Abstract: Augmented Reality and Augmented Intelligence are radically changing information technology. The path that starts from the keyboard and then, passing through milestones such as Siri, Alexa and other vocal avatars, reaches a more fluid and natural communication with computers, thus converting the dichotomy between man and machine into a harmonious interaction, now heads unequivocally towards a new IT paradigm, where holographic computing will play a key role. The OLOS® platform contributes substantially to this trend in that it infuses computers with human features, by transferring the gestures and expressions of persons of flesh and bones to anthropomorphic holographic interfaces which in turn will use them to interact with real-life humans. In fact, we could say, boldly but with a solid technological background to back the statement, that OLOS® gives reality to an altogether new entity, placed at the exact boundary between nature and technology, namely the holographic human being. Holographic humans qualify as the perfect carriers for the virtual reincarnation of characters handed down from history and tradition. Thus, they provide for an innovative and highly immersive way of experiencing our cultural heritage as something alive and pulsating in the present.
Abstract: Deaf and hearing-impaired students face many obstacles throughout their education, especially with learning applied sciences such as computer programming. In addition, there is no clear signs in the Arabic Sign Language that can be used to identify programming logic terminologies such as while, for, case, switch etc. However, hearing disabilities should not be a barrier for studying purpose nowadays, especially with the rapid growth in educational technology. In this paper, we develop an Avatar based system to teach computer programming to deaf and hearing-impaired students using Arabic Signed language with new signs vocabulary that is been developed for computer programming education. The system is tested on a number of high school students and results showed the importance of visualization in increasing the comprehension or understanding of concepts for deaf students through the avatar.
Abstract: In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.
Abstract: In this paper, an interactive in-car interface called HoloDash is presented. It is intended to provide information and infotainment in both autonomous vehicles and ‘connected cars’, vehicles equipped with Internet access via cellular services. The research focuses on the development of interactive avatars for this system and its gesture-based control system. This is a case study for the development of a possible human-centred means of presenting a connected or autonomous vehicle’s On-Board Diagnostics through a projected ‘holographic’ infotainment system. This system is termed a Holographic Human Vehicle Interface (HHIV), as it utilises a dashboard projection unit and gesture detection. The research also examines the suitability for gestures in an automotive environment, given that it might be used in both driver-controlled and driverless vehicles. Using Human Centred Design methods, questions were posed to test subjects and preferences discovered in terms of the gesture interface and the user experience for passengers within the vehicle. These affirm the benefits of this mode of visual communication for both connected and driverless cars.
Abstract: Sign Language (SL) is used by deaf and other people who cannot speak but can hear or have a problem with spoken languages due to some disability. It is a visual gesture language that makes use of either one hand or both hands, arms, face, body to convey meanings and thoughts. SL automation system is an effective way which provides an interface to communicate with normal people using a computer. In this paper, an avatar based dictionary has been proposed for text to Indian Sign Language (ISL) generation system. This research work will also depict a literature review on SL corpus available for various SL s over the years. For ISL generation system, a written form of SL is required and there are certain techniques available for writing the SL. The system uses Hamburg sign language Notation System (HamNoSys) and Signing Gesture Mark-up Language (SiGML) for ISL generation. It is developed in PHP using Web Graphics Library (WebGL) technology for 3D avatar animation. A multilingual ISL dictionary is developed using HamNoSys for both English and Hindi Language. This dictionary will be used as a database to associate signs with words or phrases of a spoken language. It provides an interface for admin panel to manage the dictionary, i.e., modification, addition, or deletion of a word. Through this interface, HamNoSys can be developed and stored in a database and these notations can be converted into its corresponding SiGML file manually. The system takes natural language input sentence in English and Hindi language and generate 3D sign animation using an avatar. SL generation systems have potential applications in many domains such as healthcare sector, media, educational institutes, commercial sectors, transportation services etc. This research work will help the researchers to understand various techniques used for writing SL and generation of Sign Language systems.
Abstract: Proprioceptive neuromuscular facilitation exercises are a series of stretching techniques that are commonly used in rehabilitation and exercise therapy. Assessment of these exercises for true maneuvering requires extensive experience in this field and could not be down with patients themselves. In this paper, we developed software that uses Microsoft Kinect sensor, a spherical color marker, and real-time image processing methods to evaluate patient’s performance in generating true patterns of movements. The software also provides the patient with a visual feedback by showing his/her avatar in a Virtual Reality environment along with the correct path of moving hand, wrist and marker. Primary results during PNF exercise therapy of a patient in a room environment shows the ability of the system to identify any deviation of maneuvering path and direction of the hand from the one that has been performed by an expert physician.
