolades or in Space”. In this installation the viewer from Los Angeles were even their condemnation. These points motivated the artist of the able to talk to the viewer from the other side in New York via a 20th Centaury to use and evolve the concepts of interaction, satellite video connection. -
PROJECTION – VISION SYSTEMS: Towards a Human-Centric Taxonomy
PROJECTION – VISION SYSTEMS: Towards a Human-Centric Taxonomy William Buxton Buxton Design www.billbuxton.com (Draft of May 25, 2004) ABSTRACT As their name suggests, “projection-vision systems” are systems that utilize a projector, generally as their display, coupled with some form of camera/vision system for input. Projection-vision systems are not new. However, recent technological developments, research into usage, and novel problems emerging from ubiquitous and portable computing have resulted in a growing recognition that they warrant special attention. Collectively, they represent an important, interesting and distinct class of user interface. The intent of this paper is to present an introduction to projection-vision systems from a human-centric perspective. We develop a number of dimensions according to which they can be characterized. In so doing, we discuss older systems that paved the way, as well as ones that are just emerging. Our discussion is oriented around issues of usage and user experience. Technology comes to the fore only in terms of its affordances in this regard. Our hope is to help foster a better understanding of these systems, as well as provide a foundation that can assist in making more informed decisions in terms of next steps. INTRODUCTION I have a confession to make. At 56 years of age, as much as I hate losing my hair, I hate losing my vision even more. I tell you this to explain why being able to access the web on my smart phone, PDA, or wrist watch provokes nothing more than a yawn from me. Why should I care? I can barely read the hands on my watch, and can’t remember the last time that I could read the date on it without my glasses. -
Ubiquitous Interactive Art Displays: Are They Wanted, Are They Intuitive?
Ubiquitous Interactive Art Displays: Are they Wanted, are they Intuitive? Gary Burrows The Information Science Discussion Paper Series Number 2006/02 January 2006 ISSN 1172-6024 University of Otago Department of Information Science The Department of Information Science is one of six departments that make up the School of Business at the University of Otago. The department offers courses of study leading to a major in Information Science within the BCom, BA and BSc degrees. In addition to undergraduate teaching, the department is also strongly involved in post- graduate research programmes leading to MCom, MA, MSc and PhD degrees. Re- search projects in spatial information processing, connectionist-based information sys- tems, software engineering and software development, information engineering and database, software metrics, distributed information systems, multimedia information systems and information systems security are particularly well supported. The views expressed in this paper are not necessarily those of the department as a whole. The accuracy of the information presented in this paper is the sole responsibil- ity of the authors. Copyright Copyright remains with the authors. Permission to copy for research or teaching pur- poses is granted on the condition that the authors and the Series are given due ac- knowledgment. Reproduction in any form for purposes other than research or teach- ing is forbidden unless prior written permission has been obtained from the authors. Correspondence This paper represents work to date and may not necessarily form the basis for the au- thors’ final conclusions relating to this topic. It is likely, however, that the paper will ap- pear in some form in a journal or in conference proceedings in the near future. -
A 0.13 Μm CMOS System-On-Chip For
IEEE JOURNAL OF SOLID-STATE CIRCUITS, VOL. 50, NO. 1, JANUARY 2015 303 A0.13μm CMOS System-on-Chip for a 512 × 424 Time-of-Flight Image Sensor With Multi-Frequency Photo-Demodulation up to 130 MHz and 2 GS/s ADC Cyrus S. Bamji, Patrick O’Connor, Tamer Elkhatib, Associate Member, IEEE,SwatiMehta, Member, IEEE, Barry Thompson, Member, IEEE, Lawrence A. Prather,Member,IEEE, Dane Snow, Member, IEEE, Onur Can Akkaya, Andy Daniel, Andrew D. Payne, Member, IEEE, Travis Perry, Mike Fenton, Member, IEEE, and Vei-Han Chan Abstract—We introduce a 512 × 424 time-of-flight (TOF) depth Generally, 3-D acquisition techniques can be classified into image sensor designed in aTSMC0.13μmLP1P5MCMOS two broad categories: geometrical methods [1], [2], which in- process, suitable for use in Microsoft Kinect for XBOX ONE. The clude stereo and structured light, and electrical methods, which 10 μm×10μm pixel incorporates a TOF detector that operates using the quantum efficiency modulation (QEM) technique at include ultrasound or optical TOF described herein. The oper- high modulation frequencies of up to 130 MHz, achieves a mod- ating principle of optical TOF is based on measuring the total ulation contrast of 67% at 50 MHz and a responsivity of 0.14 time required for a light signal to reach an object, be reflected by A/W at 860 nm. The TOF sensor includes a 2 GS/s 10 bit signal the object, and subsequently be detected by a TOF pixel array. path, which is used for the high ADC bandwidth requirements Optical TOF methods can be classified in two subcategories: of the system that requires many ADC conversions per frame. -
"How Does Gamified Interaction Allow Participants to Co-Create Digital Artworks?"
