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Vision Extension for a Ball Camera by Using Image Completion 基于图像补全的球摄像机视觉扩展
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384802
Tsubasa Kitayama, Shio Miyafuji, H. Koike
A ball camera is a high tech ball equipped with cameras to obtain images from the ball's point of view. To capture 360° images with a minimum number of cameras, we embedded two ultra-wide-angle cameras in the ball. However, the two cameras were set diametrically opposite to each other; therefore, a blind spot was present, which could not be captured by the two cameras. Consequently, the obtained 360° image had a discontinuous part. In this paper, we describe the design and implementation of the ball camera and propose a method for completing the blind spot using image completion. We applied our method to the videos captured by the ball camera and proved this method successfully completes the blind spot and provides more real-life images.
球型摄像机是一种高科技的球型摄像机,可以从球的角度获取图像。为了用最少数量的相机捕捉360°的图像,我们在球中嵌入了两个超广角相机。然而,这两个摄像头被设置在截然相反的位置;因此,存在一个盲点,两台摄像机无法捕捉到。因此,得到的360°图像有一个不连续的部分。本文描述了球摄像机的设计与实现,并提出了一种利用图像补全来补全盲点的方法。我们将该方法应用于球摄像机拍摄的视频,证明该方法成功地解决了盲点问题,提供了更真实的图像。
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引用次数: 0
Design of Altered Cognition with Reshaped Bodies 重塑身体改变认知的设计
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384773
K. Shirota, Makoto Uju, Yurike Chandra, Elaine Czech, R. Peiris, K. Minamizawa
In this research, we aimed to expand humans' physical ability by reshaping natural physicalities that allow body transformation. By modifying the existing body parts, we proposed a system that changed humans' cognition of reality and their environment, and presented its use case. We conducted a study that explored the use of actions: (1) opening and closing of the pinnas (ears) and (2) pulling of the nose to change humans' body schema and humans' cognition of the environment. The results showed that people were able to perceive changes in the position of the pinnas in three different conditions (100% Open, 50% Open, 0% Open) with high accuracy. We also observed that opening and closing the pinnas could alter the cognition of the sound field, as opposed to the normal ears. Furthermore, we found that the feeling of a nose is extending was felt more by using the system. This finding implied that the modified body schema improved our recognition of the odor source and its position.
在这项研究中,我们的目标是通过重塑允许身体转换的自然物理来扩展人类的身体能力。通过对现有身体部位的修改,提出了一种改变人类对现实和环境认知的系统,并给出了用例。我们进行了一项研究,探讨了使用动作:(1)打开和关闭耳廓(耳朵)和(2)拉鼻子来改变人类的身体图式和人类对环境的认知。结果表明,在三种不同的条件下(100%打开、50%打开、0%打开),人们能够以较高的准确率感知耳廓位置的变化。我们还观察到,与正常的耳朵相反,打开和关闭耳廓可以改变对声场的认知。此外,我们发现使用该系统后,鼻子的伸直感更强。这一发现表明,修改后的身体图式提高了我们对气味来源及其位置的识别。
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引用次数: 0
PDMSkin
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384789
Tobias Röddiger, Michael Beigl, Daniel Wolffram, M. Budde, Hongye Sun
Innovative enabling technologies are key drivers of human augmentation. In this paper, we explore a new, conductive, and configurable material made from Polydimethylsiloxane (PDMS) that is capillary doped with silver particles (Ag) using an immiscible secondary fluid to build ultra-stretchable, soft electronics. Bonding silver particles directly with PDMS enables inherently stretchable Ag-PDMS circuits. Compared to previous work, the reduced silver consumption creates significant advantages, e.g., better stretchability and lower costs. The secondary fluid ensures self-assembling conductivity networks. Sensors are 3D-printed ultra-thin (<100μm) onto a pure PDMS substrate in one step and only require a PDMS cover-layer. They exhibit almost stable electrical properties even for an intense stretching of >200%. Therefore, printed circuits can attach tightly onto the body. Due to biocompatibility, devices can be implanted (e.g., open wounds treatment). We present a proof of concept on-skin interface that uses the new material to provide six distinct input gestures. Our quantitative evaluation with ten participants shows that we can successfully classify the gestures with a low spatial-resolution circuit. With few training data and a gradient boosting classifier, we yield 83% overall accuracy. Our qualitative material study with twelve participants shows that usability and comfort are well perceived; however, the smooth but easy to adapt surface does not feel tissue-equivalent. For future work, the new material will likely serve to build robust and skin-like electronics.
