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The 2nd IEEE Internatioal Workshop on Haptic, Audio and Visual Environments and Their Applications, 2003. HAVE 2003. Proceedings.最新文献

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Haptic/graphic interface for in-vehicle comfort functions - a simulator study and an experimental study 用于车内舒适功能的触觉/图形界面-模拟器研究和实验研究
P. Bengtsson, C. Grane, J. Isaksson
In today's vehicles, the human-machine interaction (HMI) is becoming increasingly complex. The number of in-vehicle comfort functions is increasing as are the number of maneuverable buttons in the vehicle. Haptic interfaces for in-vehicle functions are now commercially available. Thus, haptic interfaces are a realistic approach to an aesthetically and ergonomically improved HMI. That is, without increasing the visual load on the driver. However, as often is the case with new technologies, some haptic interfaces might have been put into operation before being studied and evaluated sufficiently, e.g. being potentially "safety critical". The objective of this paper is to contribute in bridging the gulf between application and research concerning implementation of haptic interfaces for in-vehicle comfort functions. Two studies are reported in the paper. Firstly, a simulator study where a haptic/graphic interface is evaluated against a traditional interface with maneuverable buttons for in-vehicle comfort functions. Secondly, an experimental study that still is in the planning phase. The study aims at investigating the interaction effects between haptic and visual feedback in a haptic/graphic interface.
在当今的交通工具中,人机交互(HMI)变得越来越复杂。车内舒适功能的数量在不断增加,机动按钮的数量也在不断增加。用于车载功能的触觉界面现已商业化。因此,触觉界面是一种符合美学和人体工程学的改进人机界面的现实方法。也就是说,不会增加驾驶员的视觉负担。然而,正如新技术经常出现的情况一样,一些触觉界面可能在进行充分的研究和评估之前就已经投入使用,例如潜在的“安全关键”。本文的目的是为了弥合应用和研究之间的鸿沟,以实现车内舒适功能的触觉界面。本文报道了两项研究。首先,在模拟器研究中,将触觉/图形界面与具有可操作按钮的传统界面进行比较,以实现车内舒适功能。第二,仍在规划阶段的实验性研究。本研究旨在探讨触觉与视觉反馈在触觉/图形界面中的交互效应。
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引用次数: 21
Vision-based robot localization 基于视觉的机器人定位
H. Hajjdiab, R. Laganière
This paper studies the problem of robot localization in the case of robots equipped with a single camera. We propose to calculate the location of the robots by using a collection of sparse views of the planar surface on which these robots are moving. The camera motions are estimated using inter-image homographies computed from the matching of overhead transformed views. Results of map generated from the estimated robot locations are shown.
本文研究了单摄像头机器人的定位问题。我们建议通过使用这些机器人正在移动的平面的稀疏视图集合来计算机器人的位置。摄像机的运动估计使用图像间同源性计算从匹配的头顶转换视图。图中显示了由估计的机器人位置生成的地图结果。
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引用次数: 2
Analysis of a two DOF anthropomorphic arm driven by artificial muscles 人造肌肉驱动的二自由度拟人手臂分析
C. Cocaud, A. Jnifene
This paper investigates the use of artificial muscles as actuators for robot manipulators. Using some basic equations from the field of kinesiology, a procedure was developed in order to determine the optimal position of a muscle in various musculoskeletal configurations found in the human body. This procedure takes into account the artificial muscle characteristics and finds the origin and insertion point of the muscle by optimizing the maximum range of motion and the output torque produced at the joint. Currently available artificial muscles such as McKibben air muscles, Shape Memory Alloys and electroactive polymers are reviewed. Functional models of the SMA and McKibben muscles were presented and used in the optimization procedure.
