GOORTS, Patrik; MAESEN, Steven; DUMONT, Maarten; ROGMANS, Sammy; BEKAERT, Philippe
In this paper, we present a system to redistribute computational power in plane sweeping. Plane sweeping allows the generation of novel viewpoints of a scene by testing different depth hypotheses across input cameras. Typical plane sweeping approaches incorporate a uniform depth plane distribution to investigate different depth hypotheses to generate a depth map. When the scene consists of a sparse number of objects, some depth hypotheses do not contain objects and can cause noise and wasted computational power. Therefore, we propose a method to adapt the plane distribution to increase the quality of the depth map around objects and to...
JORISSEN, Lode; MAESEN, Steven; DOSHI, Ashish; BEKAERT, Philippe
In this paper, we present a novel optical tracking approach to accurately estimate the pose of a camera in large scene augmented reality (AR). Traditionally, larger scenes are provided with multiple markers with their own identifier and coordinate system. However, when any part of a single marker is occluded, the marker cannot be identified. Our system uses a seamless structure of dots where the world position of each dot is represented by its spatial relation to neighboring dots. By using only the dots as features, our marker can be robustly identified. We use projective invariants to estimate the global position...
MICHIELS, Nick; PUT, Jeroen; BEKAERT, Philippe; JORISSEN, Lode
This paper presents the augmentation of immersive omnidirectional video with realistically lit objects. Recent years have known a proliferation of real-time capturing and rendering methods of omnidirectional video. Together with these technologies, rendering devices such as Oculus Rift have increased the immersive experience of users. We demonstrate the use of structure from motion on omnidirectional video to reconstruct the trajectory of the camera. The position of the car is then linked to an appropriate 360° environment map. State-of-the-art augmented reality applications have often lacked realistic appearance and lighting. Our system is capable of evaluating the rendering equation in real-time, by...
ROBAEYS, Pieter; Bonaccorso, Francesco; BOURGEOIS, Emilie; D'HAEN, Jan; DIERCKX, Wouter; DEXTERS, Wim; SPOLTORE, Donato; DRIJKONINGEN, Jeroen; LIESENBORGS, Jori; Lombardo, Antonio; Ferrari, Andrea C.; VAN REETH, Frank; HAENEN, Ken; Manca, Jean V.; Nesladek, Milos
Graphene has potential for applications in solar cells. We show that the short circuit current density of P3HT (Poly(3-hexylthiophene-2,5-diyl):PCBM((6,6)-Phenyl C61 butyric acid methyl ester) solar cells is enhanced by 10% upon the addition of graphene, with a 15% increase in the photon to electric conversion efficiency. We discuss the performance enhancement by studying the crystallization of P3HT, as well as the electrical transport properties. We show that graphene improves the balance between electron and hole mobilities with respect to a standard P3HT:PCBM solar cell. (C) 2014 AIP Publishing LLC.
Stockx, Thomas; Hecht, Brent; SCHOENING, Johannes
mobile navigation; positioning; mobile devices; underground public transport; GPS; accelerometer
Colley, Ashley; Hakkila, Jonna; SCHOENING, Johannes; Daiber, Florian; Steinicke, Frank; Kruger, Antonio
Giannopoulos, Ioannis; Schoening, Johannes; Kruger, Antonio; Raubal, Martin
Eye tracking is one of the most prominent modalities to track user attention while interacting with computational devices. Today, most of the current eye tracking frameworks focus on tracking the user gaze during website browsing or while performing other tasks and interactions with a digital device. Most frameworks have in common that they do not exploit gaze as an input modality. In this paper we describe the realization of a framework
named viGaze. Its main goal is to provide an easy to use framework to exploit the use of eye gaze as an input modality in various contexts. Therefore it provides...
BONNE, Bram; LAMOTTE, Wim; QUAX, Peter; LUYTEN, Kris
Cheung, Victor; Watson, Diane; VERMEULEN, Jo; Hancock, Mark; Scott D., Stacey
This work presents a design space in which personal devices are used as a means to facilitate “socially safe”, ad-hoc interaction with large public displays. Unlike most existing work that focuses on facilitating content placement and transfer, this approach aims at minimizing the effort required to initiate, sustain, and withdraw from interaction with a large public display, and to communicate these capabilities to passersby.
We identify barriers hindering this process, and offer advice on overcoming them based on existing work and our own experiences with these displays. We illustrate how this design concept can be applied, and motivate applications in...
Mennicken, Sarah; VERMEULEN, Jo; Huang M., Elaine
A considerable amount of research has been carried out towards making long-standing smart home visions technically feasible. The technologically augmented homes made possible by this work are starting to become reality, but thus far living in and interacting with such homes has introduced significant complexity while offering limited benefit. As these technologies are increasingly adopted, the knowledge we gain from their use suggests a need to revisit the opportunities and challenges they pose. Synthesizing a broad body of research on smart homes with observations of industry and experiences from our own empirical work, we provide a discussion of ongoing and...
