CUBot: Computer Vision on the Eye–Hand Coordination with a Computer-Using Robot and its Implementation

Author(s):  
Yung-Sheng Chen ◽  
Kun-Li Lin

Eye–hand coordination (EHC) is of great importance in the research areas of human visual perception, computer vision and robotic vision. A computer-using robot (CUBot) is designed for investigating the EHC mechanism and its implementation is presented in this paper. The CUBot possesses the ability of operating a computer with a mouse like a human being. Based on the three phases of people using computer with a mouse, i.e. watching the screen, recognizing the graphical objects on the screen as well as controlling the mouse to let the cursor approach to the target, our CUBot can also perceive information merely through its vision and control the mouse by its robotic hand without any physical data communication connected to the operated computer. The CUBot is mainly composed of “Mouse-Hand” for operating the mouse, “mind” for realizing the object perception, cursor tracking, and EHC. Two experiments used for testing the ability of our EHC algorithm and the perception of CUBot confirm the feasibility of the proposed approach.

Leonardo ◽  
2019 ◽  
Vol 52 (3) ◽  
pp. 255-260 ◽  
Author(s):  
Pilar Rosado

This study uses computer vision models, which to some extent simulate the initial stages of human visual perception, to help categorize data in large sets of images of artworks by the artist Antoni Tàpies. The images have been analyzed on the basis of their compositional, chromatic and organizational characteristics, without textual notes, so that the analogies found may take us closer to, and help us to understand, the creator’s original values. The system as programmed can assist the specialist by establishing analogies between different artists or periods using the same criteria.


Data ◽  
2021 ◽  
Vol 6 (2) ◽  
pp. 12
Author(s):  
Helder F. Castro ◽  
Jaime S. Cardoso ◽  
Maria T. Andrade

The ever-growing capabilities of computers have enabled pursuing Computer Vision through Machine Learning (i.e., MLCV). ML tools require large amounts of information to learn from (ML datasets). These are costly to produce but have received reduced attention regarding standardization. This prevents the cooperative production and exploitation of these resources, impedes countless synergies, and hinders ML research. No global view exists of the MLCV dataset tissue. Acquiring it is fundamental to enable standardization. We provide an extensive survey of the evolution and current state of MLCV datasets (1994 to 2019) for a set of specific CV areas as well as a quantitative and qualitative analysis of the results. Data were gathered from online scientific databases (e.g., Google Scholar, CiteSeerX). We reveal the heterogeneous plethora that comprises the MLCV dataset tissue; their continuous growth in volume and complexity; the specificities of the evolution of their media and metadata components regarding a range of aspects; and that MLCV progress requires the construction of a global standardized (structuring, manipulating, and sharing) MLCV “library”. Accordingly, we formulate a novel interpretation of this dataset collective as a global tissue of synthetic cognitive visual memories and define the immediately necessary steps to advance its standardization and integration.


1993 ◽  
Vol 26 (6) ◽  
pp. 825-842 ◽  
Author(s):  
Yung-Sheng Chen ◽  
Shih-Liang Chang ◽  
Wen-Hsing Hsu

2013 ◽  
Vol 347-350 ◽  
pp. 1116-1120
Author(s):  
Heng Jiang ◽  
Jing Liu

In order to raise the train effect of radar operation efficiently, offer detailed, accurate, visual task situation information, high limit decreases or eliminates to train distorted and operating fault. The paper have put forward a kind of based on GDI + graph display function and USB data communication display the realization method of controlling terminal, Have realized for radar display relatively lifelike imitate, The interface that imitated has included actual radar, is major to display essential factor.


Nanophotonics ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 41-74
Author(s):  
Bernard C. Kress ◽  
Ishan Chatterjee

AbstractThis paper is a review and analysis of the various implementation architectures of diffractive waveguide combiners for augmented reality (AR), mixed reality (MR) headsets, and smart glasses. Extended reality (XR) is another acronym frequently used to refer to all variants across the MR spectrum. Such devices have the potential to revolutionize how we work, communicate, travel, learn, teach, shop, and are entertained. Already, market analysts show very optimistic expectations on return on investment in MR, for both enterprise and consumer applications. Hardware architectures and technologies for AR and MR have made tremendous progress over the past five years, fueled by recent investment hype in start-ups and accelerated mergers and acquisitions by larger corporations. In order to meet such high market expectations, several challenges must be addressed: first, cementing primary use cases for each specific market segment and, second, achieving greater MR performance out of increasingly size-, weight-, cost- and power-constrained hardware. One such crucial component is the optical combiner. Combiners are often considered as critical optical elements in MR headsets, as they are the direct window to both the digital content and the real world for the user’s eyes.Two main pillars defining the MR experience are comfort and immersion. Comfort comes in various forms: –wearable comfort—reducing weight and size, pushing back the center of gravity, addressing thermal issues, and so on–visual comfort—providing accurate and natural 3-dimensional cues over a large field of view and a high angular resolution–vestibular comfort—providing stable and realistic virtual overlays that spatially agree with the user’s motion–social comfort—allowing for true eye contact, in a socially acceptable form factor.Immersion can be defined as the multisensory perceptual experience (including audio, display, gestures, haptics) that conveys to the user a sense of realism and envelopment. In order to effectively address both comfort and immersion challenges through improved hardware architectures and software developments, a deep understanding of the specific features and limitations of the human visual perception system is required. We emphasize the need for a human-centric optical design process, which would allow for the most comfortable headset design (wearable, visual, vestibular, and social comfort) without compromising the user’s sense of immersion (display, sensing, and interaction). Matching the specifics of the display architecture to the human visual perception system is key to bound the constraints of the hardware allowing for headset development and mass production at reasonable costs, while providing a delightful experience to the end user.


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