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This paper is a study of techniques for measuring and predicting visual fidelity. As visual stimuli we use polygonal models, and vary their fidelity with two different model simplification algorithms. We also group the stimuli into two…
With increasing interest in procedural content generation by academia and game developers alike, it is vital that different approaches can be compared fairly. However, evaluating procedurally generated video game levels is often difficult,…
This study reviews the impact of personalization on human-robot interaction. Firstly, the various strategies used to achieve personalization are briefly described. Secondly, the effects of personalization known to date are discussed. They…
What should I work on first? What can wait until later? Which projects should I prioritize and which tasks are not worth my time? These are challenging questions that many people face every day. People's intuitive strategy is to prioritize…
In mobile crowdsensing, finding the best match between tasks and users is crucial to ensure both the quality and effectiveness of a crowdsensing system. Existing works usually assume a centralized task assignment by the crowdsensing…
This paper compares two policies which can be used for multiplexing the traffic of a number of players of a First Person Shooter game. A network scenario in which a number of players share an access network has been simulated, in order to…
The understanding of human-object interactions is fundamental in First Person Vision (FPV). Visual tracking algorithms which follow the objects manipulated by the camera wearer can provide useful information to effectively model such…
Grasping compliant objects is difficult for robots - applying too little force may cause the grasp to fail, while too much force may lead to object damage. A robot needs to apply the right amount of force to quickly and confidently grasp…
Kinematic retargeting from human hands to robot hands is essential for transferring dexterity from humans to robots in manipulation teleoperation and imitation learning. However, due to mechanical differences between human and robot hands,…
Hand pointing and eye gaze have been extensively investigated in automotive applications for object selection and referencing. Despite significant advances, existing outside-the-vehicle referencing methods consider these modalities…
Gestures are a natural form of communication between humans and can also be leveraged for human-robot interaction. This work presents a gesture-based user interface for object selection using pointing and click gestures. An experiment with…
The world of competitive Esports and video gaming has seen and continues to experience steady growth in popularity and complexity. Correspondingly, more research on the topic is being published, ranging from social network analyses to the…
Synergies have been adopted in prosthetic limb applications to reduce complexity of design, but typically involve a single synergy setting for a population and ignore individual preference or adaptation capacity. However, personalization of…
Sequential decision making under uncertainty is studied in a mixed observability domain. The goal is to maximize the amount of information obtained on a partially observable stochastic process under constraints imposed by a fully observable…
In this paper, we present an approach to tactile pose estimation from the first touch for known objects. First, we create an object-agnostic map from real tactile observations to contact shapes. Next, for a new object with known geometry,…
Accurately drawing non-planar 3D curves in immersive Virtual Reality (VR) is indispensable for many precise 3D tasks. However, due to lack of physical support, limited depth perception, and the non-planar nature of 3D curves, it is…
Unlike traditional third-person cameras mounted on robots, a first-person camera, captures a person's visual sensorimotor object interactions from up close. In this paper, we study the tight interplay between our momentary visual attention…
A well-designed control-to-display gain function can improve pointing performance with indirect pointing devices like trackpads. However, the design of gain functions is challenging and mostly based on trial and error. AutoGain is a novel…
We envision a future time when wearable cameras are worn by the masses and recording first-person point-of-view videos of everyday life. While these cameras can enable new assistive technologies and novel research challenges, they also…
Mastering psychomotor skills, such as those essential in sports, rehabilitation, and professional training, often requires a precise understanding of motion patterns and performance metrics. This study proposes a versatile framework for…