Boring, Sebatsian; Greenberg, Saul; VERMEULEN, Jo; Dostal, Jakub; Marquardt, Nicolai
MARIS, Anneleen; DE WEYER, Tom; CONINX, Karin; Geers, R.; Seelen, H.; Stupar, S.; Kerkhofs, L.; Lemmens, M.; Truyens, V.; FEYS, Peter
In this dissertation, we present a system to generate a novel viewpoint using a virtual camera, specifically for soccer scenes. We demonstrate the applicability for following players, freezing
the scene, generating 3D images, et cetera. The method is demonstrated and investigated for 2 camera arrangements, i.e. a curved and a linear setup, where the distance between the
cameras can be up to 10 meters. The virtual camera should be located on a position between the real camera positions. The method is designed to be automatic and has high quality results
using high performance rendering. We presented an image-based method to generate the novel...
VANDERMAESEN, Marijke; ROBERT, Karel; LUYTEN, Kris; CONINX, Karin
We present ReHoblet; a physical rehabilitation game on tablets, designed to be used in a residentialsetting. ReHoblet trains two gross motor movements of the upper limbs by lifting (up-down) and transporting (leftright) the tablet to control a simple platform game. By using its accelerometers and gyroscope, the tablet is
capable of detecting movements made by the user and steer the interaction based on this data. A formative evaluation with five Multiple Sclerosis (MS) patients and their therapists showed high appreciation for ReHoblet. Patients stated they liked ReHoblet not only to improve their physical abilities, but to train on performing technology-related tasks....
NYAMBO, Benny; Janssens, Gerrit K.; Lamotte, Wim
Mobile ad hoc networks (MANETs) have become an integral part of the ubiquitous computing and communication environment, providing new infrastructure for multimedia applications such as video phone, multimedia-on-demand, and others. In order to access multimedia information in a MANET, Quality of Service (QoS) needs to be considered, such as high success rate to access multimedia data, bounded end-to-end delay, security and others. Factors, like delay and jitter, bandwidth and throughput, are studied that affect quality of service in wireless mobile ad hoc networks. Various Quality of Service architectures on IEEE 802.11-based mobile ad hoc networks are discussed, concentrating on architectures...
TIMMERMANS, Annick; HAESEN, Mieke; WILLEMS, Kim; CLAES, Guido; Olivieri, Enzo; Cuyvers, Bert; Verbrugghe, Jonas; CONINX, Karin
The aim of this investigation is to inventorize training preferences and motives for motor rehabilitation of patients with neck pain. This knowledge is paramount in order to develop client-centered training for technology supported rehabilitation. Technology supported rehabilitation offers opportunities for increasing exercise variability during rehabilitation and may support patients to be compliant with home exercise regimes. The second aim of this study is to evaluate to which extent patients with neck pain are familiar with the use of technologies.
Semi-structured interviews were conducted based on the Neck Disability Index (NDI) according to a method by Timmermans et al (Disability and...
BONNE, Bram; QUAX, Peter; LAMOTTE, Wim
Smartphones may leak personal information about their owner
through the built-in Wi-Fi hardware. Most importantly, the list of networks the device has previously been connected to is exposed. Based on this seemingly harmless information, one can not only infer a person's whereabouts but also create a clone of a network the smartphone is trying to connect to. Previous studies have shown that users are often not aware that this information is being leaked. In order to raise awareness about this problem, we have designed a setup consisting of a network scanner and a public display, which alerts users about this...
Greenberg, Saul; Boring, Sebastian; VERMEULEN, Jo; Dostal, Jakub
Proxemics theory explains peoples' use of interpersonal distances to mediate their social interactions with others. Within Ubicomp, proxemic interaction researchers argue that people have a similar social understanding of their spatial relations with nearby digital devices, which can be exploited to better facilitate seamless and natural interactions. To do so, both people and devices are tracked to determine their spatial relationships. While interest in proxemic interactions has increased over the last few years, it also has a dark side: knowledge of proxemics may (and likely will) be easily exploited to the detriment of the user. In this paper, we offer...
Vermeulen, Jo; Lim, Brian Y.; Kawsar, Fahim
With this workshop, we seek to provide a forum for exchanging design principles, programming techniques, toolkits and insights derived from real world studies towards building intelligible and user-controllable pervaive computing systems. Drawing upon the state-of-the-art, our goal is to refine existing and identify new directions for research in intelligibility and control for pervasive computing that will foster further work in the community.
DI FIORE, Fabian; Schaessens, Tom; Marx, Robin; VAN REETH, Frank; FLERACKERS, Eddy
In this paper we set out to nd a digital painting technique which allows the recreation of scenes from childrens books or graphic
novels for usage in mobile games. The idea is to give the impression
that scenes are being hand-painted at the moment the player is moving
through them. To this end, we propose a technique for digital painting, mesh-based strokes, that combines the strengths of existing painting techniques while keeping the limitations of mobile devices in mind. In this new technique, instead of representing strokes as pixels in a raster, strokes are created as at meshes following the contour of a...