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Multimodal Processing and Interaction: Audio, Video, Text: 33 (Multimedia Systems and Applications)

To get the free app, enter your mobile phone number. Multimodal Processing and Interaction: Audio, Video and Text presents high quality, state-of-the-art research ideas and results from theoretic, algorithmic and application viewpoints. This edited volume contains both state-of-the-art reviews and original contributions by leading experts in the scientific and technological field of multimedia.

This volume also contains contributions in the area of interaction with multimedia, especially multimodal interfaces for accessing multimedia content. This book is suitable for advanced-level students in computer science and engineering as well. Would you like to tell us about a lower price? Read more Read less. Kindle Cloud Reader Read instantly in your browser. Product details File Size: Springer; edition December 16, Publication Date: December 16, Sold by: Share your thoughts with other customers.

Write a customer review. Amazon Giveaway allows you to run promotional giveaways in order to create buzz, reward your audience, and attract new followers and customers. Learn more about Amazon Giveaway. Set up a giveaway. There's a problem loading this menu right now. Learn more about Amazon Prime. Get fast, free shipping with Amazon Prime. Get to Know Us. English Choose a language for shopping. HMDs place images of both the physical world and virtual objects over the user's field of view.

Modern HMDs often employ sensors for six degrees of freedom monitoring that allow the system to align virtual information to the physical world and adjust accordingly with the user's head movements. The Meta 2 head-mounted display headset uses a sensory array for hand interactions and positional tracking, visual field view of 90 degrees diagonal , and resolution display of x 20 pixels per degree , which is considered the largest field of view FOV currently available. AR displays can be rendered on devices resembling eyeglasses. Versions include eyewear that employs cameras to intercept the real world view and re-display its augmented view through the eyepieces [35] and devices in which the AR imagery is projected through or reflected off the surfaces of the eyewear's lenspieces.

A head-up display HUD is a transparent display that presents data without requiring users to look away from their usual viewpoints. A precursor technology to augmented reality, heads-up displays were first developed for pilots in the s, projecting simple flight data into their line of sight, thereby enabling them to keep their "heads up" and not look down at the instruments. Near-eye augmented reality devices can be used as portable head-up displays as they can show data, information, and images while the user views the real world. Many definitions of augmented reality only define it as overlaying the information.

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CrowdOptic , an existing app for smartphones, applies algorithms and triangulation techniques to photo metadata including GPS position, compass heading, and a time stamp to arrive at a relative significance value for photo objects. A number of smartglasses have been launched for augmented reality. Due to encumbered control, smartglasses are primarily designed for micro-interaction like reading a text message but still far from more well-rounded applications of augmented reality.

Brian Blau, Research Director of Consumer Technology and Markets at Gartner , said that "Out of all the head-mounted displays that I've tried in the past couple of decades, the HoloLens was the best in its class. First impressions were generally that such a device might be more useful than a small off to the side display like Google Glass offered with packaged productivity oriented applications [45] [46]. Contact lenses that display AR imaging are in development.

These bionic contact lenses might contain the elements for display embedded into the lens including integrated circuitry, LEDs and an antenna for wireless communication. The first contact lens display was reported in , [47] then 11 years later in The futuristic short film Sight [54] features contact lens-like augmented reality devices.

Many scientists have been working on contact lenses capable of many different technological feats. The company Samsung has been working on a contact lens as well. This lens, when finished, is meant to have a built-in camera on the lens itself. It is also intended to be linked with your smartphone to review footage, and control it separately. When successful, the lens would feature a camera, or sensor inside of it. It is said that it could be anything from a light sensor, to a temperature sensor.

In Augmented Reality, the distinction is made between two distinct modes of tracking, known as marker and markerless. Marker are visual cues which trigger the display of the virtual information. The camera recognizes the geometries by identifying specific points in the drawing. Markerless tracking, also called instant tracking, does not use markers. Instead the user positions the object in the camera view preferably in an horizontal plane. It uses sensors in mobile devices to accurately detect the real-world environment, such as the locations of walls and points of intersection.

This results in bright images with high resolution and high contrast. The viewer sees what appears to be a conventional display floating in space. Several of tests were done in order to analyze the safety of the VRD. In the macular degeneration group, 5 out of 8 subjects preferred the VRD images to the CRT or paper images and thought they were better and brighter and were able to see equal or better resolution levels. The Kerocunus patients could all resolve smaller lines in several line tests using the VDR as opposed to their own correction. They also found the VDR images to be easier to view and sharper.