Erasmus Mundus Joint Master Degree European Master of Excellence Media Arts Cultures "HOW DOES GAMIFIED INTERACTION ALLOW PARTICIPANTS TO CO-CREATE DIGITAL ARTWORKS?" Qualitative analysis: comparative method, within-case method of analysis and embedded multiple-case study Master Thesis Handed in to Department of Communication and Psychology Aalborg University Head of Department Univ.-Prof. Dr. Mikael Vetner and the Media Arts Cultures Consortium Supervisor: Palle Dahlstedt (Ph.D., MFA, MA) By: Dominique Vinckenbosch (BA, MA) August 12, 2019 ! ii! ABSTRACT Topic: Game design elements (gamification affordances) applied to interaction for co-creation in art. Author: Dominique Vinckenbosch Course/Year: Media Arts Cultures, 2017-2019 4th Semester Placement: Aalborg University, Denmark Pages: 130 Content: So far gamification and interaction in art have been studied separately. However, the research question of this study "How does Gamified Interaction allow participants to co-create digital artworks?" covers three disciplines, respectively games, human computer interaction and interactive art and demonstrate connections premises between the three. Therefore, this study aims to bridge these three disciplines by filling the gap in the current research about the application of game design elements (gamification affordances) to interaction for co-creation in art. In order to do so, the study conducts an in-depth cross-case and within-case qualitative analysis of four digital artworks, respectively The Beast, Cow Clicker, Tweetris and BURP in regards to two previously elaborated hypotheses, which goals are to provide evidence of a causal relationship (H1) and to eliminate a causal factor as a necessary condition (H2). The results demonstrate that Gamified Interaction enables co-creation in the form of authorial and social collaboration, and that it does not necessary have to be designed according to the participants. -
Real-Time Depth Imaging
TU Berlin, Fakultät IV, Computer Graphics Real-time depth imaging vorgelegt von Diplom-Mediensystemwissenschaftler Uwe Hahne aus Kirchheim unter Teck, Deutschland Von der Fakultät IV - Elektrotechnik und Informatik der Technischen Universität Berlin zur Erlangung des akademischen Grades Doktor der Ingenieurwissenschaften — Dr.-Ing. — genehmigte Dissertation Promotionsausschuss: Vorsitzender: Prof. Dr.-Ing. Olaf Hellwich Berichter: Prof. Dr.-Ing. Marc Alexa Berichter: Prof. Dr. Andreas Kolb Tag der wissenschaftlichen Aussprache: 3. Mai 2012 Berlin 2012 D83 For my family. Abstract This thesis depicts approaches toward real-time depth sensing. While humans are very good at estimating distances and hence are able to smoothly control vehicles and their own movements, machines often lack the ability to sense their environ- ment in a manner comparable to humans. This discrepancy prevents the automa- tion of certain job steps. We assume that further enhancement of depth sensing technologies might change this fact. We examine to what extend time-of-flight (ToF) cameras are able to provide reliable depth images in real-time. We discuss current issues with existing real-time imaging methods and technologies in detail and present several approaches to enhance real-time depth imaging. We focus on ToF imaging and the utilization of ToF cameras based on the photonic mixer de- vice (PMD) principle. These cameras provide per pixel distance information in real-time. However, the measurement contains several error sources. We present approaches to indicate measurement errors and to determine the reliability of the data from these sensors. If the reliability is known, combining the data with other sensors will become possible. We describe such a combination of ToF and stereo cameras that enables new interactive applications in the field of computer graph- ics. -
Theorising the Practice of Expressing a Fictional World Across Distinct Media and Environments