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引用次数: 2
Archery shots visualization by clustering and comparing from angular velocities of bows 基于弓角速度的聚类对比射箭图像可视化
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384782
Midori Kawaguchi, Hironori Mitake, S. Hasegawa
In individual competitions consisting of repetitive movement sports, it is necessary to increase the reproducibility of movements by recognizing and correcting movement changes per second. Since it is difficult to obtain sufficient awareness only by subjectivity, a mechanism that can objectively confirm the movement is required. In this paper, we propose a system that can easily search for differences in multiple trial motions by the same person for archery movements. The proposed system uses Dynamic Time Warping to determine the similarity of multiple shots of one competitor from the time-series data from the angular velocity sensor attached to the competitor's bow. Based on the similarity distance, K-means Clustering is performed. In addition, the video corresponding to the time at which there is a difference is cut out from the video recorded simultaneously to the sensor data, and the two images are superimposed and presented to visualize the difference. When the proposed system was tested with five intermediate- and advanced-level archers, it was possible to detect differences such as minor shaking, the posture, and the motion speed for approximately 0.5 seconds. These differences can be found by advanced-level archers by carefully comparing the videos for many times, but are difficult to identify by intermediate-level archers.Feedback from interviews with the instructor suggested that the differences detected were meaningful to find out the points for improve archery skill.
在由重复动作项目组成的个人比赛中,必须通过识别和纠正每秒钟的动作变化来提高动作的再现性。由于仅靠主观性很难获得足够的意识,因此需要一种能够客观确认运动的机制。在本文中,我们提出了一个系统,可以很容易地搜索到同一人的多个试验动作的差异。该系统采用动态时间扭曲的方法,从连接在选手弓上的角速度传感器的时间序列数据中确定同一选手多次射击的相似性。基于相似距离,进行K-means聚类。另外,从同时记录到传感器数据的视频中截取出现差异的时间对应的视频,并将两幅图像叠加呈现,使差异可视化。当提出的系统在5名中级和高级弓箭手身上进行测试时,它可以检测到诸如轻微晃动、姿势和运动速度等差异,时间约为0.5秒。这些差异对于高水平的弓箭手来说,可以通过多次仔细对比视频来发现,但是对于中级水平的弓箭手来说,很难识别。与教练的访谈反馈表明,所发现的差异对找出提高射箭技术的要点有意义。
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引用次数: 3
SpotlessMind 一尘不染的心灵
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384800
Passant Elagroudy, Xiyue Wang, Evgeny Stemasov, Teresa Hirzle, Svetlana Shishkovets, Siddharth Mehrotra, A. Schmidt
Mutual understanding via sharing and interpreting inner states is socially rewarding. Prior research shows that people find Brain-Computer Interfaces (BCIs) a suitable tool to implicitly communicate their cognitive states. In this paper, we conduct an online survey (N=43) to identify design parameters for systems that implicitly share cognitive states. We achieve this by designing a research probe called "SpotlessMind" to artistically share brain occupancy with another while considering the bystanders' experience to elicit user responses. Our results show that 98% would like to see the installation. People would use it as a gesture of openness and as a communication mediator. Abstracting visual, auditory, and somatosensory depictions is a good trade-off between understandability and users' privacy protection. Our work supports designing engaging prototypes that promote empathy, cognitive awareness and convergence between individuals.
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引用次数: 1
HapticPointer HapticPointer
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384777
Akira Matsuda, K. Nozawa, Kazuki Takata, Atsushi Izumihara, J. Rekimoto
We designed a necklace-style device named HapticPointer for presenting a direction as pointing cues in remote collaboration tasks. The device has 16 vibration motors placed along a line of flexible string. Our vibration algorithm represents horizontal and vertical directions by changing the position and intensity of each vibration. In our experiment, participants attempted to find a specific target, and the accuracy of successful trials reached 90.65%. Moreover, the participants found the targets in 6 seconds on average. Furthermore, our user study implies that the device can simulates the sensation of walking together. It is assumed that the sensation improves engagement between the local and remote users.
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引用次数: 9
Augmented Workplace: Human-Sensor Interaction for Improving the Work Environment 增强工作场所:改善工作环境的人机交互
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3385334
Y. Arakawa
In this paper, we proposed and implemented an augmented workplace where humans and deployed sensors have some interaction. Through the experiment, CO2 sensor asks humans to open the window when CO2 level exceeds the threshold, we found that a human has obeyed a message from a sensor almost every time.
