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Roi Méndez Julián Flores Enrique Castelló José Ramón Ríos Viqueira 《Multimedia Tools and Applications》2018,77(15):18999-19025
A virtual TV set is a studio that is able to combine recorded actors and objects with computer generated virtual environments in real time. In order to achieve this combination seamlessly, in an ideal configuration, several elements such as cameras, objects and people should be tracked so that all their actions on the stage have a corresponding effect in the virtual world. However, in the actual professional virtual TV sets, the tracking possibilities are quite limited because of the hardware and software architecture used, which has not had a major evolution since the first prototypes presented in the nineties. This traditional architecture uses to be rigid, including just one monolithic tracking system and low levels of interactivity. In this paper, a new distributed, flexible and scalable hardware and software architecture that allows the inclusion of multiple kinds of devices in parallel is introduced. It breaks with the traditional structure of the virtual TV sets, opening the technology to an easier inclusion of new devices without the need of updating the proprietary software of the set, thus facilitating its future evolution. The design, implementation and test of this architecture, through the adaptation of a traditional virtual TV set, is presented. The tests are developed through the inclusion of modern devices (in our case Optitrack infrared cameras, Microsoft Kinect V2 and Leap Motion) that, through a synergistic operation, allow the system to solve some traditional drawbacks of this technology such as free and multiple object and camera tracking, presenter natural interaction and automatic distance keying. 相似文献
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Jakob Frank Thomas Lidy Ewald Peiszer Ronald Genswaider Andreas Rauber 《Multimedia Tools and Applications》2009,44(3):449-468
Sound and, specifically, music is a medium that is used for a wide range of purposes in different situations in very different
ways. Ways for music selection and consumption range from completely passive, almost unnoticed perception of background sound
environments to the very specific selection of a particular recording of a piece of music with a specific orchestra and conductor
at a certain event. Different systems and interfaces exist for the broad range of needs in music consumption. Locating a particular
recording is well supported by traditional search interfaces via metadata. Other interfaces support the automatic creation
of playlists via artist or album selection, up to more artistic installations of sound environments that users can navigate
through. In this paper we present a set of systems that support the creation of as well as the navigation in musical spaces,
both in the real world as well as in virtual environments. We show common principles and point out further directions for
a more direct coupling of the various spaces and interaction methods, creating ambient sound environments and providing organic
interaction with music for different purposes.
Jakob Frank is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his Bachelor in Computer Science from the Vienna University of Technology in 2006. His research focus is on music information retrieval, especially on mobile devices and multi-user audio interaction. He was co-organizer of the ISMIR 2007 conference and served as co-reviewer for several major international conferences. Thomas Lidy is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc in Computer Science from the Vienna University of Technology in 2007. His research focus is on music information retrieval, in particular feature extraction methods for digital audio, music classification, and clustering and visualization of digital music libraries. He participates actively in the annual MIREX benchmarking campaign and was co-organizer of the ISMIR 2007 conference. He is author of numerous papers in refereed international conferences and workshops and served as co-reviewer for several major international conferences. In 2007, he was awarded the Distinguished Young Alumnus Award and also received a Microsoft Sponsorship Award. Ewald Peiszer is a freelance web application and software developer with a strong scientific background. He received his MSc degree in Computer Science from Vienna University of Technology in 2007 with a master’s thesis on automatic audio segmentation. Working towards combining Music Information Retrieval (MIR) techniques with Virtual Reality infrastructure he completed an internship at the Center for Computer Graphics and Virtual Reality, Ewha Womans University (Seoul). Occasionally, he (co-)authors articles on MIR topics which is also a focus of his freelance projects. Ronald Genswaider graduated as Master of Economics in 2008 at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna) as well as Master of Arts in the Department of Digital Arts at the University of Applied Arts in Vienna. He is working in Vienna as a free digital artist, Web developer and researcher. Currently he is working in various research projects in the R&D department at bwin and taking part in the exhibition “YOU_ser—Century of the consumer” at the ZKM in Karlsruhe, Germany. Andreas Rauber is Associate Professor at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc and PhD in Computer Science from the Vienna University of Technology in 1997 and 2000, respectively. He is actively involved in several research projects in the field of Digital Libraries, focusing on text and music information retrieval, the organization and exploration of large information spaces, as well as Web archiving and digital preservation. He has published numerous papers in refereed journals and international conferences and served as PC member and reviewer for several major journals, conferences and workshops. He also co-organized the ECDL 2005 and ISMIR 2007 conferences. 相似文献
