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Cui Dewen, Matsufuji Akihiro, Liu Yi, Eri Sato- Shimokawa, Toru Yamaguchi
Pág. 338 - 350
In human-robot interaction, human mental states in dialogue have attracted attention to human-friendly robots that support educational use. Although estimating mental states using speech and visual information has been conducted, it is still challenging ...
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Ilmari Jyskä, Kaija Puura and Markku Turunen
Binaural Odyssey is a virtual reality relaxation application based on generative abstract animations and binaural sounds that react to the user?s head movements with the aim of influencing the user?s emotions.
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Staas de Jong and Gerrit van der Veer
The retinal afterimage is a widely known effect in the human visual system, which has been studied and used in the context of a number of major art movements. Therefore, when considering the general role of computation in the visual arts, this begs the q...
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Jun-Hee Lee, Kwang-Jun Paik, Soon-Hyun Lee, Jun Hwangbo and Tae-Hyu Ha
Recently, the demand for floating solar power farms in lakes and coasts (rather than on land) has been increasing rapidly. It is important to develop a numerical analysis technique that considers environmental conditions to predict structural stability a...
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Rafal Mateusz Sobanski, Marta Drazkowska, Maciej Papis and Agata Stankiewicz
The aim of this work is to present an automatic solution to control the surveillance camera merely by the movements of the operator?s head. The method uses convolutional neural networks that work in a course-to-fine manner to estimate head orientation in...
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Andrzej Stanczak, Ireneusz Kubiak, Artur Przybysz and Anna Witenberg
Information protection is an important safety issue in many human activity fields. Technological advances and related ubiquitous computerization bring new challenges in this area. In particular, the problem concerns the protection of devices against non-...
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Bonfim Amaro Junior, Marcio Costa Santos, Guilherme Nepomuceno de Carvalho, Luiz Jonatã Pires de Araújo and Placido Rogerio Pinheiro
The problem of efficiently cutting smaller two-dimensional pieces from a larger surface is recurrent in several manufacturing settings. This problem belongs to the domain of cutting and packing (C&P) problems. This study approached a category of C&am...
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Alec G. Moore, Ryan P. McMahan and Nicholas Ruozzi
Training and education of real-world tasks in Virtual Reality (VR) has seen growing use in industry. The motion-tracking data that is intrinsic to immersive VR applications is rich and can be used to improve learning beyond standard training interfaces. ...
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Xiaozhou Zhou, Yu Jin, Lesong Jia and Chengqi Xue
In virtual reality, users? input and output interactions are carried out in a three-dimensional space, and bare-hand click interaction is one of the most common interaction methods. Apart from the limitations of the device, the movements of bare-hand cli...
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Bojan Pajic, Pavel Zakharov, Brigitte Pajic-Eggspuehler and Zeljka Cvejic
A prospective feasibility study was conducted to determine whether a new wearable device, the Visual Behavior Monitor (VBM), was easy to use and did not present any difficulties with the daily activities of patients. Patients for cataract surgery and ref...
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