scholarly journals Expression Cloning Based on Anthropometric Proportions and Deformations by Motion of Spherical Influence Zones

2011 ◽  
Vol 2 (1) ◽  
pp. 1
Author(s):  
Roberto Cesar Cavalcante Vieira ◽  
Creto Vidal ◽  
Joaquim Bento Cavalcante-Neto

Virtual tridimensional creatures are active actors in many types of applications nowadays, such as virtual reality, games and computer animation. The virtual actors encountered in those applications are very diverse, but usually have humanlike behavior and facial expressions. This paper deals with the mapping of facial expressions between virtual characters, based on anthropometric proportions and geometric manipulations by moving influence zones. Facial proportions of a base model is used to transfer expressions to any other model with similar global characteristics (if the base model is a human, for instance, the other models need to have two eyes, one nose and one mouth). With this solution, it is possible to insert new virtual characters in real-time applications without having to go through the tedious process of customizing the characters’ emotions.

Author(s):  
FRANCESCO G. B. DE NATALE

Simple approaches to texture discrimination based on histogram analysis are useful in real-time applications but often yield inadequate results. On the other hand, methods based on higher-order statistics (e.g., co-occurrence matrices) provide a more complete statistical characterisation but are extremely time-consuming. In this paper, methods based on first order statistical analysis are reviewed and the significance of the relevant representative features analyzed. Then, rank functions are considered and appropriate distance functions are introduced that prove to have substantial advantages over classical histogram-based approaches.


Author(s):  
Alejandro Rosa-Pujazón ◽  
Isabel Barbancho ◽  
Lorenzo J. Tardón ◽  
Ana M. Barbancho

In this paper, an implementation of a virtual reality based application for drumkit simulation is presented. The system tracks user motion through the use of a Kinect camera sensor, and recognizes and detects user-generated drum-hitting gestures in real-time. In order to compensate the effects of latency in the sensing stage and provide real-time interaction, the system uses a gesture detection model to predict user movements. The paper discusses the use of two different machine learning based solutions to this problem: the first one is based on the analysis of velocity and acceleration peaks, the other solution is based on Wiener filtering. This gesture detector was tested and integrated into a full implementation of a drumkit simulator, capable of discriminating up to 3, 5 or 7 different drum sounds. An experiment with 14 participants was conducted to assess the system's viability and impact on user experience and satisfaction.


2008 ◽  
pp. 1781-1788
Author(s):  
Christos Bouras ◽  
Apostolos Gkamas ◽  
Dimitris Primpas ◽  
Kostas Stamos

The heterogeneous network environment that Internet provides to real time applications as well as the lack of sufficient QoS (Quality of Service) guarantees, many times forces applications to embody adaptation schemes in order to work efficiently. In addition, any application that transmits data over the Internet should have a friendly behaviour towards the other flows that coexist in today’s Internet and especially towards the TCP flows that comprise the majority of flows. We define as TCP friendly flow, a flow that consumes no more bandwidth than a TCP connection, which is traversing the same path with that flow (Pandhye 1999).


Author(s):  
Michelle LaBrunda ◽  
Andrew LaBrunda

Virtual reality is a collection of technologies that enable people to use their senses to experience sensory input provided from a source other than the immediate environment. These events may occur in real time, can be a simulation, or can be completely fictional. Virtual reality (VR) has progressed beyond its military beginnings and is progressively making its way into people’s daily lives. The most prevalent implementation of VR can be found in many forms of modern entertainment such as computer games or IMAX (image maximum) theaters. VR has received little publicity but has enormous potential in the realm of medicine. The utility of VR is starting to be appreciated by the medical community. It is slowly being adopted and implemented in the surgical, medical, and psychiatric specialties. Medical uses of VR are primarily directed toward the simulation of visual, audio, and tactile input. With the aid of VR doctors will be able to perform specialized surgery on a patient from the other side of the world. Students are able to simulate and experience surgical procedures without compromising a patient’s health. Finally, VR can heighten a doctor´s senses and allows input that would be absent without the aid of VR, such as relative bone positions and tissue temperature.


