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In order to improve the interactivity between users and computers, recent technologies focus on incorporating gesture recognition into interactive systems. The aim of this article is to evaluate the effectiveness of using a Myo control armband and the Kinect 2 for recognition of gestures in order to interact with virtual objects in a weather report scenario. The Myo armband has an inertial measurement unit and is able to read electrical activity produced by skeletal muscles, which can be recognized as gestures, which are trained by machine learning. A Kinect sensor was used to build up a dataset which contains motion recordings of 8 different gestures and was also build up by a gesture training machine learning algorithm. Both input methods, the Kinect 2 and the Myo armband, were evaluated with the same interaction patterns in a user study, which allows a direct comparison and reveals benefits and limits of each technique.
Poincaré gauge theory of gravity: Friedman cosmology with even and odd parity modes: Analytic part
(2011)
Shadows in computer graphics are an important rendering aspect for spatial objects. For realtime computer applications such as games, it is essential to represent shadows as accurate as possible. Also, various tv stations work with virtual studio systems instead of real studio sets. Especially for those systems, a realistic impression of the rendered and mixed scene is important. One challenge, hence, is the creation of a natural shadow impression. This paper presents the results of an empirical study to compare the performance and quality of different shadow mapping methods. For this test, a prototype studio renderer was developed. A percentage closer filter (pcf) with a number of specific resolutions is used to minimize the aliasing issue. More advanced algorithms which generate smooth shadows like the percentage closer soft shadow (pcss) method as well as the variance shadow maps (vsm) method are analysed. Different open source apis are used to develop the virtual studio renderer, giving the benefit of permanent enhancement. The Ogre 3D graphic engine is used to implement the rendering system, benefiting from various functions and plugins. The transmission of the tracking data is accomplished with the vrpn server/client and the Intersense api. The different shadow algorithms are compared in a virtual studio environment which also casts real shadows and thus gives a chance for a direct comparison throughout the empirical user study. The performance is measured in frames per secon
Wear it or fear it: exploration of drivers & barriers in smartwatch acceptance by senior citizens
(2018)
Cu–Co-based model catalysts were prepared by a sophisticated alkali-free synthesis method and tested in the conversion of synthesis gas to higher alcohols. MoO3-coated alumina was used as the support, providing both high specific surface area and strongly interacting sites for the deposition of the active metals. A bulk Cu/Co ratio of ~2 was found to be most suitable in terms of activity and product distribution. Surface enrichment of Mo for all samples was observed by XPS, which significantly influenced the performance of the catalysts. Mo was found to be both a structural and a chemical promoter. Strong metal–support interactions were further achieved by modification of alumina with magnesia. With 12 wt% Mg incorporated, the catalysts showed 40% total oxygenate selectivity including 11% selectivity to ethanol.
The PSFC, or Pioneer Sound Field Controller, is a DSP-driven hemispherical loudspeaker array, installed at the University of Aizu Multimedia Center. The PSFC features realtime manipulation of the primary components of sound spatialization for each of two audio sources located in a virtual environment, including the content (apparent direction and distance) and context (room characteristics: reverberation level, room size and liveness). In an alternate mode, it can also direct the destination of the two separate input signals across 14 loudspeakers, manipulating the direction of the virtual sound sources with no control over apparent distance other than that afforded by source loudness (including no simulated environmental reflections or reverberation). The PSFC speaker dome is about 10 m in diameter, accommodating about fifty simultaneous users, including about twenty users comfortably standing or sitting near its ``sweet spot,'' the area in which the illusions of sound spatialization are most vivid. Collocated with a large screen rear-projection stereographic display, the PSFC is intended for advanced multimedia and virtual reality applications.
The PSFC, or Pioneer sound field control system, is a DSP-driven hemispherical 14-loudspeaker array, installed at the University of Aizu Multimedia Center. Collocated with a large screen rear-projection stereographic display the PSFC features realtime control of virtual room characteristics and direction of two separate sound channels, smoothly steering them around a configurable soundscape. The PSFC controls an entire sound field, including sound direction, virtual distance, and simulated environment (reverb level, room size and liveness) for each source. It can also configure a dry (DSP-less) switching matrix for direct directionalization. The PSFC speaker dome is about 14 m in diameter, allowing about twenty users at once to comfortably stand or sit near its sweet spot.
Net Zero-Energy Buildings (NZEBs) have received increased attention in recent years as a result of constant concerns for energy supply constraints, decreasing energy resources, increasing energy costs and rising impact of greenhouse gases on world climate. Promoting whole, building strategies that employ passive measures with energy efficient systems and technologies using renewable energy, became a European political strategy since the publication of the Energy Performance of Buildings Directive recast in May 2010 by the European Parliament and Council. Designing successful NZEBs however, represents a challenge since the definitions are yet generic assessment method and monitoring approach are under development and the literature is relatively scarce about the best sets of solutions for different typologies and climates likely to deliver an actual and reliable performance in terms of energy balance (consumed vs generated) on a cost-effective basis. Beside this, the lessons learned from already built NZEBs examples are relatively scarce. The authors of this paper, who are participants in the IEA SHC Task 40-ECBCS Annex 52, “Towards Net Zero Energy Solar Buildings”, are willing to share insights from on-going research work on some best practice leading NZEBs residential buildings. Although there is no standard approach for designing a Net Zero-Energy Building (there are many different possible combinations of passive and efficient active measures, utility equipment and on-site energy generation technologies able to achieve the net-zero energy performance), a close examination of the chosen strategies and the relative performance indicators of the selected case studies reveal that it is possible to achieve zero-energy performance using well known strategies adjusted accordingly to balance climate driven-demand for space heating/cooling, lighting, ventilation and others energy uses with climate-driven supply from renewable energy resources.
The “Journal of Virtual Reality and Broadcasting” is an open access E-journal covering advanced media technology for the integration of human computer interaction and modern information systems. The main focus is on the creation of synergies between such basic technologies as computer graphics and state-of-the-art broadcasting techniques.
The main goals are to publish research results in the field of Virtual Reality and Broadcasting, to provoke discussions, and to promote the exchange of ideas and information. Developments in the area have a direct effect on society, therefore social aspects will also be considered. As an interdisciplinary field Virtual Reality requires multilateral collaboration in order to enable new applications.
RB publishes articles consecutively and in electronic form only. All articles are peer-reviewed in a strict review process by at least three independent experts from the appropriate field of research and appear in the English language. The articles are organized in one volume per year with ten to twenty articles. Material that has been previously presented at conferences undergo a major revision and are extended and modified by the authors with at least 20% new material according to the Journal's policy for previously published articles. The Journal has been established in 2004.
Currently, the submission and publication of articles is free of charge. No author fees are applied.