As a result of these several tests, virtual retinal display is considered safe technology. Virtual retinal display creates images that can be seen in ambient daylight and ambient roomlight. The VRD is considered a preferred candidate to use in a surgical display due to its combination of high resolution and high contrast and brightness.

Additional tests show high potential for VRD to be used as a display technology for patients that have low vision. The EyeTap also known as Generation-2 Glass [62] captures rays of light that would otherwise pass through the center of the lens of the eye of the wearer, and substitutes synthetic computer-controlled light for each ray of real light. A Handheld display employs a small display that fits in a user's hand. All handheld AR solutions to date opt for video see-through. Initially handheld AR employed fiducial markers , [64] and later GPS units and MEMS sensors such as digital compasses and six degrees of freedom accelerometer — gyroscope.

Handheld display AR promises to be the first commercial success for AR technologies. The two main advantages of handheld AR are the portable nature of handheld devices and the ubiquitous nature of camera phones. The disadvantages are the physical constraints of the user having to hold the handheld device out in front of them at all times, as well as the distorting effect of classically wide-angled mobile phone cameras when compared to the real world as viewed through the eye. Spatial augmented reality SAR augments real-world objects and scenes without the use of special displays such as monitors , head-mounted displays or hand-held devices.

SAR makes use of digital projectors to display graphical information onto physical objects. The key difference in SAR is that the display is separated from the users of the system. Because the displays are not associated with each user, SAR scales naturally up to groups of users, thus allowing for collocated collaboration between users. Examples include shader lamps , mobile projectors, virtual tables, and smart projectors. Shader lamps mimic and augment reality by projecting imagery onto neutral objects, providing the opportunity to enhance the object's appearance with materials of a simple unit - a projector, camera, and sensor.

Other applications include table and wall projections.

Augmented reality

One innovation, the Extended Virtual Table, separates the virtual from the real by including beam-splitter mirrors attached to the ceiling at an adjustable angle. Many more implementations and configurations make spatial augmented reality display an increasingly attractive interactive alternative.

An SAR system can display on any number of surfaces of an indoor setting at once. SAR supports both a graphical visualization and passive haptic sensation for the end users. Users are able to touch physical objects in a process that provides passive haptic sensation. Modern mobile augmented-reality systems use one or more of the following motion tracking technologies: These technologies offer varying levels of accuracy and precision. The most important is the position and orientation of the user's head.

Tracking the user's hand s or a handheld input device can provide a 6DOF interaction technique. Mobile augmented reality applications are gaining popularity due to the wide adoption of mobile and especially wearable devices. However, they often rely on computationally intensive computer vision algorithms with extreme latency requirements.

To compensate for the lack of computing power, offloading data processing to a distant machine is often desired. Computation offloading introduces new constraints in applications, especially in terms of latency and bandwidth. Although there are a plethora of real-time multimedia transport protocols, there is a need for support from network infrastructure as well. Techniques include speech recognition systems that translate a user's spoken words into computer instructions, and gesture recognition systems that interpret a user's body movements by visual detection or from sensors embedded in a peripheral device such as a wand, stylus, pointer, glove or other body wear.

The computer analyzes the sensed visual and other data to synthesize and position augmentations. Computers are responsible for the graphics that go with augmented reality. Augmented reality uses a computer-generated image and it has an striking effect on the way the real world is shown. With the improvement of technology and computers, augmented reality is going to have a drastic change on our perspective of the real world.

The more that computers progress, augmented reality will become more flexible and more common in our society. Computers are the core of augmented reality. This translates to an input to the computer which then outputs to the users by adding something that would otherwise not be there. The computer comprises memory and a processor. The fixed marks on an objects surface are stored in the memory of a computer. The computer also withdrawals from its memory to present images realistically to the onlooker.

A key measure of AR systems is how realistically they integrate augmentations with the real world. The software must derive real world coordinates, independent from the camera, from camera images. That process is called image registration , and uses different methods of computer vision , mostly related to video tracking. Usually those methods consist of two parts. The first stage is to detect interest points , fiducial markers or optical flow in the camera images.

This step can use feature detection methods like corner detection , blob detection , edge detection or thresholding , and other image processing methods. Some methods assume objects with known geometry or fiducial markers are present in the scene. In some of those cases the scene 3D structure should be precalculated beforehand. If part of the scene is unknown simultaneous localization and mapping SLAM can map relative positions.