2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


Author(s):  
Christos Bouras ◽  
Apostolos Gkamas ◽  
Dimitris Primpas ◽  
Kostas Stamos

The heterogeneous network environment that Internet provides to real time applications as well as the lack of sufficient QoS (Quality of Service) guarantees, many times forces applications to embody adaptation schemes in order to work efficiently. In addition, any application that transmits data over the Internet should have a friendly behaviour towards the other flows that coexist in today’s Internet and especially towards the TCP flows that comprise the majority of flows. We define as TCP friendly flow, a flow that consumes no more bandwidth than a TCP connection, which is traversing the same path with that flow (Pandhye 1999).


2019 ◽  
Vol 15 (5) ◽  
pp. 155014771984531 ◽  
Author(s):  
Dmitry Bankov ◽  
Evgeny Khorov ◽  
Andrey Lyakhov ◽  
Mark Sandal

Being of high importance, real-time applications, such as online gaming, real-time video streaming, virtual reality, and remote-control drone and robots, introduce many challenges to the developers of wireless networks. Such applications pose strict requirements on the delay and packet loss ratio, and it is hardly possible to satisfy them in Wi-Fi networks that use random channel access. The article presents a novel approach to enable real-time communications by exploiting an additional radio. This approach was recently proposed by us in the IEEE 802.11 Working Group and attracted much attention. To evaluate its gain and to study how real-time traffic coexists with the usual one, a mathematical model is designed. The numerical results show that the proposed approach allows decreasing the losses and delays for the real-time traffic by orders of magnitude, while the throughput for the usual traffic is reduced insignificantly in comparison to existing networks.


2021 ◽  
pp. 174702182110248
Author(s):  
Rémi Thériault ◽  
Jay A. Olson ◽  
Sonia A. Krol ◽  
Amir Raz

Perspective-taking, whether through imagination or virtual-reality interventions, seems to improve intergroup relations; however, what intervention leads to better outcomes remains unclear. This pre-registered study collected measures of empathy and race bias from 90 participants, split into one of three perspective-taking groups: embodied perspective-taking, mental perspective-taking, and a control group. We drew on virtual-reality technology alongside a Black confederate across all conditions. Only in the first group, participants got to exchange real-time viewpoints with the confederate and literally “see through the eyes of another.” In the two other conditions, participants either imagined a day in the life of the Black confederate or in their own life, respectively. Our findings show that, compared to the control group, the embodied perspective-taking group scored higher on empathy sub-components. On the other hand, both perspective-taking interventions differentially affected neither explicit nor implicit race bias. Our study suggests that embodiment of an outgroup can enhance empathy.


Electronics ◽  
2018 ◽  
Vol 7 (9) ◽  
pp. 171 ◽  
Author(s):  
Song-Woo Choi ◽  
Siyeong Lee ◽  
Min-Woo Seo ◽  
Suk-Ju Kang

Because the interest in virtual reality (VR) has increased recently, studies on head-mounted displays (HMDs) have been actively conducted. However, HMD causes motion sickness and dizziness to the user, who is most affected by motion-to-photon latency. Therefore, equipment for measuring and quantifying this occurrence is very necessary. This paper proposes a novel system to measure and visualize the time sequential motion-to-photon latency in real time for HMDs. Conventional motion-to-photon latency measurement methods can measure the latency only at the beginning of the physical motion. On the other hand, the proposed method can measure the latency in real time at every input time. Specifically, it generates the rotation data with intensity levels of pixels on the measurement area, and it can obtain the motion-to-photon latency data in all temporal ranges. Concurrently, encoders measure the actual motion from a motion generator designed to control the actual posture of the HMD device. The proposed system conducts a comparison between two motions from encoders and the output image on a display. Finally, it calculates the motion-to-photon latency for all time points. The experiment shows that the latency increases from a minimum of 46.55 ms to a maximum of 154.63 ms according to the workload levels.


Sign in / Sign up

Export Citation Format

Share Document