在本文中,我们提出并实现了一个增强的工作场所,其中人类和部署的传感器有一些交互。通过实验,当二氧化碳浓度超过阈值时,二氧化碳传感器要求人类打开窗户,我们发现人类几乎每次都服从传感器的信息。
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引用次数: 3
DehazeGlasses
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384781
Yuichi Hiroi, Takumi Kaminokado, Atsushi Mori, Yuta Itoh
We present DehazeGlasses, a see-through visual haze removal system that optically dehazes the user's field of vision. Human vision suffers from a degraded view due to aspects of the scene environment, such as haze. Such degradation may interfere with our behavior or judgement in daily tasks. We focus on hazy scenes as one common degradation source, which whitens the view due to certain atmospheric conditions. Unlike typical computer vision systems that process recorded images, we aim to realize a see-through glasses system that can optically manipulate our field of view to dehaze the perceived scene. Our system selectively modulates the intensity of the light entering the eyes via occlusion-capable optical see-through head-mounted displays (OST-HMD). We built a proof-of-concept system to evaluate the feasibility of our haze removal method by combining a digital micromirror device (DMD) and an OST-HMD, and tested it with a user-perspective viewpoint camera. A quantitative evaluation with 80 scenes from a haze removal dataset shows that our system realizes a dehazed view that is significantly closer to the ground truth scene compared to the native view under a perceptual image similarity metric. This evaluation shows that our system achieves perceptually natural haze removal while maintaining the see-through view of actual scenes.
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引用次数: 6
Remote Treatment System of Phantom Limb Pain by Displaying Body Movement in Shared VR Space 共享VR空间中显示肢体运动的幻肢痛远程治疗系统
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384795
Kenta Saito, Atsushi Okada, Yu Matsumura, J. Rekimoto
The phenomenon that amputees feel pain at the position of their lost limb is called phantom limb pain. Although the cause of phantom limb pain has not yet been medically elucidated, several hypotheses have been established from past studies, and some treatment systems of phantom limb pain have been developed based on these hypotheses. In these treatments, the instructions of the therapist who is familiar with phantom limb pain are essential. However, there is a problem that the number of therapists is insufficient and that existing treatment systems require the therapist to be next to the patient. In order to solve this problem, realizing remote treatment is expected. Therefore, in this research, we propose a phantom limb pain remote treatment system in which a therapist can give instructions by presenting not only voice information but also body movements to a remote patient in a shared VR space. In this study, we conducted a user study to investigate the difference between the case where the therapist gives instructions to the patient in the same place and the case where the therapist gives the patient instructions remotely by using our system. As a result, it was suggested that our proposed system would improve the efficiency of movement transmission. This study is thought to solve the problem of insufficiency of therapists for phantom limb pain.
截肢者在失去肢体的位置感到疼痛的现象被称为幻肢痛。虽然幻肢痛的病因尚未在医学上得到阐明,但从过去的研究中已经建立了一些假设,并在这些假设的基础上发展了一些幻肢痛的治疗系统。在这些治疗中,熟悉幻肢痛的治疗师的指导是必不可少的。然而,有一个问题是,治疗师的数量不足,现有的治疗系统要求治疗师在病人身边。为了解决这一问题,实现远程治疗有望实现。因此,在本研究中,我们提出了一种幻肢痛远程治疗系统,在该系统中,治疗师可以通过在共享VR空间中向远程患者提供语音信息和身体动作来提供指导。在这项研究中,我们进行了一项用户研究,以调查治疗师在同一地点向患者提供指导的情况与治疗师通过我们的系统远程向患者提供指导的情况之间的差异。结果表明,该系统可以提高运动传递的效率。本研究旨在解决幻肢痛治疗人员不足的问题。
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引用次数: 1
Conformal Wearable Devices for Expressive On-Skin Interaction 表达皮肤互动的适形可穿戴设备
Pub Date : 2020-03-16 DOI: 10.1145/3384657.3384776
A. Nittala, Arshad Khan, Jürgen Steimle
In this demonstration we showcase our recent work on conformal wearable devices that can enable expressive interaction on skin. Our interactive exhibits demonstrate a variety of functionalities including ultrathin wearable devices for high-resolution touch input, expressive interaction on body landmarks, visual output, and physiological sensing. Our work furthermore demonstrates fabrication techniques to offer customization and personalization of epidermal devices, ultimately providing an intimate coupling with the human body.
在这个演示中,我们展示了我们最近在保形可穿戴设备上的工作,该设备可以在皮肤上进行表达性交互。我们的互动展品展示了各种功能,包括超薄可穿戴设备的高分辨率触摸输入,身体地标的表达交互,视觉输出和生理传感。我们的工作进一步展示了制造技术,以提供定制和个性化的表皮装置,最终提供与人体的亲密耦合。
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引用次数: 3
期刊
Proceedings of the Augmented Humans International Conference
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