Transmedia Practice: Theorising the Practice of Expressing a Fictional World across Distinct Media and Environments by Christy Dena A thesis submitted in fulfilment of the requirements for the Degree of Doctor of Philosophy (PhD) School of Letters, Art and Media Department of Media and Communications Digital Cultures Program University of Sydney Australia Supervisor: Professor Gerard Goggin Associate Supervisor: Dr. Chris Chesher Associate Supervisor: Dr. Anne Dunn 2009 Let’s study, with objectivity and curiosity, the mutation phenomenon of forms and values in the current world. Let’s be conscious of the fact that although tomorrow’s world does not have any chance to become more fair than any other, it owns a chance that is linked to the destiny of the current art [...] that of embodying, in their works some forms of new beauty, which will be able to arise only from the meet of all the techniques. (Francastel 1956, 274) Translation by Regina Célia Pinto, emailed to the empyre mailing list, Jan 2, 2004. Reprinted with permission. To the memory of my dear, dear, mum, Hilary. Thank you, for never denying yourself the right to Be. ~ Transmedia Practice ~ Abstract In the past few years there have been a number of theories emerge in media, film, television, narrative and game studies that detail the rise of what has been variously described as transmedia, cross-media and distributed phenomena. Fundamentally, the phenomenon involves the employment of multiple media platforms for expressing a fictional world. To date, theorists have focused on this phenomenon in mass entertainment, independent arts or gaming; and so, consequently the global, transartistic and transhistorical nature of the phenomenon has remained somewhat unrecognised. -
A Smart-Dashboard Augmenting Safe & Smooth Driving
Master Thesis Computer Science Thesis no: 2010:MUC:01 Month Year 02-10 A Smart-Dashboard Augmenting safe & smooth driving Muhammad Akhlaq School of Computing Blekinge Institute of Technology Box 520 SE – 372 25 Ronneby Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science in Computer Science (Ubiquitous Computing). The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Muhammad Akhlaq Address: Mohallah Kot Ahmad Shah, Mandi Bahauddin, PAKISTAN-50400 E-mail: [email protected] University advisor(s): Prof. Dr. Bo Helgeson School of Computing School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : +46 457 38 50 00 Box 520 Fax : + 46 457 102 45 SE – 372 25 Ronneby Sweden ii ABSTRACT Annually, road accidents cause more than 1.2 million deaths, 50 million injuries, and US$ 518 billion of economic cost globally [1]. About 90% of the accidents occur due to human errors [2] [3] such as bad awareness, distraction, drowsiness, low training, fatigue etc. These human errors can be minimized by using advanced driver assistance system (ADAS) which actively monitors the driving environment and alerts a driver to the forthcoming danger, for example adaptive cruise control, blind spot detection, parking assistance, forward collision warning, lane departure warning, driver drowsiness detection, and traffic sign recognition etc. Unfortunately, these systems are provided only with modern luxury cars because they are very expensive due to numerous sensors employed. Therefore, camera-based ADAS are being seen as an alternative because a camera has much lower cost, higher availability, can be used for multiple applications and ability to integrate with other systems. -
A Category-Level 3-D Object Dataset: Putting the Kinect to Work
A Category-Level 3-D Object Dataset: Putting the Kinect to Work Allison Janoch, Sergey Karayev, Yangqing Jia, Jonathan T. Barron, Mario Fritz, Kate Saenko, Trevor Darrell UC Berkeley and Max-Plank-Institute for Informatics fallie, sergeyk, jiayq, barron, saenko, [email protected], [email protected] Abstract Recent proliferation of a cheap but quality depth sen- sor, the Microsoft Kinect, has brought the need for a chal- lenging category-level 3D object detection dataset to the fore. We review current 3D datasets and find them lack- ing in variation of scenes, categories, instances, and view- points. Here we present our dataset of color and depth image pairs, gathered in real domestic and office environ- ments. It currently includes over 50 classes, with more images added continuously by a crowd-sourced collection effort. We establish baseline performance in a PASCAL VOC-style detection task, and suggest two ways that in- ferred world size of the object may be used to improve de- tection. The dataset and annotations can be downloaded at http://www.kinectdata.com. Figure 1. Two scenes typical of our dataset. 