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Träfflista för sökning "WFRF:(Kade Daniel) "

Sökning: WFRF:(Kade Daniel)

  • Resultat 1-10 av 18
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1.
  • Aksit, Kaan, et al. (författare)
  • Head-worn Mixed Reality Projection Display Application
  • 2014
  • Ingår i: ACM International Conference Proceedings Series (ICPS). - New York, NY, USA : ACM.
  • Konferensbidrag (refereegranskat)abstract
    • The main goal of this research is to develop a mixed real- ity (MR) application to support motion capture actors. This application allows seeing and exploring a digital environment without occluding the actor’s visual field. A prototype is built by combining a retro-reflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The integrated system has some unique advantages, which are collectively demonstrated for the first time: (i) providing fixed field-of- view (50o in diagonal), fixed retinal images at full-resolution, and distortion-free images that are independent of the screen distance and shape; (ii) presenting different perspectives to the users as they move around or tilt their heads, (iii) allow- ing a focus-free and calibration-free display even on non-flat surfaces using laser scanning technology, (iv) enabling mul- tiple users to share the same screen without crosstalk due to the use of retro-reflectors, and (v) producing high brightness pictures with a projector of only 15 lm; due to a high-gain retro-reflective screen. We demonstrated a lightweight, com- fortable to wear and low cost head-mounted projection dis- play (HMPD) which acts as a stand-a-lone mobile system. Initial informal functionality tests have been successfully per- formed. The prototype can also be used as a 3D stereo system using the same hardware by additionally mounting polarized glasses and an active polarization rotator, while maintaining all of the advantages listed above. 
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2.
  • Dodig Crnkovic, Gordana, 1955, et al. (författare)
  • Transdisciplinarity seen through information, communication, computation, (inter-)action and cognition
  • 2017
  • Ingår i: Information Studies And The Quest For Transdisciplinarity: Unity Through Diversity. - Sweden : WORLD SCIENTIFIC. - 9789813108998 ; , s. 217-261
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Similar to oil that acted as a basic raw material and key driving force of industrial society, information acts as a raw material and principal mover of knowledge society in the knowledge production, propagation and application. New developments in information processing and information communication technologies allow increasingly complex and accurate descriptions, representations and models, which are often multi-parameter, multiperspective, multi-level and multidimensional. This leads to the necessity of collaborative work between different domains with corresponding specialist competences, sciences and research traditions. We present several major transdisciplinary unification projects for information and knowledge, which proceed on the descriptive, logical and the level of generative mechanisms. Parallel process of boundary crossing and transdisciplinary activity is going on in the applied domains. Technological artifacts are becoming increasingly complex and their design is strongly user-centered, which brings in not only the function and various technological qualities but also other aspects including esthetic, user experience, ethics and sustainability with social and environmental dimensions. When integrating knowledge from a variety of fields, with contributions from different groups of stakeholders, numerous challenges are met in establishing common view and common course of action. In this context, information is our environment, and informational ecology determines both epistemology and spaces for action. We present some insights into the current state of the art of transdisciplinary theory and practice of information studies and informatics. We depict different facets of transdisciplinarity as we see it from our different research fields that include information studies, computability, human-computer interaction, multi-operating-systems environments and philosophy.
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3.
  • Du, Jiaying, et al. (författare)
  • Perception of Delay in Computer Input Devices Establishing a Baseline for Signal Processing of Motion Sensor Systems
  • 2016
  • Ingår i: The 3rd EAI International Conference on IoT Technologies for HealthCare HealthyIoT'16. - Västeraås, Sweden : Springer International Publishing. ; , s. 107-112
  • Konferensbidrag (refereegranskat)abstract
    • New computer input devices in healthcare applications using small embedded sensors need firmware filters to run smoothly and to provide a better user experience. Therefore, it has to be investigated how much delay can be tolerated for signal processing before the users perceive a delay when using a computer input device. This paper is aimed to find out a threshold of unperceived delay by performing user tests with 25 participants. A communication retarder was used to create delays from 0 to 100 ms between a receiving computer and three different USB-connected computer input devices. A wired mouse, a wifi mouse and a head-mounted mouse were used as input devices. The results of the user tests show that delays up to 50ms could be tolerated and are not perceived as delay, or depending on the used device still perceived as acceptable.
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4.
  • Du, Jiaying, et al. (författare)
  • The effects of perceived USB-delay for sensor and embedded system development
  • 2016
  • Ingår i: Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBSVolume 2016. - 9781457702204 ; , s. 2492-2495
  • Konferensbidrag (refereegranskat)abstract
    • Perceiving delay in computer input devices is a problem which gets even more eminent when being used in healthcare applications and/or in small, embedded systems. Therefore, the amount of delay found as acceptable when using computer input devices was investigated in this paper. A device was developed to perform a benchmark test for the perception of delay. The delay can be set from 0 to 999 milliseconds (ms) between a receiving computer and an available USB-device. The USB-device can be a mouse, a keyboard or some other type of USB-connected input device. Feedback from performed user tests with 36 people form the basis for the determination of time limitations for the USB data processing in microprocessors and embedded systems without users' noticing the delay. For this paper, tests were performed with a personal computer and a common computer mouse, testing the perception of delays between 0 and 500 ms. The results of our user tests show that perceived delays up to 150 ms were acceptable and delays larger than 300 ms were not acceptable at all.
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5.
  • Kade, Daniel, et al. (författare)
  • Acting 2.0 : When Entertainment Technology Helps Actors to Perform
  • 2015
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : ACM. - 9781450338523
