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Interactive Technologies and Sociotechnical Systems: 12th International Conference, VSMM 2006, Xi'an, China, October 18-20, 2006, Proceedings

Hongbin Zha ; Zhigeng Pan ; Hal Thwaites ; Alonzo C. Addison ; Maurizio Forte (eds.)

En conferencia: 12º International Conference on Virtual Systems and Multimedia (VSMM) . Xi’an, China . October 18, 2006 - October 20, 2006

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Information Systems Applications (incl. Internet); Multimedia Information Systems; Artificial Intelligence (incl. Robotics); Computer Graphics; Computer Appl. in Arts and Humanities

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2006 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-46304-7

ISBN electrónico

978-3-540-46305-4

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2006

Tabla de contenidos

Object Detection for a Mobile Robot Using Mixed Reality

Hua Chen; Oliver Wulf; Bernardo Wagner

This paper describes a novel Human-Robot Interface (HRI) that uses a Mixed Reality (MR) space to enhance and visualize object detection for mobile robot navigation. The MR space combines the 3D virtual model of a mobile robot and its navigating environment with the real data such as physical building measurement, the real-time acquired robot’s position and laser scanned points. The huge amount of laser scanned points are rapidly segmented as belonging either to the background (i.e. fixed building) or newly appeared objects by comparing them with the 3D virtual model. This segmentation result can not only accelerate the object detection process but also facilitate the further process of object recognition with significant reduction of redundant sensor data. Such a MR space can also help human operators realizing effective surveillance through real-time visualization of the object detection results. It can be applied in a variety of mobile robot applications in a known environment. Experimental results verify the validity and feasibility of the proposed approach.

- Sensing and Robotics | Pp. 466-475

A Humanoid Robot to Prevent Children Accidents

Altion Simo; Yoshifumi Nishida; Koichi Nagashima

We describe in this paper the implementation and experimentation of a humanoid robot system, aimed at the prevention of children accidents in everyday indoor activities. The main focus of this research work is placed on the “on demand” interaction between the robot and the child in the relevant context that the robot is used (preventing child accidents). Different controlling strategies and attractive interfaces were considered in designing this system, to result in an effective use of the robot when attempting to prevent child accidents. This is achieved through an active attraction of child attention as well as passive interaction. Some experimental results are given and conclusions are drawn, and some future implications are considered in refining not only the independent robot control, but also the effectiveness of this system.

- Sensing and Robotics | Pp. 476-485

Facial Sketch Rendering and Animation for Fun Communications

Yuanqi Su; Yuehu Liu; Yunfeng Zhu; Zhen Ren

The ability to analyze a human’s facial expressions and reproduce them is important for fun communication. In this paper, a novel model is presented for generating the facial sketch of pen-and-ink style and reproducing facial expressions in facial sketch animation. Facial sketch rendering is implemented by combing the painting path and line template, in which personalized painting path ensures the generated facial sketch to fit the specific face, and line templates bring different styles to it. The animation of facial sketch, which is based on pseudo-muscle model, reproduces some specific expressions in 2D facial sketch. These works are significative for multimedia application in low bandwidth communication environment.

- The Arts and Gaming | Pp. 486-494

Implementation of a Notation-Based Motion Choreography System

Shun Zhang; Qilei Li; Tao Yu; XiaoJie Shen; Weidong Geng; Pingyao Wang

Motion choreography is a design process of creating, structuring and forming body movements. We proposed and implemented a notation-based motion choreography system, LabanChoreographer version 0.1. Given the user specified movement notations, it will firstly perform Laban-based motion retrieval to find the most similar motions from a motion capture database notated with Labanotation, and snap together these retrieved motion clips into a continuous rough motion sequence that match the input Laban sequence as much as possible. Secondly, Laban-based motion editing algorithm is employed to semi-automatically revise and refine this candidate motion sequence such that the resulting motion data can best approximate the desired motion in the user’s mind. The choreographer is able to move flexibly back and forth between Labanotations and its rapid-prototyped motion data. It well supports the iterative and interactive development of movement ideas at a conceptual level.