本文研究了利用人造肌肉作为机器人机械手的执行器。利用运动机能学领域的一些基本方程,开发了一种程序,以确定人体各种肌肉骨骼结构中肌肉的最佳位置。该程序考虑了人工肌肉的特性,并通过优化关节处产生的最大运动范围和输出扭矩来找到肌肉的原点和插入点。综述了目前可用的人造肌肉,如McKibben空气肌肉、形状记忆合金和电活性聚合物。提出了SMA和McKibben肌的功能模型,并将其用于优化过程。
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引用次数: 8
Augmented reality: a novel approach for navigating in panorama-based virtual environments (PBVE) 增强现实:在基于全景的虚拟环境(PBVE)中导航的新方法
Peiran Liu, Xiaoyong Sun, N. Georganas, E. Dubois
This paper presents a novel approach for navigating in a panorama-based virtual environment (PBVE). A PBVE was constructed to synthesize the corresponding view when navigating. Users can interact with PBVE through augmented 3D graphic objects. Unlike traditional image-based virtual environment (VE) systems in which the functions of presenting 3D geometry and human-computer interaction (HCI) are very limited, the proposed PBVE system utilized augmented reality technology to enable users to interactively present 3D geometry. Therefore, the HCI ability is significantly increased and the gap between passive planar navigation and interactive human-VE three-dimensional navigation is eliminated.
提出了一种在全景虚拟环境(PBVE)中导航的新方法。在导航时,构造PBVE来合成相应的视图。用户可以通过增强的3D图形对象与PBVE进行交互。传统的基于图像的虚拟环境(VE)系统在呈现三维几何图形和人机交互(HCI)方面的功能非常有限,而本文提出的PBVE系统利用增强现实技术使用户能够交互式地呈现三维几何图形。因此,显著提高了HCI能力,消除了被动平面导航与人机交互三维导航之间的差距。
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引用次数: 12
Haptic virtual environment performance over policy-based IP networks: a case study 基于策略的IP网络的触觉虚拟环境性能:一个案例研究
R. T. Souayed, D. Gaiti, G. Pujolle, Wai Yu, A. Marshall
This paper reports on the performance of distributed haptic virtual environment (DHVE) applications deployed over policy-based IP networks. Our previous work reported that a best effort service in IP networks is inadequate for satisfying the quality of service (QoS) requirements of such applications. The current work tries to find out whether applying differentiated services (DiffServ) satisfies DHVE QoS requirements or at least improves them. This work also determines which policies should be applied on the network. A set of experiments was conducted over a network connecting two departments of the Queen's University of Belfast. The results are presented in this paper and compared with our previous work results.
本文报告了部署在基于策略的IP网络上的分布式触觉虚拟环境(DHVE)应用程序的性能。我们以前的工作报告了IP网络中的尽力而为服务不足以满足此类应用的服务质量(QoS)要求。目前的工作试图找出应用差异化服务(DiffServ)是否满足DHVE QoS要求,或者至少提高了它们。这项工作还决定了应该在网络上应用哪些策略。在贝尔法斯特女王大学两个系之间的网络上进行了一系列实验。本文给出了研究结果,并与前人的研究结果进行了比较。
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引用次数: 4
Development of a humanoid avatar in Java3D 在Java3D中开发一个人形化身
M.D. Petriu, N. Georganas, T. Whalen
The paper discusses implementation details for the construction and animation of a human avatar taking advantage of the built-in features of Java3D.
本文讨论了利用Java3D的内置特性来构建和制作人物头像的实现细节。
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引用次数: 5
Joint manipulation management in collaborative virtual environments 协同虚拟环境中的联合操作管理
Xiaojun Shen, N. Georganas
Some international standards have been developed that are very likely to make a major impact on CVE (Collaborative Virtual Environment) technology: the Distributed Interactive Simulation (DIS) (IEEE Standard 1278.1) and the High Level Architecture (HLA) (IEEE Standard 1516). Deriving from military-purpose simulations, DIS and HLA, however, have limitations on building large-scale general-purpose CVE applications. For instance, HLA object-attribute based ownership management only allows joint manipulation in a constraint-based solution. The purpose of this research effort is to realize joint manipulation management in CVE. This paper begins with a discussion of interaction requests and interaction model and proceeds to describe three generic approaches for joint manipulation management: Constraint-based, Synchronized and Non Synchronized.