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture shoots involve a wide range of technology and entertainment production systems such as motion capture cameras, tracking software and digital environments to create entertainment applications. However, acting in this high-tech environment is still traditional and brings its own challenges to the actors. Good acting and imagination skills are highly needed for many motion capture shoots to deliver satisfying results. In our research, we are exploring how to support the actors and use a head-mounted projection display to create a mixed reality application helping actors to perform during motion capture shoots. This paper presents the latest enhancements of our head-mounted projection display application and dis- cusses the use of this technology for motion capture acting as well as the potential use for entertainment purposes.
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6.
  • Kade, Daniel, et al. (författare)
  • An Immersive Motion Capture Environment
  • 2013
  • Konferensbidrag (refereegranskat)abstract
    • Motion capturing technology has been used for quite a while and several research has been done within this area. Nevertheless, we discovered open issues within current motion capturing environments. In this paper we provide a state-of-the-art overview of the addressed research areas and show issues with current motion capturing environments. Observations, interviews and questionnaires have been used to reveal the challenges actors are currently facing in a motion capturing environment. Furthermore, the idea to create a more immersive motion capturing environment to improve the acting performances and motion capturing outcomes as a potential solution is introduced. It is hereby the goal to explain the found open issues and the developed ideas which shall serve for further research as a basis. Moreover, a methodology to address the interaction and systems design issues is proposed. A future outcome could be that motion capture actors are able to perform more naturally, especially if using a non-body-worn solution.
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7.
  • Kade, Daniel, 1984- (författare)
  • Ethics of Virtual Reality Applications in Computer Game Production
  • 2016
  • Ingår i: Philosophies MDPI. - : MDPI AG. - 2409-9287. ; 1:1, s. 73-86
  • Tidskriftsartikel (refereegranskat)abstract
    • The gaming industry is a multi-billion dollar business, constantly on the hunt for innovations. More realistic and believable looking animations are a current trend in this industry. Lately, motion capture techniques have been used to create realistic and persuasive animations. Immersive virtual environments are one of the technologies being developed to support motion capture actors with their work. The possibilities to use virtual environments as work environments have already been explored but no ethical analysis or applied ethical code has been provided for such situations.In this paper we investigate the ethical implications of introducing a highly im- mersive virtual environment within motion capture and discuss under which circum- stances it is ethically justified to place an actor in such an environment. Moreover, we provide an overview of research in computer games ethics, virtual realities and acting, as well as an investigation of potential moral and ethical issues in motion capture. A discussion shall help finding an ethical consensus within the field of mo- tion capture and for related situations. 
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8.
  • Kade, Daniel, 1984-, et al. (författare)
  • Evaluation of a mixed reality head-mounted projection display to support motion capture acting
  • 2018
  • Ingår i: Lecture Notes in Computer Science. - Cham : Springer Verlag. - 9783319762692 ; , s. 14-31
  • Konferensbidrag (refereegranskat)abstract
    • Motion capture acting is a challenging task, it requires trained and experienced actors who can highly rely on their acting and imagination skills to deliver believable performances. This is especially the case when preparation times are short and scenery needs to be imagined, as it is commonly the case for shoots in the gaming industry. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our hypothesis that a mixed reality head-mounted projection display can support motion capture acting through the help of experienced motion capture actors performing short acting scenes common for game productions. We evaluated our prototype with four motion capture actors and four motion capture experts. Both groups considered our application as helpful, especially as a rehearsal tool to prepare performances before capturing the motions in a studio. Actors and experts indicated that our application could reduce the time to prepare performances and supports the set up of physical acting scenery.
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9.
  • Kade, Daniel, 1984-, et al. (författare)
  • Evaluation of a Mixed Reality Projection Display to Support Motion Capture Acting
  • 2016
  • Ingår i: 13th EAI International Conference on Mobile and Ubiquitous Systems.
  • Konferensbidrag (refereegranskat)abstract
    • We present an evaluation of our mixed reality prototype for motion capture acting, tested with experienced motion capture actors. Motion capture acting requires trained and experienced actors who can highly rely on their acting and imagination skills. This is especially the case when preparation times are short and scenery needs to be imagined. To support actors in such cases, we developed a mixed reality application that allows showing digital scenery and triggering emotions while performing. In this paper we tested our prototype with experienced motion capture actors performing short acting scenes. We also evaluated the prototype’s usefulness for motion capture with four actors and four motion capture experts. The actors and experts considered our application helpful, especially as a rehearsal tool to prepare performances before motion capture shoots. They indicated that our application could reduce the time to prepare performances support the preparation of physical acting scenarios.
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10.
  • Kade, Daniel, et al. (författare)
  • Head-mounted mixed reality projection display for games production and entertainment
  • 2015
  • Ingår i: Personal and Ubiquitous Computing. - : Springer Science and Business Media LLC. - 1617-4909 .- 1617-4917. ; 19:3-4, s. 509-521
  • Tidskriftsartikel (refereegranskat)abstract
    • This research presents a mixed reality (MR) application that is designed to be usable during a motion capture shoot and supports actors with their task to perform. Through our application, we allow seeing and exploring a digital environment without occluding an actor's field of vision. A prototype was built by combining a retroreflective screen covering surrounding walls and a headband consisting of a laser scanning projector with a smartphone. Built-in sensors of a smartphone provide navigation capabilities in the digital world. The presented system was demonstrated in an initially published paper. Here, we extend these research results with our advances and discuss the potential use of our prototype in gaming and entertainment applications. To explore this potential use case, we built a gaming application using our MR prototype and tested it with 45 participants. In these tests, we use head movements as rather unconventional game controls. According to the performed user tests and their feedback, our prototype shows a potential to be used for gaming applications as well. Therefore, our MR prototype could become of special interest because the prototype is lightweight, allows for freedom of movement and is a low-cost, stand-alone mobile system. Moreover, the prototype also allows for 3D vision by mounting additional hardware.
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  • Resultat 1-10 av 18

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