Andreas RauberEmail: |
Jakob Frank is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his Bachelor in Computer Science from the Vienna University of Technology in 2006. His research focus is on music information retrieval, especially on mobile devices and multi-user audio interaction. He was co-organizer of the ISMIR 2007 conference and served as co-reviewer for several major international conferences. Thomas Lidy is a Research Assistant at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc in Computer Science from the Vienna University of Technology in 2007. His research focus is on music information retrieval, in particular feature extraction methods for digital audio, music classification, and clustering and visualization of digital music libraries. He participates actively in the annual MIREX benchmarking campaign and was co-organizer of the ISMIR 2007 conference. He is author of numerous papers in refereed international conferences and workshops and served as co-reviewer for several major international conferences. In 2007, he was awarded the Distinguished Young Alumnus Award and also received a Microsoft Sponsorship Award. Ewald Peiszer is a freelance web application and software developer with a strong scientific background. He received his MSc degree in Computer Science from Vienna University of Technology in 2007 with a master’s thesis on automatic audio segmentation. Working towards combining Music Information Retrieval (MIR) techniques with Virtual Reality infrastructure he completed an internship at the Center for Computer Graphics and Virtual Reality, Ewha Womans University (Seoul). Occasionally, he (co-)authors articles on MIR topics which is also a focus of his freelance projects. Ronald Genswaider graduated as Master of Economics in 2008 at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna) as well as Master of Arts in the Department of Digital Arts at the University of Applied Arts in Vienna. He is working in Vienna as a free digital artist, Web developer and researcher. Currently he is working in various research projects in the R&D department at bwin and taking part in the exhibition “YOU_ser—Century of the consumer” at the ZKM in Karlsruhe, Germany. Andreas Rauber is Associate Professor at the Department of Software Technology and Interactive Systems of the Vienna University of Technology (TU Vienna). He received his MSc and PhD in Computer Science from the Vienna University of Technology in 1997 and 2000, respectively. He is actively involved in several research projects in the field of Digital Libraries, focusing on text and music information retrieval, the organization and exploration of large information spaces, as well as Web archiving and digital preservation. He has published numerous papers in refereed journals and international conferences and served as PC member and reviewer for several major journals, conferences and workshops. He also co-organized the ECDL 2005 and ISMIR 2007 conferences. 相似文献
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Jesús Ibáñez Carlos Delgado-Mata 《Engineering Applications of Artificial Intelligence》2012,25(1):119-129
This paper proposes and explores the use of flocking techniques to naturally support navigation in large and open virtual environments. The proposed approach comprises both a flocking algorithm (which simulates the behavior of a flock of virtual beings) and a control algorithm (which manages the navigation information and parameterizes the flocking behavior). The model was developed and evaluated through a user study which investigated whether the addition of the proposed model has an effect on the user experience when exploring a virtual environment. In the research the experiment group explored a virtual environment where the proposed flocking model was added to suggest places to visit. The participants were not informed about the guiding abilities of the virtual animals. The control group explored the same virtual environment without the animal flock. The impact of both cases was compared. The results indicate that the proposed model is adequate to suggest places to visit in large and open virtual worlds. 相似文献