一些很可能对CVE(协同虚拟环境)技术产生重大影响的国际标准已经被开发出来:分布式交互仿真(DIS) (IEEE标准1278.1)和高级体系结构(HLA) (IEEE标准1516)。然而,由于源自军事目的的模拟,DIS和HLA在构建大规模通用CVE应用方面存在局限性。例如,基于HLA对象属性的所有权管理只允许在基于约束的解决方案中进行联合操作。本研究的目的是实现CVE的联合操作管理。本文首先讨论了交互请求和交互模型,然后描述了三种通用的联合操作管理方法:基于约束的、同步的和非同步的。
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引用次数: 3
Dynamic signature verification system using stroked based features 动态签名验证系统使用基于笔画的特征
Tong Qu, A. E. Saddik, Andy Adler
This paper presents a novel feature-based dynamic signature verification system. Data is acquired from a Patriot digital pad, using the Windows Pen API. The signatures are analyzed dynamically by considering their spatial and time domain characteristics. A stroke-based feature extraction method is studied, in which strokes are separated by the zero pressure points. Between each pair of signatures, the correlation comparisons are conducted for strokes. A significant stroke is discriminated by the maximum correlation with respect to the reference signatures. The correlation value and stroke length for the significant strokes are extracted as features for identifying genuine signatures against forgeries. The membership function and classifier are modeled based on the probabilistic distribution of selected features. Experimental results were obtained for signatures from 20 volunteers. The current 6-feature based signature verification system was calculated to have a false accept rate of 1.67% and false reject rate of 6.67%.
提出了一种基于特征的动态签名验证系统。使用Windows Pen API,从爱国者数字pad获取数据。结合信号的空间和时域特征,对信号进行动态分析。研究了一种基于笔画的特征提取方法,该方法采用零压力点分隔笔画。在每对签名之间,对笔画进行相关性比较。通过与参考签名的最大相关性来区分重要笔划。提取重要笔画的相关值和笔画长度作为识别真伪签名的特征。根据所选特征的概率分布对隶属函数和分类器进行建模。对20名志愿者的签名进行了实验。计算出当前基于6个特征的签名验证系统的错误接受率为1.67%,错误拒绝率为6.67%。
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引用次数: 17
Assessment of effects of packet loss on speech quality in VoIP VoIP中丢包对语音质量影响的评估
L. Ding, R. Goubran
This paper investigates the effects of packet loss on speech quality in Voice over Internet Protocol (VoIP) applications by using ITU-T G.107, the E-model, whose parameters currently only cover limited VoIP scenarios. Several packet loss rates, packet sizes and error concealment techniques for codec G.729 are examined. Mean Opinion Score (MOS) is used as an index for speech quality and is measured by Perceptual Evaluation of Speech Quality (PESQ) algorithm. These effects on speech quality are assessed in the equipment impairment factor domain and then formulated into the E-model. The validation test shows good accuracy of the proposed formula, the prediction errors range between /spl mnplus/0.10 MOS for most cases with an absolute maximum of 0.14 MOS.
本文通过使用ITU-T G.107 (E-model)研究丢包对网络语音协议(VoIP)应用中语音质量的影响,该模型的参数目前仅涵盖有限的VoIP场景。研究了G.729编解码器的丢包率、包大小和错误隐藏技术。以平均意见分数(MOS)作为评价语音质量的指标,采用语音质量感知评价(PESQ)算法进行测量。这些对语音质量的影响在设备损伤因子域中进行评估,然后形成e模型。验证试验表明,所提公式具有较好的精度,大多数情况下的预测误差在/spl mnplus/0.10 MOS之间,绝对最大值为0.14 MOS。
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引用次数: 73
A methodology for surface reconstruction based on hierarchical models 一种基于层次模型的曲面重建方法
N. A. Borghese, S. Ferrari, V. Piuri
In this paper, we present the formalization of a methodology for producing three-dimensional models of real objects from sampled surface data. We provide a high abstraction view of the process, depicting a common strategy to solve a class of problems related to the surface reconstruction and show the effectiveness of the use of hierarchical paradigm in this context.
在本文中,我们提出了一种从采样表面数据中产生真实物体三维模型的方法的形式化。我们提供了该过程的高度抽象视图,描述了解决与表面重建相关的一类问题的通用策略,并展示了在此背景下使用分层范式的有效性。
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引用次数: 3
期刊
The 2nd IEEE Internatioal Workshop on Haptic, Audio and Visual Environments and Their Applications, 2003. HAVE 2003. Proceedings.
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