Browsing by Author "Boyd, Jeffrey E."
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- ItemOpen AccessAn augmented reality system for the BPM based on the museum circle(2012-07-12) Mor, Liraz; Levy, Richard M.; Boyd, Jeffrey E.Museums enrich our lives. By presenting knowledge, culture, history and more, the museum experience can add interest and fun to our day. But how do people experience museum visits? Moreover, how can museums stimulate people to return? Augmented reality (AR) can intensify a museum experience and contribute to learning, education and the training process. People can learn more easily when they are active and involved with their environment. Traditionally, most visual arts do not require the visitorsʼ active engagement, aside from looking and thinking about the artworks presented. As a result, there is a limit to the artworks ability to transfer only a fraction of the information that can be transferred. When people are actively engaged in an educational experience, there is potential for them to develop an emotional experience. AR can be a new way to enrich a museum experience and encourage visitors to return. This Thesis research explores the design of an interactive educational installation using AR. A is a growing field, AR enables the user to simultaneously explore their physical surroundings while accessing computer-generated visual data. This research was done in collaboration with the Banff Park Museum (BPM) National Historic Site of Canada. The museum has been in existence for over 100 years, and it mainly holds preserved taxidermy specimens as well as some geological artifacts and historical documentations. Although the museum holds historical significance, it struggles to keep its relevance to some modern day audiences. Furthermore, the taxidermy elicits a negative emotional response for a number of visitors, as values and traditions change over time. This research suggests a set of guidelines for creating a system based on AR for a handheld device for easy use in the museum. The AR system would give the visitors additional computer-graphic information about the specimens presented in the museum. By building a museum theory, and by using guidelines to create the AR system, this research hopes to increase in the future the visitorsʼ interest in the museum content. Furthermore, as a result of increasing the visitorsʼ interests, it is hoped that those visitors who previously recoiled from the taxidermy would now have a more positive emotional response, or at the very least - acceptance.
- ItemOpen AccessCorrective Sonic Feedback in Speed Skating(2011) Godbout, Andrew Joseph; Boyd, Jeffrey E.
- ItemOpen AccessEdge detection in three-dimensional data with application to nuclear medical images(1986) Boyd, Jeffrey E.; Stein, Richard A.
- ItemOpen AccessHaptic Flesh: Aesthetics of Electronic Touch(2018-02-27) Kryzhanivska, Oksana; Hushlak, Gerald; Boyd, Jeffrey E.; Cahill, Susan; Denzinger, Jörg; Kolarevic, Branko; Grimm, Cindy; Taron, Joshua M.Identifying the need for novel design approaches for developing vibrotactile interfaces this study explores ways to integrate tactile sensing and feedback into interactive three-dimensional organic sculptures. With the tactile responsive materials and electronics, this practice-based inquiry explores the question of how haptic technology can become a platform of generative, creative expression. Specifically, this study focuses on generating and conveying meaning during different stages of art production with the emphasis on the design of haptic experiences with flexible sculpture. It responds to the concerns of interactive art practices, scientific inquiries into haptics, and new media studies. In this inquiry, the exploration of embedding tactile sensing and feedback technology manifests through the development of composite responsive materials and generating sculptural form. Following a bottom-up approach to design, the variations of physical elements, such as materials, vibrotactile feedback, electronic components, human interactions, and the understanding of tactile aesthetics become artistic media -- equally significant as parts of a production system. Furthermore, this system organized the variables referencing the three-dimensional model of thinking based on designing with topological forms. The abstract notions materialize in this system through a metaphoric sensory encoding and actualize in computer-controlled generated tactile response emitted from within sculptural objects. The resulting interactive artifacts demonstrate this approach and share the understanding of the topological way of three-dimensional thinking with participating audiences that engage with these interfaces by touching the soft flesh-like surfaces of organ-like sculptures. As an outcome of these interactions, new understandings arise about the abilities to generate tactile sensory experiences and their meanings. Furthermore, these works begin to pose questions about the new norm of perceiving three-dimensional art and what these experiences mean for the understanding of technological-body augmentations, and for the future of electronically-mediated tactile interaction in embedded, prosthetic, and organic flexible interfaces.
- ItemOpen AccessOSCILLATING MODELS FOR PERCEPTION OF HUMAN MOTION(2003-02-13) Boyd, Jeffrey E.There are two fundamentally different approaches to machine analysis of human motion: model-based, that use a high-level kinematic model, and model-free, that use low-level representations of the motion. Although each approach has its advantages, there is currently a perceptual gap between the two. This paper describes a new type of kinematic model that enables us to bridge the perceptual gap. The model is the perceptual equivalent of passive mechanical models that walk without any control mechanism. Thus the model not only describes the linkages in a kinematic chain, it also has an innate resonance that is a gait. If we introduce control to force the model to synchronize with low-level oscillations perceived in a video sequence, the result is a gait model that resonates with an observed gait. We describe a system that demonstrates this new model and the connection between the model-free and model-based representations.
- ItemOpen AccessThe Use of Harr-like Features in Bubblegrams: a Mixed Reality Human-Robot Interaction Technique(2006-02-15) Young, James E.; Sharlin, Ehud; Boyd, Jeffrey E.We present the application of a vision algorithm based on Harr-like features in Bubblegrams - a new mixed reality-based human-robot interaction (HRI) technique. Bubblegrams allows humans and robots working on collocated synchronous tasks to interact directly by visually augmenting their shared physical environment. Bubblegrams uses comics-like interactive graphic balloons or bubbles that appear above the robot s body and allow intuitive interaction with the robot. Users wear light-weight mixed reality goggles that integrate displays and a camera, allowing the user to view and interact with the physical environment as well as with the virtual Bubblegrams interface linked to the robot s body. In order to efficiently link Bubblegrams in real-time to the physical robot we implemented a vision algorithm based on Harr-like features which is the main topic of this paper. This paper briefly details the design of the Bubblegrams interface, the hardware and software we use for the current prototype, and the full details of the vision algorithm.