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The study of group dynamics highlights the activity in the group in terms of its performance and communication. The experience of facilitating virtual communities and teams (Eunice and Kimball in , 1997) suggests that groups go through the same stages either in face-to-face or in online mode. The paper brings together a theoretical framework based on the literature on virtual communities, Gestalt systems and online facilitation in order to address the issue of electronic togetherness, in particular from a group dynamics perspective. The empirical work on which the paper is based is an observation of a group of students in a training set playing a decision-making game. The model of Tuckman (Tuckman in Psychol Bull 63:384–399, 1965; Tuckman and Jensen in Group Organ Stud 2:419–427, 1977) is used as a framework within which to discuss the findings of the case. The paper finishes with concrete recommendations for facilitators of online communities and designers of the electronic spaces where these communities operate. 相似文献
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Frank Bagiana 《Computers & Graphics》1993,17(6):687-690
The new technology of Virtual Reality (VR) provides a revolutionary way to improve the coupling of the human operator to the computing machine. In a VR system, the goal is to remove the distinction between the system and the user's environment, as compared to the conventional relationship between the user and a computer. Thus, to be able to immerse the user in his artificial world, the VR system shall make use simultaneously of the human senses and of his cognitive capacities. In practice, the VR system is the integration of computer graphics and various sensor and actuator technology to create the illusion of immersion in a computer generated reality.
VR has therefore been identified as a good candidate for the Technological Research Programme of the European Space Agency (ESA). In 1991, the Agency has initiated research activities in the field of VR to identify its potential applications for European space programmes. A generic VR system has been developed allowing the Agency to evaluate the performance of VR technology and to define research activities for the coming years. The aims are to build a European expertise in VR technology and to demonstrate the applicability of VR to space programmes. 相似文献
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Towards an architecture for virtual enterprises 总被引:24,自引:0,他引:24
L. M. Camarinha-Matos H. Afsarmanesh C. Garita C. Lima 《Journal of Intelligent Manufacturing》1998,9(2):189-199
An approach to the design of an architecture for industrial virtual enterprises (VE), with special emphasis on the identification of main functional requirements, is presented. First, a discussion of the various types of virtual enterprises is provided. Some classification scenarios and discussions of the modelling and reengineering tools and methodologies are described. Due to the importance of the information flows and management in the VE, one section is merely devoted to the analysis of the appropriateness of a federated information management approach. This work is based on and represents the ongoing activities in two European Union funded projects; the Esprit PRODNET II and the INCO-DC SCM+ projects. 相似文献
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With the ever increasing costs of manual content creation for virtual worlds, the potential of creating it automatically becomes too attractive to ignore. However, for most designers, traditional procedural content generation methods are complex and unintuitive to use, hard to control, and generated results are not easily integrated into a complete and consistent virtual world.We introduce a novel declarative modeling approach that enables designers to concentrate on stating what they want to create instead of on describing how they should model it. It aims at reducing the complexity of virtual world modeling by combining the strengths of semantics-based modeling with manual and procedural approaches. This article describes two of its main contributions to procedural modeling of virtual worlds: interactive procedural sketching and virtual world consistency maintenance. We discuss how these techniques, integrated in our modeling framework SketchaWorld, build up to enable designers to create a complete 3D virtual world in minutes. Procedural sketching provides a fast and more intuitive way to model virtual worlds, by letting designers interactively sketch their virtual world using high-level terrain features, which are then procedurally expanded using a variety of integrated procedural methods. Consistency maintenance guarantees that the semantics of all terrain features is preserved throughout the modeling process. In particular, it automatically solves conflicts possibly emerging from interactions between terrain features.We believe that these contributions together represent a significant step towards providing more user control and flexibility in procedural modeling of virtual worlds. It can therefore be expected that by further reducing its complexity, virtual world modeling will become accessible to an increasingly broad group of users. 相似文献