1. Introduction ously published datasets. The latest version of the dataset is available at http://www.kinectdata.com Recently, there has been a resurgence of interest in avail- able 3-D sensing techniques due to advances in active depth As with existing 2-D challenge datasets, our dataset has sensing, including techniques based on LIDAR, time-of- considerable variation in pose and object size. An impor- flight (Canesta), and projected texture stereo (PR2). The tant observation our dataset enables is that the actual world Primesense sensor used on the Microsoft Kinect gaming size distribution of objects has less variance than the image- interface offers a particularly attractive set of capabilities, projected, apparent size distribution. -
Synnex Corporate 2021 Line Card
SYNNEX CORPORATE 2021 LINE CARD Corporate Headquarters Fremont, California* Sales Headquarters Greenville, South Carolina Warehouse Locations 1 Tracy, California 3 5 2 Chantilly, Virginia 6 10 3 Romeoville, Illinois 1 4 Richardson, Texas 2 5 Monroe, New Jersey 8 6 Grove City, Ohio 9 7 Miami, Florida 4 8 Southaven, Mississippi* 9 Chino, California 10 Columbus, Ohio 7 *ISO-9001:2015 Manufacturing Facilities ADVANCING IT INNOVATIONS SERVICES Map your destination to increased productivity, Sounds simple, but at • GSA Schedule cost savings and overall business success. Our SYNNEX we understand that • ECExpress Online Ordering true business growth requires • Software Licensing distribution centers are strategically located across access to meaningful, tangible the United States to provide you with product business infrastructure, tools, • Reseller Marketing Services where you need it when you need it. Each of our and resources. That’s why • Leasing distribution centers provides our customers with over the last year we’ve • Integration Services invested heavily in providing • Trade Up warehouse ratings of nearly 100% in accuracy and our partners with high-impact • A Menu of Financial Services business services, designed PPS (pick, pack and ship) performance. Couple that • SYNNEX Service Network with unsurpassed service from our infrastructure from the ground up to provide real value, and delivering on • ASCii Program support, giving you one more reason why you our commitment to provide • PRINTSolv should be doing business with SYNNEX. That’s -
Immersive Interactive Virtual Reality in the Museum
Immersive Interactive Virtual Reality in the Museum Maria Roussou Foundation of the Hellenic World 254 Pireos St. Athens 17778 Greece +30-1-4835300, +30-1-4834634, [email protected], http://www.fhw.gr/ Abstract. The use of immersive Virtual Reality (VR) technology is a relatively recent trend enjoyed almost exclusively by the academic, military, and industrial research and development communities. However, as VR technologies mature, research is expanding from the military and scientific visualisation realm into more multidisciplinary areas, such as education, art, culture, and the humanities. As representative institutions involved in the research and presentation of these fields, museums, cultural centres, and entertainment venues may be in a better position to make use of advanced virtual reality technologies in order to investigate their educational potential while effectively shaping how they deliver public education and recreation. This paper will discuss the issues involved in using state-of-the-art interactive virtual environments in cultural public spaces by presenting the virtual environments developed for learners of all ages at the Foundation of the Hellenic World (FHW), a cultural heritage institution of informal education located in Athens. Virtual Reality in the Museum The development of new interactive important drawbacks for the use of VR in technologies has inevitably impacted the more public spaces, making it difficult to incorporate traditional sciences and arts. This is more in dwindling museum or school budgets. In evident in the case of novel interactive spite of these concerns and objections technologies that fascinate the broad public, as regarding the appropriateness and educational has always been the case with virtual reality.