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1.
The range and definition of digital media is vast, reaching from PCs to consumer electronics, but at the center of it all is the display controller. Powered by the advances in semiconductor fabrication and the expansion of the PC market, new graphics controllers, video processors, and audio processors have emerged that promise astounding home entertainment systems at affordable prices. Along with digital media advances have come developments in communications devices. However, the cost of expanding the physical infrastructure is thwarting advances in communications. In addition, both the communications infrastructure problems and the lack of interesting or compelling 3D content are limiting the interactivity of the home entertainment system. But the pace of development and function assimilation continues unabated, and new amazing digital media devices and systems are appearing  相似文献   

2.
We present an immaterial display that uses a generalized form of depth-fused 3D (DFD) rendering to create unencumbered 3D visuals. To accomplish this result, we demonstrate a DFD display simulator that extends the established depth-fused 3D principle by using screens in arbitrary configurations and from arbitrary viewpoints. The feasibility of the generalized DFD effect is established with a user study using the simulator. Based on these results, we developed a prototype display using one or two immaterial screens to create an unencumbered 3D visual that users can penetrate, examining the potential for direct walk-through and reach-through manipulation of the 3D scene. We evaluate the prototype system in formative and summative user studies and report the tolerance thresholds discovered for both tracking and projector errors.  相似文献   

3.
Anaglyph video (i.e., 3D video) is a recent trend in movies and multimedia; the method has also been recently developed for conversion of such videos from traditional 2D screens or by rendering stereoscopic media into 3D video. There have also been many studies regarding movie playing and other types of entertainment that uses olfactory displays or smell generators. These devices are capable of generating a considerable number of different odors with different intensities yet still have some limitations and are not ready for commercial use. In this study, a complete solution is presented for a user to experience olfactory sensations with a displayed video on a PC with auditory and 3D visual effects using a novel olfactory display device based on a micro-porous piezoelectric film that is capable of digitally producing fine particles of scent material with precision, quantity and speed.  相似文献   

4.
In our everyday lives, we use surrounding living and working environments to arrange physical information artefacts such as books, pictures and calendars. However, when it comes to consumption of computer-based information, this is almost entirely based on attending to screens that separate us from our surroundings. In this paper, we explore the augmentative use of non-computer artefacts in our surroundings for peripheral display of digital information. We discuss system integration of such ambient media, the mapping of information to ambient media, and issues of flexibility and user control. Ambient media have been in everyday use in our work environment, and we report observations from which we conclude their utility as extensions to our digital information spaces.  相似文献   

5.
新时期数字家庭系统解决方案是集家庭娱乐、通信、家居安防以及家电智能化于一体的整体解决方案。它可以为家庭用户提供丰富的媒体娱乐,让用户随时随地、便捷、安全的享受现代生活。本文正是基于此,以新时期数字家庭系统解决方案为研究对象,针对相关问题展开探讨。文章首先阐述数字家庭系统解决方案的硬件系统架构,然后具体介绍了数字家庭系统解决方案的各主要模块,最后对数字家庭系统解决方案未来的趋势进行了展望。旨在为相关领域的研究提供一些借鉴和参考。  相似文献   

6.
7.
In this work, an interactive entertainment system which employs multiple-human tracking from a single camera is presented. The proposed system robustly tracks people in an indoor environment and displays their predicted future footsteps in front of them in real-time. The system is composed of a video camera, a computer and a projector. There are three main modules: tracking, analysis and visualization. The tracking module extracts people as moving blobs by using an adaptive background subtraction algorithm. Then, the location and orientation of their next footsteps are predicted. The future footsteps are visualized by a high-paced continuous display of foot images in the predicted location to simulate the natural stepping of a person. To evaluate the performance, the proposed system was exhibited during a public art exhibition in an airport. People showed surprise, excitement, curiosity. They tried to control the display of the footsteps by making various movements.  相似文献   

8.
The falling cost of digital cameras and camcorders has encouraged the creation of massive collections of personal digital media. However, once captured, this media is infrequently accessed and often lies dormant on users' PCs. We present a system to breathe life into home digital media collections, drawing upon artistic stylization to create a “Digital Ambient Display” that automatically selects, stylizes and transitions between digital contents in a semantically meaningful sequence. We present a novel algorithm based on multi-label graph cut for segmenting video into temporally coherent region maps. These maps are used to both stylize video into cartoons and paintings, and measure visual similarity between frames for smooth sequence transitions. The system automatically structures the media collection into a hierarchical representation based on visual content and semantics. Graph optimization is applied to adaptively sequence content for display in a coarse-to-fine manner, driven by user attention level (detected in real-time by a webcam). Our system is deployed on embedded hardware in the form of a compact digital photo frame. We demonstrate coherent segmentation and stylization over a variety of home videos and photos. We evaluate our media sequencing algorithm via a small-scale user study, indicating that our adaptive display conveys a more compelling media consumption experience than simple linear “slide-shows”.  相似文献   