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Virtual Worlds (or, VWs) are an intriguing field of research. In particular, VWs appear to create new opportunities for integrating the business of the firm with Information Technology (or, IT). This article is a first attempt to address the topic of how owning and maintaining a VW can impact on the business models of firms and on the literature on business models, and VWs are examined in order to understand the relationship between them. A qualitative methodology is proposed to sketch a radar map framework, which is able to identify value drivers and the subsequent impact on elements of value proposition. Although they need to be tested and verified, the findings provided in this work might offer support for firms looking to VWs as a new way to implement a winning business model. Finally, suggestions for empowering future research are proposed and examined. 相似文献
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The aim of this study is to understand consumer goals for virtual consumption in social virtual worlds. Using a means-end chain approach, interviews with 93 users were analyzed to produce a hierarchical goal map, revealing that virtual consumption enables a diversity of goals beyond the previously identified experiential goals. The article's theoretical contributions include: (1) extending our understanding of user goals/goal relationships for virtual activities and (2) developing virtual liminoid theory, which describes transitions between users’ real-world and virtual identities and virtual consumption as a transition catalyst. The study illustrates the value of a goal focus for future research on user behavior in virtual worlds. 相似文献
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This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to Virtual Singapura, a multi-user virtual environment, and completed an open-ended questionnaire. Data from the questionnaire indicated that gender and current computer game use were likely to affect the perceived benefits of using virtual worlds in a classroom setting. Behavior management was seen as being a constraining factor on a pre-service teacher’s willingness to use a virtual world in the future. Overall, the results of the study indicate that pre-service teachers as a result of their use of Virtual Singapura are both aware of virtual worlds and have a reasonable understanding of both their potential advantages and disadvantages within a classroom setting. 相似文献
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Modelling virtual cities dedicated to behavioural animation 总被引:2,自引:0,他引:2
In order to populate virtual cities, it is necessary to specify the behaviour of dynamic entities such as pedestrians or car drivers. Since a complete mental model based on vision and image processing cannot be constructed in real time using purely geometrical information, higher levels of information are needed in a model of the virtual environment. For example, the autonomous actors of a virtual world would exploit the knowledge of the environment topology to navigate through it. In this article, we present a model of virtual urban environments using structures and information suitable for behavioural animations. Thanks to this knowledge, autonomous virtual actors can behave like pedestrians or car drivers in a complex city environment. A city modeler has been designed, using this model of urban environment, and enables complex urban environments for behavioural animation to be automatically produced. 相似文献
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Highly immersive three-dimensional virtual worlds have emerged as a popular medium for human social interactions. These environments enable multimodal sensory engagement and provide an immersive graphical representation of physical space where users can interact via avatars. However, when compared to two-dimensional virtual settings such as chats, virtual worlds impose constraints on social interactions due to the physical distance between individuals. Using the popular platform of Second Life as a model, we examined how humans manage this interindividual distance in virtual worlds. Taking advantage of methods developed in population ecology, we investigated how avatars are distributed in relation to each other to populate a virtual world. Our results revealed a striking dichotomy in the spatial relationships between avatars. Considerable aggregation, largely independent of population density, was observed alongside surprisingly marked physical isolation. These findings demonstrate that the spatial proximity to others determines how humans inhabit virtual worlds. 相似文献
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Towards an open architecture for vector GIS 总被引:4,自引:0,他引:4
Robert I. Dunfey Bruce M. Gittings James K. Batcheller 《Computers & Geosciences》2006,32(10):1720-1732