- The Arts and Gaming | Pp. 495-503

Nomadic Perspectives: Spatial Representation in Oriental Scroll Painting and Holographic Panoramagrams

Jacques Desbiens

Experiments in composition and effects of holographic panoramagrams (computer generated holography), demonstrate an analogy between this three-dimensional imaging process and Oriental horizontal scroll painting. These two ways of representing space share a similar conception of spatial representation in which multiple points of view are spread horizontally, parallel to the scene. The similarities are not only geometrical and conceptual, they also reveal a direction in the development of new spatial representation technologies in which the observer isn’t only a passive receiver of visual information from a fixed position, but an active observer. This paper is based on analysis of the holograms structure as well as on artistic experiments in composition and art history researches.

- The Arts and Gaming | Pp. 504-513

Urban-Planning Game

L. Benčič; M. Mele

The project Urban-planning game represents a way of democratic involvement of the public in the shaping of the future of historic towns by way of an interactive game. It is based on cooperative behavior between the inhabitants, the experts and the government. The object of the game is acquiring ideas and guidelines for a lasting development on the basis of people’s needs and problems. As a possible way of communication I propose a publicly accessible cooperative nonzero-sum game on the playground of Geographic information system technology. The player has a free use of symbolic infrastructural elements. He can arrange them in the urban space according to his experience, needs and wishes and in agreement with his co-players. The end of the game is supposed to represent work and life in a modern town, organized according to the player’s plans.

- The Arts and Gaming | Pp. 514-519

Virtual Network Marathon: Fitness-Oriented E-Sports in Distributed Virtual Environment

Zhigeng Pan; Gaoqi He; Shaoyong Su; Xiangchen Li; Jingui Pan

E-Sport is a newly emerging research field, especially in China, which has attracted many people’s attention. In this paper, an innovative distributed online game platform is designed for fitness-oriented E-Sports, supporting multi-players or athletes. To provide users with more sense of immersion, technologies of virtual reality and sport simulation have been integrated into such system. Taking prototype system of Virtual Network Marathon as an example, detail designs are focused on the five aspects: story design, network communication, human computer interface, hardware interface and 3D render engine. All these design philosophies gain advantages of scale expandable, functions extendable, an efficient communication protocol and real-time rendering. Users at a distance can deeply immerse into virtual environment and enjoy exercise, competition and entertainment. Implementation of system is also described to validate the feasibility of our method.

- The Arts and Gaming | Pp. 520-529

Creating an Authentic Aural Experience in the Digital Songlines Game Engine: Part of a Contextualised Cultural Heritage Knowledge Toolkit

Craig Gibbons; Theodor G. Wyeld; Brett Leavy; James Hills

Digital Songlines is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. The project explores the areas of effective recording, content management and virtual reality delivery capabilities that are culturally sensitive and involve the indigenous custodians, leaders and communities in remote areas of the Australian ‘outback’. It investigates how players in a serious gaming sense can experience Indigenous virtual heritage in a high fidelity fashion with culturally appropriate interface tools. This paper describes a 3D ambient audio quilt designed and implemented specifically for the Digital Songlines software, which is built using the Torque Game Engine. The audio quilt developed provides dynamic ambient fauna and flora sound effects to represent the varying audio environment of the landscape. This provides an authentic contextualised interesting aural experience that can be different each time a location is entered. This paper reports on completed and ongoing research in this area.

- The Arts and Gaming | Pp. 530-535

3D Interactive Computer Games as a Pedagogical Tool

In-Cheol Kim

In this paper, we introduce UTBot, a virtual agent platform for teaching agent systems’ design. UTBot implements a client for the Unreal Tournament game server and Gamebots system. It provides students with the basic functionality required to start developing their own intelligent virtual agents to play autonomously UT games. UTBot includes a generic agent architecture, CAA (Context-sensitive Agent Architecture), a domain-specific world model, a visualization tool, several basic strategies (represented by internal modes and internal behaviors), and skills (represented by external behaviors). The CAA architecture can support complex long-term behaviors as well as reactive short-term behaviors. It also realizes high context-sensitivity of behaviors. We also discuss our experience using UTBot as a pedagogical tool for teaching agent systems’ design in undergraduate Artificial Intelligence course.

- The Arts and Gaming | Pp. 536-544