If no information about scene geometry is available, structure from motion methods like bundle adjustment are used. Mathematical methods used in the second stage include projective epipolar geometry, geometric algebra , rotation representation with exponential map , kalman and particle filters, nonlinear optimization , robust statistics. To enable rapid development of augmented reality applications, some software development kits SDKs have emerged.

The implementation of Augmented Reality in consumer products requires considering the design of the applications and the related constraints of the technology platform. Since AR system rely heavily on the immersion of the user and the interaction between the user and the system, design can facilitate the adoption of virtuality.


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For most Augmented Reality systems, a similar design guideline can be followed. The following lists some considerations for designing Augmented Reality applications:.

Context Design focuses on the end-user's physical surrounding, spatial space, and accessibility that may play a role when using the AR system. Designers should be aware of the possible physical scenarios the end-user may be in such as:. By evaluating each physical scenario, potential safety hazard can be avoided and changes can be made to greater improve the end-user's immersion. UX designers will have to define user journeys for the relevant physical scenarios and define how the interface will react to each. Especially in AR systems, it is vital to also consider the spatial space and the surrounding elements that change the effectiveness of the AR technology.

Environmental elements such as lighting, and sound can prevent the sensor of AR devices from detecting necessary data and ruin the immersion of the end-user. Another aspect of context design involves the design of the system's functionality and its ability to accommodate for user preferences. It is important to note that in some situations, the application's functionality may hinder the user's ability. For example, applications that is used for driving should reduce the amount of user interaction and user audio cues instead.

Interaction design in augmented reality technology centers on the user's engagement with the end product to improve the overall user experience and enjoyment. The purpose of Interaction Design is to avoid alienating or confusing the user by organising the information presented. Since user interaction relies on the user's input, designers must make system controls easier to understand and accessible. A common technique to improve usability for augmented reality applications is by discovering the frequently accessed areas in the device's touch display and design the application to match those areas of control.

In interaction design, it is important for developers to utilize augmented reality technology that complement the system's function or purpose. In other applications that require users to understand the focus and intent, designers can employ a reticle or raycast from the device. The most exciting factor of augmented reality technology is the ability to utilize the introduction of 3D space. This means that a user can potentially access multiple copies of 2D interfaces within a single AR application.

In general, visual design is the appearance of the developing application that engages the user. To improve the graphic interface elements and user interaction, developers may use visual cues to inform user what elements of UI are designed to interact with and how to interact with them. Since navigating in AR application may appear difficult and seem frustrating, visual cues design can make interactions seem more natural. In some augmented reality applications that uses a 2D device as an interactive surface, the 2D control environment does not translate well in 3D space making users hesitant to explore their surroundings.

To solve this issue, designers should apply visual cues to assist and encourage users to explore their surroundings. It is important to note the two main objects in AR when developing VR applications: As such, designers can add weight to objects, use depths maps, and choose different material properties that highlight the object's presence in the real world. Another visual design that can be applied is using different lighting techniques or casting shadows to improve overall depth judgment.

Augmented reality has been explored for many applications, from gaming and entertainment to medicine, education and business. Example application areas described below include Archaeology, Architecture, Commerce and Education. Some of the earliest cited examples include Augmented Reality used to support surgery by providing virtual overlays to guide medical practitioners to AR content for astronomy and welding. AR has been used to aid archaeological research.

By augmenting archaeological features onto the modern landscape, AR allows archaeologists to formulate possible site configurations from extant structures. Each user can collaborate by mutually "navigating, searching, and viewing data. Collaborative AR systems supply multimodal interactions that combine the real world with virtual images of both environments. AR can aid in visualizing building projects.

Computer-generated images of a structure can be superimposed into a real life local view of a property before the physical building is constructed there; this was demonstrated publicly by Trimble Navigation in AR can also be employed within an architect's workspace, rendering animated 3D visualizations of their 2D drawings. Architecture sight-seeing can be enhanced with AR applications, allowing users viewing a building's exterior to virtually see through its walls, viewing its interior objects and layout. With the continual improvements to GPS accuracy, businesses are able to use augmented reality to visualize georeferenced models of construction sites, underground structures, cables and pipes using mobile devices.