A range of open source software tools are now available to the Geographical Information Systems (GIS) analyst. However these tools are not necessarily interoperable and rarely significantly interoperable with proprietary systems. The open architectures, which have been developed for web-oriented systems, together with those proposed by the Open Geospatial Consortium (OGC), suggest that an open GIS architecture could be developed as an alternative to proprietary systems. The architecture would use open source components to store, translate, analyse, render and visualise GI data and would escape many of the problems of monolithic systems. Particularly what is proposed permits the loose coupling of any number of components and data stores in a manner that is both open and flexible. This paper proposes such an architecture and focuses on determining the suitability of Scalable Vector Graphics (SVG), an open vector-oriented eXtensible Markup Language (XML) grammar, as a significant component of such architecture. SVG is shown as an effective means of rendering GI data, not least because of its compatibility with the WC3 Document Object Model (DOM), permitting GIS-specific client tools to be written and transmitted to the web browser along with the SVG pages. While realising that the technology is in its infancy, the conclusion reached is that SVG currently provides a powerful solution and has enormous future potential. 相似文献
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Virtual worlds or three‐dimensional computer‐based simulated environments have received considerable attention as platforms for entertainment, education and commerce. In contrast to a web site, for example, where a user interacts with a two‐dimensional site, virtual worlds provide a platform in which users can interact with other individuals, sometimes including strangers, within three‐dimensional environments. Virtual worlds afford a form of ‘socialness’ unlike many other technologies, often motivating a user – by virtue of these social experiences – to return. Drawing on the Spatial Model of Interaction and Awareness‐Attention Theory, we demonstrate that besides social aspects, which include social awareness and social perception, flow experience, which is the mental state of being fully absorbed and somewhat lost in time, is an essential ingredient in an individual's decision to return to a virtual world. We also demonstrate how characteristics of the technology are linked to the social aspects experienced in virtual worlds. A laboratory study conducted in a virtual world, Second Life, supports our assertions and identifies state predictors of flow that influence individuals' intentions to return to the virtual world environment. 相似文献
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Juliana SutantoAuthor VitaeChee Wei PhangAuthor Vitae Chuan Hoo TanAuthor VitaeXianghua LuAuthor Vitae 《Information & Management》2011,48(1):19-26
Organizations use virtual-worlds to enhance group discussion; it allows an individual to decouple his or her rendered from actual behavior; resulting in others perceiving him or her to have two or more personalities. Building on self-regulation theory, we examined how satisfaction in the virtual-world was affected by these personality differences. A field study was conducted to attempt to understand this; it involved 297 students engaged in a virtual tutorial group using Second Life. We found that small variations in personality between the virtual and real world groups (such as being helpful, sociable, seeking recognition, or submissive) could lead to greater satisfaction of the discussion. 相似文献
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Ernesto Wandeler Lothar Thiele Marcel Verhoef Paul Lieverse 《International Journal on Software Tools for Technology Transfer (STTT)》2006,8(6):649-667
Performance analysis plays an increasingly important role in the design of embedded real-time systems. Time-to-market pressure
in this domain is high while the available implementation technology is often pushed to its limit to minimize cost. This requires
analysis of performance as early as possible in the life cycle. Simulation-based techniques are often not sufficiently productive.
We present an alternative, analytical, approach based on Real-Time Calculus. Modular performance analysis is presented through
a case study in which several candidate architectures are evaluated for a distributed in-car radio navigation system. The
analysis is efficient due to the high abstraction level of the model, which makes the technique suitable for early design
exploration.
This work has been carried out as part of the boderc project under the responsibility of the Embedded Systems Institute 相似文献
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Adrian Hilton Daniel Beresford Thomas Gentils Raymond Smith Wei Sun John Illingworth 《The Visual computer》2000,16(7):411-436
In this paper a new technique is introduced for automatically building recognisable, moving 3D models of individual people.
A set of multiview colour images of a person is captured from the front, sides and back by one or more cameras. Model-based
reconstruction of shape from silhouettes is used to transform a standard 3D generic humanoid model to approximate a person's
shape and anatomical structure. Realistic appearance is achieved by colour texture mapping from the multiview images. The
results show the reconstruction of a realistic 3D facsimile of the person suitable for animation in a virtual world. The system
is inexpensive and is reliable for large variations in shape, size and clothing. This is the first approach to achieve realistic
model capture for clothed people and automatic reconstruction of animated models. A commercial system based on this approach
has recently been used to capture thousands of models of the general public. 相似文献