Ibero-American Symposium on Computer Graphicshttps://diglib.eg.org:443/handle/10.2312/8972024-03-29T12:42:02Z2024-03-29T12:42:02ZSkin Detection for Hand Gesture Interfaces using Assimilative BackgroundSanturde, JokinBorro, DiegoMatey, Luis M.https://diglib.eg.org:443/handle/10.2312/LocalChapterEvents.siacg.siacg06.195-2022017-03-16T14:21:05Z2006-01-01T00:00:00ZSkin Detection for Hand Gesture Interfaces using Assimilative Background
Santurde, Jokin; Borro, Diego; Matey, Luis M.
Pere Brunet and Nuno Correia and Gladimir Baranoski
This paper describes the study realized about hand movement capture systems oriented to gesture interfaces. Thanks to this study we have developed a skin colour based hand detection application. The state of the art already done provides a good starting point in the documentation stage of a hand detector creation for a gesture interface. This paper describes new strategies like assimilative background that combined with HSV, they result in a more robust skin detector.
2006-01-01T00:00:00ZAugmented Reality Assistance in Forest Fire FightingVicens, FernandoLinares, JordiSancho, Sergiohttps://diglib.eg.org:443/handle/10.2312/LocalChapterEvents.siacg.siacg06.203-2082017-03-16T14:20:29Z2006-01-01T00:00:00ZAugmented Reality Assistance in Forest Fire Fighting
Vicens, Fernando; Linares, Jordi; Sancho, Sergio
Pere Brunet and Nuno Correia and Gladimir Baranoski
Forest fire fighting is unfortunately a very important activity for many fire departments. A forest fire is always a very complex situation to manage, in which lots of ground teams and aircraft have to cooperate in order to control such an incident. Aircraft fleet has an important role: the identification, selection and notification of elements of interest. The current problem is the lack of a precise and effective technology to assist this task. In this work, we describe the definition and application of a low-cost augmented reality solution that allows an accurate selection of all the items an aircraft is able to visualize from its privileged position, and the integration of this information in a 3D terrain visualization system in real-time.
2006-01-01T00:00:00ZMagic in Augmented RealityBatalha, JoaoDias, Miguel S.https://diglib.eg.org:443/handle/10.2312/LocalChapterEvents.siacg.siacg06.209-2162017-03-16T14:20:56Z2006-01-01T00:00:00ZMagic in Augmented Reality
Batalha, Joao; Dias, Miguel S.
Pere Brunet and Nuno Correia and Gladimir Baranoski
In this paper we suggest a new approach for playing the "Magic The Gathering" game. This approach allows the user to perform a set of game moves within this popular card game using a Tangible Augmented Reality (AR) environment. Each move represents a new interaction involving real and virtual worlds. We try to make the game more realistic and interactive, through the usage of a tangible user interface. Therefore, interaction with virtual objects is simple and natural. Magic in AR, consists of a camera, a computer, a video projection screen and a deck of cards to play the game. The original Magic card deck has been changed to include visual tags to be used within an AR system. However, the changes performed in this card deck don t modify the philosophy found within a common "Magic The Gathering" card deck. Consequently, we propose a new paradigm to play the game, keeping the traditional and known elements of the game that are now part of a system that frees our imagination. We describe the system requirements, its architecture, involving the integration of ArTooKit in the Virtools authoring environment, and finally extract conclusions of the system use and usefulness, drawn from usability evaluation.
2006-01-01T00:00:00ZPerceived Quality of Simplified Polygonal Meshes: Evaluation using Observer StudiesSilva, SamuelFerreira, CarlosMadeira, JoaquimSantos, Beatriz Sousahttps://diglib.eg.org:443/handle/10.2312/LocalChapterEvents.siacg.siacg06.169-1782017-03-16T14:21:06Z2006-01-01T00:00:00ZPerceived Quality of Simplified Polygonal Meshes: Evaluation using Observer Studies
Silva, Samuel; Ferreira, Carlos; Madeira, Joaquim; Santos, Beatriz Sousa
Pere Brunet and Nuno Correia and Gladimir Baranoski
The complexity of a polygonal mesh model is usually reduced by applying a simplification method, resulting in a similar mesh having less vertices and faces. Although several such methods have been developed, it is not yet clear how the choice of a given method, and the level of simplification achieved, influence the quality of the resulting mesh, as perceived by the final users. Following on work carried out by the authors, but only for mesh models of the lungs [SSSMF05, SSFM05], a comparison among the results of three mesh simplification methods, for a few generic models and two simplification levels, was performed through a controlled experiment involving 65 observers. The goal was to ascertain whether the main findings previously obtained for lung models, through a study with 32 subjects, could be generalized to other types of models and confirmed for a larger number of observers. This was verified through the analysis of the data collected from the experiment, which shows that, regarding perceived quality, users are indeed sensitive to the mesh simplification method used and that this sensitivity varies with the simplification level.
2006-01-01T00:00:00Z