Following the Christchurch earthquake , the University of Canterbury released CityViewAR, [] which enabled city planners and engineers to visualize buildings that had been destroyed. AR applied in the visual arts allows objects or places to trigger artistic multidimensional experiences and interpretations of reality.

Augmented Reality can aid in the progression of visual art in museums by allowing museum visitors to view artwork in galleries in a multidimensional way through their phone screens. The Museum of Modern Art in New York has created an exhibit in their art museum showcasing Augmented Reality features that viewers can see using an app on their smartphone. AR technology aided the development of eye tracking technology [] to translate a disabled person's eye movements into drawings on a screen.

AR is used to integrate print and video marketing. Printed marketing material can be designed with certain "trigger" images that, when scanned by an AR-enabled device using image recognition, activate a video version of the promotional material.

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A major difference between augmented reality and straightforward image recognition is that one can overlay multiple media at the same time in the view screen, such as social media share buttons, the in-page video even audio and 3D objects. Traditional print-only publications are using augmented reality to connect many different types of media. AR can enhance product previews such as allowing a customer to view what's inside a product's packaging without opening it. Scanned images of products can activate views of additional content such as customization options and additional images of the product in its use.

By , virtual dressing rooms had been developed for e-commerce.

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In , a mint used AR techniques to market a commemorative coin for Aruba. The coin itself was used as an AR trigger, and when held in front of an AR-enabled device it revealed additional objects and layers of information that were not visible without the device. It allowed users to try out make-up and beauty styles via a mobile device.

In , the Bulgarian startup iGreet developed its own AR technology and used it to make the first premade "live" greeting card. A traditional paper card was augmented with digital content which was revealed by using the iGreet app. In , Ikea announced Ikea Place app. In , Shopify , the Canadian commerce company, announced ARkit2 integrations and their merchants are able to use the tools to upload 3D models of their products, which users will be able to tap on the goods inside Safari to view in their real-world environments.

In educational settings, AR has been used to complement a standard curriculum. Text, graphics, video, and audio may be superimposed into a student's real-time environment.


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  • Textbooks, flashcards and other educational reading material may contain embedded " markers " or triggers that, when scanned by an AR device, produced supplementary information to the student rendered in a multimedia format. As AR evolved, students can participate interactively and interact with knowledge more authentically. Instead of remaining passive recipients, students can become active learners, able to interact with their learning environment.

    Computer-generated simulations of historical events allow students to explore and learning details of each significant area of the event site. In higher education, Construct3D, a Studierstube system, allows students to learn mechanical engineering concepts, math or geometry. Primary school children learn easily from interactive experiences. Astronomical constellations and the movements of objects in the solar system were oriented in 3D and overlaid in the direction the device was held, and expanded with supplemental video information.

    Paper-based science book illustrations could seem to come alive as video without requiring the child to navigate to web-based materials. In , a project was launched on Kickstarter to teach about electronics with an educational toy that allowed children to scan their circuit with an iPad and see the electric current flowing around. Apps that leverage augmented reality to aid learning included SkyView for studying astronomy, [] AR Circuits for building simple electric circuits, [] and SketchAr for drawing.

    AR would also be a way for parents and teachers to achieve their goals for modern education, which might include providing a more individualized and flexible learning, making closer connections between what is taught at school and the real world, and helping students to become more engaged in their own learning. A recent research compared the functionalities of augmented reality tools with potential for education []. Augmented reality systems are used in public safety situations, from super storms to suspects at large.

    As early as , two articles from Emergency Management magazine discussed the power of this technology for emergency management. Google Glass and the growing expectation of the public will continue to force professional emergency managers to radically shift when, where, and how technology is deployed before, during, and after disasters.

    Another early example was a search aircraft looking for a lost hiker in rugged mountain terrain. Augmented reality systems provided aerial camera operators with a geographic awareness of forest road names and locations blended with the camera video. The camera operator was better able to search for the hiker knowing the geographic context of the camera image. Once located, the operator could more efficiently direct rescuers to the hiker's location because the geographic position and reference landmarks were clearly labeled.

    AR can be used to facilitate social interaction. The timely and dynamic information sharing and viewing functionalities of Talk2Me help initiate conversations and make friends for users with people in physical proximity. Augmented reality also Gives users the ability to practice different forms of social interactions with other people in a safe, risk-free environment.