Abstract: With the technological development and rise of virtual worlds, these spaces are becoming more and more attractive for cybercriminals, hidden behind avatars and fictitious identities. Since access to these spaces is not restricted or controlled, some impostors take advantage of gaining unauthorized access and practicing cyber criminality. This paper proposes an identity management approach for securing access to virtual worlds. The major purpose of the suggested solution is to install a strong security mechanism to protect virtual identities represented by avatars. Thus, only legitimate users, through their corresponding avatars, are allowed to access the platform resources. Access is controlled by integrating an authentication process based on biometrics. In the request process for registration, a user fingerprint is enrolled and then encrypted into a watermark utilizing a cancelable and non-invertible algorithm for its protection. After a user personalizes their representative character, the biometric mark is embedded into the avatar through a watermarking procedure. The authenticity of the avatar identity is verified when it requests authorization for access. We have evaluated the proposed approach on a dataset of avatars from various virtual worlds, and we have registered promising performance results in terms of authentication accuracy, acceptation and rejection rates.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: Amarindra-vinitchai-mahaisuraya Bhiman throne hall
is one of the most significant throne halls in the grand palace in the
Ratthanakosin city situated in Bangkok, Thailand. This is the first
group of throne halls built in order to serve as a place for meetings,
performing state affairs and royal duties until the present time. The
structure and pattern of architectural design including the decoration
and interior design of the throne hall obviously exhibits and convey
the status of the king under the context of Thai society in the early
period of Ratthanakosin era. According to the tradition of ruling the
kingdom in absolute monarchy which had been in place since
Ayutthaya era (A.D.1350-1767), the king was deemed as Deva Raja,
the highest power and authority over the kingdom and as the greatest
emperor of the universe (Chakkravatin). The architectural design
adopted the concept of “Prasada" or Viman which served as the
dwelling place of the gods and was presented in the form of “Thai
traditional architecture" For the interior design of the throne hall, it
had been adopted to be the heaven and the centre of the Universe in
line with the cosmological beliefs of ancient people described in
scripture Tribhumikatha (Tri Bhumi) written by Phra Maha Thamma
Raja (Phraya Lithai) of the Sukhothai era (A.D.1347-1368).
According to this belief, the throne hall had been designed to represent
mount Meru, the central of the universe. On the top end of Mount
Meru is situated the Viman and dwelling place of Indra who is the king
of gods according to the idea of Deva Raja (the king god Avatar). At
the same time, Indra also existed as the king of the universe
simultaneously.
Abstract: A talking head system (THS) is presented to animate
the face of a speaking 3D avatar in such a way that it realistically
pronounces the given Korean text. The proposed system consists of
SAPI compliant text-to-speech (TTS) engine and MPEG-4 compliant
face animation generator. The input to the THS is a unicode text that is
to be spoken with synchronized lip shape. The TTS engine generates a
phoneme sequence with their duration and audio data. The TTS
applies the coarticulation rules to the phoneme sequence and sends a
mouth animation sequence to the face modeler. The proposed THS can
make more natural lip sync and facial expression by using the face
animation generator than those using the conventional visemes only.
The experimental results show that our system has great potential for
the implementation of talking head for Korean text.
Abstract: Realistic 3D face model is desired in various
applications such as face recognition, games, avatars, animations, and
etc. Construction of 3D face model is composed of 1) building a face
shape model and 2) rendering the face shape model. Thus, building a
realistic 3D face shape model is an essential step for realistic 3D face
model. Recently, 3D morphable model is successfully introduced to
deal with the various human face shapes. 3D dense correspondence
problem should be precedently resolved for constructing a realistic 3D
dense morphable face shape model. Several approaches to 3D dense
correspondence problem in 3D face modeling have been proposed
previously, and among them optical flow based algorithms and TPS
(Thin Plate Spline) based algorithms are representative. Optical flow
based algorithms require texture information of faces, which is
sensitive to variation of illumination. In TPS based algorithms
proposed so far, TPS process is performed on the 2D projection
representation in cylindrical coordinates of the 3D face data, not
directly on the 3D face data and thus errors due to distortion in data
during 2D TPS process may be inevitable.
In this paper, we propose a new 3D dense correspondence algorithm
for 3D dense morphable face shape modeling. The proposed algorithm
does not need texture information and applies TPS directly on 3D face
data. Through construction procedures, it is observed that the proposed
algorithm constructs realistic 3D face morphable model reliably and
fast.
Abstract: Realistic 3D face model is more precise in representing
pose, illumination, and expression of face than 2D face model so that it
can be utilized usefully in various applications such as face recognition,
games, avatars, animations, and etc.
In this paper, we propose a 3D face modeling method based on 3D
dense morphable shape model. The proposed 3D modeling method
first constructs a 3D dense morphable shape model from 3D face scan
data obtained using a 3D scanner. Next, the proposed method extracts
and matches facial landmarks from 2D image sequence containing a
face to be modeled, and then reconstructs 3D vertices coordinates of
the landmarks using a factorization-based SfM technique. Then, the
proposed method obtains a 3D dense shape model of the face to be
modeled by fitting the constructed 3D dense morphable shape model
into the reconstructed 3D vertices. Also, the proposed method makes a
cylindrical texture map using 2D face image sequence. Finally, the
proposed method generates a 3D face model by rendering the 3D dense
face shape model using the cylindrical texture map. Through building
processes of 3D face model by the proposed method, it is shown that
the proposed method is relatively easy, fast and precise.