9.
虚拟现实辅助机器人遥操作技术研究   总被引:8,自引:1,他引:7  
刘伟军  朱枫  董再励 《机器人》2001,23(5):385-390
本文以水下机器人的遥操作作业为应用背景,提出并实现了虚拟现实技术和视觉感知 信息辅助机器人遥操作实验系统.该系统使用了CAD模型和立体视觉信息完成遥操作机器人 及其作业环境的几何建模和运动学建模,实现了虚拟作业环境的生成和实时动态图形显示. 采用了基于立体视觉的虚拟环境与真实环境的一致性校正、图形图像叠加、作业体与环境位 姿关系建立、基于网络的监控通讯等关键技术.在这个实验系统中,操作人员可利用所生成 的虚拟环境,在多视点、多窗口作业状态图形和图像显示帮助下,实时动态地进行作业观测 与机器人遥操作与运动规划,为先进遥操作机器人系统的实现提供了经验和关键技术.  相似文献   

10.
Increasingly, computers are being used just for fun. Computer-based entertainment titles and Internet usage are now the main factors driving computer sales in the both the US and European markets. Games, specialised entertainment web sites, personal creativity, online chat and similar leisure pursuits are the dominant interests of young users. This paper explores how these activities are foreshadowing a change in media attitudes which is currently under way. This change is traceable through a series of transitions in how we perceive the media, entertainment experiences and our own roles in relation to them, transitions that are both guiding and following the evolution of the technology itself. These transitions in public perception will lead to a fundamentally different form of media, one which directly engages users, allowing them to take active, enjoyable roles in co-creating the new media esperience. This paper also briefly introduces work under way at Cambridge University's Centre for Communications Systems Research, which is aimed at addressing these events by developing systems that will allow future users to take full advantage of the unfolding possibilities.  相似文献   

11.
This paper proposes an augmented reality content authoring system that enables ordinary users who do not have programming capabilities to easily apply interactive features to virtual objects on a marker via gestures. The purpose of this system is to simplify augmented reality (AR) technology usage for ordinary users, especially parents and preschool children who are unfamiliar with AR technology. The system provides an immersive AR environment with a head-mounted display and recognizes users’ gestures via an RGB-D camera. Users can freely create the AR content that they will be using without any special programming ability simply by connecting virtual objects stored in a database to the system. Following recognition of the marker via the system’s RGB-D camera worn by the user, he/she can apply various interactive features to the marker-based AR content using simple gestures. Interactive features applied to AR content can enlarge, shrink, rotate, and transfer virtual objects with hand gestures. In addition to this gesture-interactive feature, the proposed system also allows for tangible interaction using markers. The AR content that the user edits is stored in a database, and is retrieved whenever the markers are recognized. The results of comparative experiments conducted indicate that the proposed system is easier to use and has a higher interaction satisfaction level than AR environments such as fixed-monitor and touch-based interaction on mobile screens.  相似文献   

12.
单振  舒平 《微机发展》2007,17(8):212-214
随着LED大屏及等离子大屏技术的成熟,大屏幕多媒体显示在各种场合被越来越多地使用。虽然已经有很多大屏显示系统被开发,但现时并没有太多使用Java开发的LED大屏多媒体播放系统,它们一般都存在无法跨平台使用的问题。简介了一个使用Java开发的具有跨平台性能的多媒体播放系统,图示了整个系统的基本构架;并对其中的一些关键技术,如:屏幕分割、分层显示、系统对事件监听的处理、文字处理框、数据库连接及同步、表格显示等进行了阐述。  相似文献   

13.
Although computing technology has made inroads into home environments, it has yet to instigate a major shift in the design of homes or home activities. The convergence of television and the Internet is lagging behind expectations, and the combination of desktop computers, entertainment consoles, televisions, and cell phones has yet to form a cohesive whole. One possible reason for this lag in progress is that these technologies don't address a coherent need -they merely augment current entertainment and communication practices. We base our research on the premise that the next revolution of technology in the home will arise from devices that help older adults maintain their independence. A coherent suite of technologies will eventually let older adults be proactive about their own healthcare, will aid them in daily activities and help them learn new skills, will create new avenues for social communication, and will help ensure their safety and well being. The Aware Home Research initiative hopes to help older adults "age in place" by creating devices that can assist with daily tasks, offer memory support, and monitor daily activities. However, understanding user needs and attitudes is essential to deploying this technology.  相似文献   