    This technique is particularly powerful for educational purposes when users are collocated and can use natural means of communication speech, gestures etc. The gaming industry embraced AR technology. A number of games were developed for prepared indoor environments, such as AR air hockey, Titans of Space , collaborative combat against virtual enemies, and AR-enhanced pool table games. Augmented reality allowed video game players to experience digital game play in a real world environment.

    Companies and platforms like Niantic and Proxy42 emerged as major augmented reality gaming creators. Jedi Challenges that works with a Lenovo Mirage AR headset, a tracking sensor and a Lightsaber controller, scheduled to launch in December AR allows industrial designers to experience a product's design and operation before completion. Volkswagen has used AR for comparing calculated and actual crash test imagery. It has also been used to compare digital mock-ups with physical mock-ups for finding discrepancies between them. Since , a device called a near-infrared vein finder that films subcutaneous veins, processes and projects the image of the veins onto the skin has been used to locate veins.

    AR provides surgeons with patient monitoring data in the style of a fighter pilot's heads-up display, and allows patient imaging records, including functional videos, to be accessed and overlaid. Examples include a virtual X-ray view based on prior tomography or on real-time images from ultrasound and confocal microscopy probes, [] visualizing the position of a tumor in the video of an endoscope , [] or radiation exposure risks from X-ray imaging devices.

    On the 30th of April, Microsoft announced the Microsoft HoloLens , their first shot at augmented reality. The HoloLens has advanced through the years and it has gotten so advanced that it has been used to project holograms for near infrared fluorescence based image guided surgery. Augmented reality and other computer based-utility is being used today to help train medical professionals. Augmented reality applications, running on handheld devices utilized as virtual reality headsets, can also digitalize human presence in space and provide a computer generated model of them, in a virtual space where they can interact and perform various actions.

    Such capabilities are demonstrated by "Project Anywhere", developed by a postgraduate student at ETH Zurich, which was dubbed as an "out-of-body experience". Building on decades of perceptual-motor research in experimental psychology, researchers at the Aviation Research Laboratory of the University of Illinois at Urbana-Champaign used augmented reality in the form of a flight path in the sky to teach flight students how to land a flight simulator. An adaptive augmented schedule in which students were shown the augmentation only when they departed from the flight path proved to be a more effective training intervention than a constant schedule.

    An interesting early application of AR occurred when Rockwell International created video map overlays of satellite and orbital debris tracks to aid in space observations at Air Force Maui Optical System. In their paper "Debris Correlation Using the Rockwell WorldView System" the authors describe the use of map overlays applied to video from space surveillance telescopes.

    The map overlays indicated the trajectories of various objects in geographic coordinates. This allowed telescope operators to identify satellites, and also to identify and catalog potentially dangerous space debris.

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    Starting in the US Army integrated the SmartCam3D augmented reality system into the Shadow Unmanned Aerial System to aid sensor operators using telescopic cameras to locate people or points of interest. The system combined both fixed geographic information including street names, points of interest, airports, and railroads with live video from the camera system. The system offered a "picture in picture" mode that allows the system to show a synthetic view of the area surrounding the camera's field of view.

    This helps solve a problem in which the field of view is so narrow that it excludes important context, as if "looking through a soda straw". As of , Korean researchers are looking to implement mine-detecting robots into the military. The proposed design for such a robot includes a mobile platform that is like a track which would be able to cover uneven distances including stairs. The robot's mine detection sensor would include a combination of metal detectors and ground penetration radars to locate mines or IEDs.

    This unique design would be immeasurably helpful in saving lives of Korean soldiers. In combat, AR can serve as a networked communication system that renders useful battlefield data onto a soldier's goggles in real time. From the soldier's viewpoint, people and various objects can be marked with special indicators to warn of potential dangers. The NASA X was flown using a Hybrid Synthetic Vision system that overlaid map data on video to provide enhanced navigation for the spacecraft during flight tests from to It used the LandForm software and was useful for times of limited visibility, including an instance when the video camera window frosted over leaving astronauts to rely on the map overlays.

    In the photo at right one can see the map markers indicating runways, air traffic control tower, taxiways, and hangars overlaid on the video. AR can augment the effectiveness of navigation devices. Information can be displayed on an automobile's windshield indicating destination directions and meter, weather, terrain, road conditions and traffic information as well as alerts to potential hazards in their path. Augmented reality may have a good impact on work collaboration as people may be inclined to interact more actively with their learning environment.