Results 1 -
4 of
4
Visual contextual awareness in wearable computing
- In International Symposium on Wearable Computing
, 1998
"... Small, body-mounted video cameras enable a different style of wearable computing interface. As processing power increases, a wearable computer can spend more time observing its user to provide serendipitous information, manage interruptions and tasks, and predict future needs without being directly ..."
Abstract
-
Cited by 30 (7 self)
- Add to MetaCart
Small, body-mounted video cameras enable a different style of wearable computing interface. As processing power increases, a wearable computer can spend more time observing its user to provide serendipitous information, manage interruptions and tasks, and predict future needs without being directly commanded by the user. This paper introduces an assistant for playing the real-space game Patrol. This assistant tracks the wearer’s location and current task through computer vision techniques and without off-body infrastructure. In addition, this paper continues augmented reality research, started in 1995, for binding virtual data to physical locations. 1.
DyPERS: Dynamic Personal Enhanced Reality System
- IN PROC. 1998 IMAGE UNDERSTANDING WORKSHOP
, 1998
"... DyPERS, 'Dynamic Personal Enhanced Reality System', is a wearable system which uses augmented reality and computer vision to autonomously retrieve 'media memories' based on associations with real objects the user encounters. These are evoked as audio and video clips taken by the user and overlayed o ..."
Abstract
-
Cited by 28 (3 self)
- Add to MetaCart
DyPERS, 'Dynamic Personal Enhanced Reality System', is a wearable system which uses augmented reality and computer vision to autonomously retrieve 'media memories' based on associations with real objects the user encounters. These are evoked as audio and video clips taken by the user and overlayed on top of real objects the user looks at. The user's visual and auditory scene is stored in real-time by the system (upon request) and is then associated (by user input) with a snap shot of a visual object. The object acts as a key which is detected by a real-time vision system when it is in view, triggering DyPERS to playback the appropriate audio-visual sequence. The vision system is a probabilistic algorithm which is capable of discriminating between hundreds of everyday objects under varying viewing conditions (lighting, pose, etc.). The record-and-associate paradigm of the system has many potential applications. Results on the use of the system in a museum tour scenario are described.
An Interactive Computer Vision System DyPERS: Dynamic Personal Enhanced Reality System
- International Conference on Computer Vision Systems
, 1999
"... DyPERS, 'Dynamic Personal Enhanced Reality System', uses augmented reality and computer vision to autonomously retrieve 'media memories' based on associations with real objects the user encounters. These are evoked as audio and video clips relevant for the user and overlayed on top of real objects t ..."
Abstract
-
Cited by 11 (4 self)
- Add to MetaCart
DyPERS, 'Dynamic Personal Enhanced Reality System', uses augmented reality and computer vision to autonomously retrieve 'media memories' based on associations with real objects the user encounters. These are evoked as audio and video clips relevant for the user and overlayed on top of real objects the user encounters. The system utilizes an adaptive, audio-visual learning system on a tetherless wearable computer. The user's visual and auditory scene is stored in real-time by the system (upon request) and is then associated (by user input) with a snap shot of a visual object. The object acts as a key such that when the real-time vision system detects its presence in the scene again, DyPERS plays back the appropriate audio-visual sequence. The vision system is a probabilistic algorithm which is capable of discriminating between hundreds of everyday objects under varying viewing conditions (lighting, view changes, etc.). Once an audio-visual clip is stored, the vision system automatically...
Situation aware computing with wearable computers
, 1999
"... 1 Motivation for contextual aware computing: For most computer systems, even virtual reality systems, sensing techniques are a means of getting input directly from the user. However, wearable sensors and computers offer a unique opportunity to re-direct sensing technology towards recovering more gen ..."
Abstract
-
Cited by 2 (0 self)
- Add to MetaCart
1 Motivation for contextual aware computing: For most computer systems, even virtual reality systems, sensing techniques are a means of getting input directly from the user. However, wearable sensors and computers offer a unique opportunity to re-direct sensing technology towards recovering more general user context. Wearable computers have the potential to "see" as the user sees, "hear" as the user hears, and experience the life of the user in a "first-person" sense. This increase in contextual and user information may lead to more intelligent and fluid interfaces that use the physical world as part of the interface. Wearable computers are excellent platforms for contextually aware applications, but these applications are also necessary to use wearables to their fullest. Wearables are more than just highly portable computers, they perform useful work even while the wearer isn't directly interacting with the system. In such environments the user needs to concentrate on his environment, not on the computer interface, so the wearable needs to use information from the wearer's context to be the least distracting. For example, imagine an interface which is aware of the user's location: while being in the subway, the system might alert him with a

