scholarly journals Guitarist Fingertip Tracking by Integrating a Bayesian Classifier into Particle Filters

2008 ◽  
Vol 2008 ◽  
pp. 1-10 ◽  
Author(s):  
Chutisant Kerdvibulvech ◽  
Hideo Saito

We propose a vision-based method for tracking guitar fingerings made by guitar players. We present it as a new framework for tracking colored finger markers by integrating a Bayesian classifier into particle filters. This adds the useful abilities of automatic track initialization and recovery from tracking failures in a dynamic background. Furthermore, by using the online adaptation of color probabilities, this method is able to cope with illumination changes. Augmented Reality Tag (ARTag) is then utilized to calculate the projection matrix as an online process which allows the guitar to be moved while being played. Representative experimental results are also included. The method presented can be used to develop the application of human-computer interaction (HCI) to guitar playing by recognizing the chord being played by a guitarist in virtual spaces. The aforementioned application would assist guitar learners by allowing them to automatically identify if they are using the correct chords required by the musical piece.

Author(s):  
Mohd Ekram AlHafis bin Hashim Et.al

This paper discusses the application of Fuzzy Delphi Method (FDM) to obtain the expert consensus inAesthetic Experience (AX) and User Experience (UX) elements for Augmented Reality Comic (AR Comic). Theoretically, AR and comics are two distinctive fields that represent the technology and art. The former is Human Computer Interaction (HCI) for AR and the later is an art form for comic. Consequently, the UX elements are commonly used by scholars to measure AR, while the AX elements are used for evaluate comics. The purpose of this study is to formulate a new elements in AR comic.Thus,both AX and UX elements are subsequently being merged and the consensus from expertsfrom both fields are required. The FDM was selected in this study based on the ability of this method to obtain the constructs and the elements objectively with suggestion and reflection from the selected experts. Expected results from expert consensus are the combination of both elements as a new framework of AR comic.


2014 ◽  
Vol 926-930 ◽  
pp. 1882-1885
Author(s):  
Lin Tao Li

Augmented reality can create a learning environment to learners, combining the actual condition of let them around to see the real environment at the same time, also can see a computer, virtual information generated by mobile phones as the implementation of the augmented reality application platform, due to the mobility, portability, and human-computer interaction and so on, has strong advantage, and therefore more mobile learning application prospect, this paper discusses the structure of augmented reality based on mobile phone key technology and main function features, on the basis of to augmented reality based on mobile phone and its application in mobile learning has a deeper understanding.


Author(s):  
Carl Smith

The contribution of this research is to argue that truly creative patterns for interaction within cultural heritage contexts must create situations and concepts that could not have been realised without the intervention of those interaction patterns. New forms of human-computer interaction and therefore new tools for navigation must be designed that unite the strengths, features, and possibilities of both the physical and the virtual space. The human-computer interaction techniques and mixed reality methodologies formulated during this research are intended to enhance spatial cognition while implicitly improving pattern recognition. This research reports on the current state of location-based technology including Mobile Augmented Reality (MAR) and GPS. The focus is on its application for use within cultural heritage as an educational and outreach tool. The key questions and areas to be investigated include: What are the requirements for effective digital intervention within the cultural heritage sector? What are the affordances of mixed and augmented reality? What mobile technology is currently being utilised to explore cultural heritage? What are the key projects? Finally, through a series of case studies designed and implemented by the author, some broad design guidelines are outlined. The chapter concludes with an overview of the main issues to consider when (re)engineering cultural heritage contexts.


Author(s):  
Zeenat S. AlKassim ◽  
Nader Mohamed

In this chapter, the authors discuss a unique technology known as the Sixth Sense Technology, highlighting the future opportunities of such technology in integrating the digital world with the real world. Challenges in implementing such technologies are also discussed along with a review of the different possible implementation approaches. This review is performed by exploring the different inventions in areas similar to the Sixth Sense Technology, namely augmented reality (AR), computer vision, image processing, gesture recognition, and artificial intelligence and then categorizing and comparing between them. Lastly, recommendations are discussed for improving such a unique technology that has the potential to create a new trend in human-computer interaction (HCI) in the coming years.


2019 ◽  
Vol 1 (12) ◽  
Author(s):  
Kai-Shuan Shen

AbstractThis study presents the issues why gamers prefer mobility-augmented reality games to other types of game and what specific characteristics cause them to invest a large amount of their time on tireless game-play. Furthermore, the appeal of mobility-augmented reality games was studied to solve the above mentioned issues. Then, how human–computer interaction based on mobility-augmented reality games was promoted to create a new marketing mode was explored. Then, Pokémon GO, as the worldwide major mobility-augmented reality game, was selected as the research target in this study. The researcher interviewed 9 experts, collected 235 Knasei words from 33 articles, and surveyed 335 gamers through a questionnaire to collect the data about users’ preferences. A preference-based study was believed to disclose the motivated reasons for the appeal of mobility-augmented reality games. The researcher analyzed the gathered Kansei concepts and questionnaires using the two-stage procedures, including evaluation grid method (EGM) and Quantification Theory Type I. During the first stage the hierarchy of the relationship among the types of appeal factors, the reasons for users’ preferences, and the explicit design characteristics of Pokémon GO present the semantic structure of appeal and were determined using EGM through the accumulation of the review of articles and the interviews of experts. During the second stage the strongest two original evaluation items of Pokémon GO are determined as “social interaction” and “scenario interaction” based on the statistical analysis of Quantification Theory Type I, and their corresponding “upper-level” and “lower-level” considerations are proved to have influence on them. Finally, the paper found that the popularity of Pokémon GO can be ascribed to the design of the innovative models of game interaction, which targets the psychological preferences of gamers. This means that the interaction model between a customer and an enterprise can be developed outside the box and a new type of marketing can be formed. The study proved that the innovative models of interaction successfully drove gamers’ motivations to play Pokémon GO. Designers and researchers of mobility-augmented reality games can absorb important information through this study. This study enriches the field of mobile communication, online marketing, and human–computer interaction in cyberspace.


2017 ◽  
Vol 107 ◽  
pp. 170-175 ◽  
Author(s):  
Zhimin He ◽  
Tao Chang ◽  
Siyu Lu ◽  
Hong Ai ◽  
Dong Wang ◽  
...  

2009 ◽  
Vol 2009 ◽  
pp. 1-13 ◽  
Author(s):  
Imad Zyout ◽  
Ikhlas Abdel-Qader ◽  
Christina Jacobs

Detection of clustered microcalcifications (MCs) in mammograms represents a significant step towards successful detection of breast cancer since their existence is one of the early signs of cancer. In this paper, a new framework that integrates Bayesian classifier and a pattern synthesizing scheme for detecting microcalcification clusters is proposed. This proposed work extracts textural, spectral, and statistical features of each input mammogram and generates models of real MCs to be used as training samples through a simplified learning phase of the Bayesian classifier. Followed by an estimation of the classifier's decision function parameters, a mammogram is segmented into the identified targets (MCs) against background (healthy tissue). The proposed algorithm has been tested using 23 mammograms from the mini-MIAS database. Experimental results achieved MCs detection with average true positive (sensitivity) and false positive (specificity) of 91.3% and 98.6%, respectively. Results also indicate that the modeling of the real MCs plays a significant role in the performance of the classifier and thus should be given further investigation.


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