scholarly journals Exploración en tiempo real de la reconstrucción virtual de los instrumentos del Pórtico de la Gloria

2012 ◽  
Vol 3 (6) ◽  
pp. 49 ◽  
Author(s):  
Roi Méndez ◽  
Antonio Otero ◽  
Samuel Jarque ◽  
Julián Flores

<p>This article presents the development of a system to perform the interactive visualization of the virtual reconstruction of the instruments of the Portico de la Gloria.<br />We describe the process followed for creating a specific set of hardware and software centered on the user that, through a tangible interface, allows interaction with highly realistic 3D views of the instruments of the Portico. The system, using computer vision techniques to control human-computer interaction, allows a user to interact with 3D models in an intuitive and easy way. This will make these models accessible to non-experts, making the system an ideal choice for its exhibition in museums.</p>

Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2020 ◽  
Author(s):  
Jawad Khan

Activity recognition is a topic undergoing massive research in the field of computer vision. Applications of activity recognition include sports summaries, human-computer interaction, violence detection, surveillance etc. In this paper, we propose the modification of the standard local binary patterns descriptor to obtain a concatenated histogram of lower dimensions. This helps to encode the spatial and temporal information of various actions happening in a frame. This method helps to overcome the dimensionality problem that occurs with LBP and the results show that the proposed method performed comparably with state of the art methods.


2018 ◽  
Vol 60 (2) ◽  
pp. 113-117
Author(s):  
Stefanie Mueller

AbstractPersonal fabrication tools, such as 3D printers, are on the way of enabling a future in which non-technical users will be able to create custom objects. While the hardware is now affordable and the number of people who own a 3D printer is increasing, only few create new 3D models. Most users download models from a 3D model database and after downloading fabricate them on their 3D printers. At most, users adjust a few parameters of the model, such as changing its color or browsing between predetermined shape options.I argue that personal fabrication has the potential for more: Instead of only consuming existing content, I envision a future in which non-technical users will create objects only trained experts can create today. While there are many open challenges for human-computer interaction, such as abstracting away the necessarydomainandmachineknowledge, I focus on improving theinteraction modelunderlying current personal fabrication devices.In this article, I illustrate why today’s interaction model for personal fabrication tools is not suitable for non-technical users. For this, I draw an analogy to the development of the user interface in personal computing and show how solutions developed by human-computer interaction researchers over the last decades can be applied to this new domain. I analyze the challenges when creating interactive systems for personal fabrication and describe six research prototypes I built to overcome these challenges. I discuss the limitations of these systems and conclude with an overview of recent advancements in personal fabrication that will allow us to go beyond what is possible today.


2014 ◽  
Vol 962-965 ◽  
pp. 2721-2725
Author(s):  
Wen Li Wu ◽  
Wei He ◽  
Bin Feng ◽  
Shi Chen

To simulate arbitrary three dimensional models, this technology of triangular polyhedron 3D human-computer interaction modeling was proposed. Achieving the technology has following three steps. Firstly, the coordinates of 3D nodes were projected onto the plane by the method of 3D geometric transformation. Then, this information which was made up of triangles and sides and nodes was picked up by 3D picking methods. Finally, the technique of rubber membrane was used to modify the nodes of triangles, and the 3D modification was achieved by means of anti-transformation. Moreover, the method of global and local mesh encryption was also designed to modify 3D topology structure, which was aimed at better simulate complex 3D models. This technology combined geophysical forwarding compute and formed the method of data-interaction simulation, which provided a means of visualization for geophysical data interpretation.


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