Biblio
In this demo, we present an immersive virtual reality (VR) system which integrates multimodal interaction sensors (i.e., smartphone, Kinect v2, and Myo armband) and streaming technology to improve the VR experience. The integrated system solves the common problems in most VR systems: (1) the very limited playing area due to transmission cable between computer and display/interaction devices, and (2) non-intuitive way of controlling virtual objects. We use Unreal Engine 4 to develop an immersive VR game with 6 interactive levels to demonstrate the feasibility of our system. In the game, the user not only can freely walk within a large playing area surrounded by multiple Kinect sensors but also select the virtual objects to grab and throw with the Myo armband. The experiment shows that our idea is workable for VR experience.
Obtaining frequency information of data streams, in limited space, is a well-recognized problem in literature. A number of recent practical applications (such as those in computational advertising) require temporally-aware solutions: obtaining historical count statistics for both time-points as well as time-ranges. In these scenarios, accuracy of estimates is typically more important for recent instances than for older ones; we call this desirable property Time Adaptiveness. With this observation, [20] introduced the Hokusai technique based on count-min sketches for estimating the frequency of any given item at any given time. The proposed approach is problematic in practice, as its memory requirements grow linearly with time, and it produces discontinuities in the estimation accuracy. In this work, we describe a new method, Time-adaptive Sketches, (Ada-sketch), that overcomes these limitations, while extending and providing a strict generalization of several popular sketching algorithms. The core idea of our method is inspired by the well-known digital Dolby noise reduction procedure that dates back to the 1960s. The theoretical analysis presented could be of independent interest in itself, as it provides clear results for the time-adaptive nature of the errors. An experimental evaluation on real streaming datasets demonstrates the superiority of the described method over Hokusai in estimating point and range queries over time. The method is simple to implement and offers a variety of design choices for future extensions. The simplicity of the procedure and the method's generalization of classic sketching techniques give hope for wide applicability of Ada-sketches in practice.
Mobile and aerial robots used in urban search and rescue (USAR) operations have shown the potential for allowing us to explore, survey and assess collapsed structures effectively at a safe distance. RGB-D cameras, such as the Microsoft Kinect, allow us to capture 3D depth data in addition to RGB images, providing a significantly richer user experience than flat video, which may provide improved situational awareness for first responders. However, the richer data comes at a higher cost in terms of data throughput and computing power requirements. In this paper we consider the problem of live streaming RGB-D data over wired and wireless communication channels, using low-power, embedded computing equipment. When assessing a disaster environment, a range camera is typically mounted on a ground or aerial robot along with the onboard computer system. Ground robots can use both wireless radio and tethers for communications, whereas aerial robots can only use wireless communication. We propose a hybrid lossless and lossy streaming compression format designed specifically for RGB-D data and investigate the feasibility and usefulness of live-streaming this data in disaster situations.