14.
介绍一款基于Android系统的家庭游戏主机,使用嵌入式ARM硬件平台开发,是汇集运动健身、体感互动、网络资讯、数字信息服务、电子商务等功能于一身的家庭体感娱乐平台。硬件方面使用TI公司的OMAP3515处理器;软件方面设计了方便移植的平台软件SDK;操控方面使用基于2.4G的无线体感手柄;显示方面选择家庭电视机作为显示终端。  相似文献   

15.
虚拟服装展示是借助立体全息技术、互联网或数字互动大屏幕来展示人体或数字角色“穿上”虚拟服装后的动态视觉效果。随着数字媒体艺术、交互技术和立体显示技术的发展,虚拟服装展示系统被广泛用于立体时装设计、服装表演、娱乐秀、商场试衣以及电视广告等领域。本文分析比较了近年来国内外虚拟服装展示领域的技术发展,并归纳总结出当前虚拟服装展示的5种人机交互模式。作者认为:随着全息技术、体感交互、立体视觉和增强现实等智能环境技术的发展,以“私人订制”为代表的个性化、时尚化和智能化的虚拟试衣体验将成为未来人们服装购买体验中不可或缺的重要环节之一。  相似文献   

16.
一种基于RFID的室内车载监控系统定位方法的设计与实现   总被引:2,自引:0,他引:2  
室内定位是智能家居系统中实现居境信息自主巡检的基础支撑技术。针对现有室内定位算法的不足,提出了一种基于RFID的新型室内定位方法。该方法建立基于RFID标签映射的地面坐标,借助电子罗盘获取车载系统方向,通过向量方法计算出车载系统的中心位置,有效地解决了室内定位的精度与稳定性问题。基于该方法,设计并实现了一个室内车载监控系统,验证了算法的有效性。  相似文献   

17.
Direct visualization of volume data   总被引:5,自引:0,他引:5  
A combination of segmentation tools and fast volume renderers that provides an interactive exploration environment for volume visualization is discussed. The tools and renderers include mechanisms that distribute volume data across multiple processors, as well as image compositing techniques and solutions to representation problems in the selection and display of subregions within bounding volumes. A volume visualization technique using the interactive control of images rendered directly from volume data coupled with a user-controlled semantic classification tool is described. The variations of parallel volume rendering being explored on the Pixel-Planes 5 system and the region-of-interest selection methods and the interactive tools used by the system are presented. The flexibility and power of combining volume rendering with region-of-interest selection techniques are demonstrated using examples of medical imaging applications  相似文献   

18.
In remote collaborative work via WAN, sharing and recognizing various high-quality visual contents such as photography, visualization image, and real video streaming is extremely important. Supporting a high-quality display of these contents on a large-scale display system is necessary to support intellectual remote collaborative work. However, these contents are currently magnified in low resolution on a general projector used as large-sized display equipment, and these equipments are difficult to display the contents with sufficient quality. In this paper, we have focused on the tiled display wall technology which configure a wide-area screen with two or more LCD and tried to display realistic high-resolution visual contents to solve these issues. We have constructed a tele-immersive environment with a tiled display wall, and have studied the availability for intuitive remote collaborative work by implementing various collaborative applications for the effective display of high-resolution contents as well as developing interaction techniques for enormous visual contents in this environment. As a result, we have showed that the practical use of a tiled display wall is useful in the construction of intellectual remote collaborative environment.  相似文献   

19.
The objective is to detect activities taking place in a home and to create a model of behavior for the occupant. A behavior is a pattern in the sequence of activities. An array of sensors captures the status of appliances. Models for the occupant's activities are built from the captured data using supervised and unsupervised learning techniques. The models of behavior are built using the hidden Markov model (HMM) technique. Predictive models can be used in a number of ways: to enhance user experience, to maximize resource usage efficiency, for safety and security. This work focuses on supporting independent living and enhancing quality of life of older persons. The ultimate goal is for the system to distinguish between normal and anomalous behavior. In this paper, we present the results of comparing supervised and unsupervised classification techniques applied to the problem of modeling activity for the purpose of modeling behavior in a home.  相似文献   

20.
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