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[citation needed] Examples of KUIs include tangible user interfaces and motion-aware games such as Wii and Microsoft's Kinect, and other interactive projects. [ 16 ] Although there is a large amount of research done in image/video-based gesture recognition, there is some variation in the tools and environments used between implementations.
One example is the work done by Jefferson Han on multi-touch interfaces. In a demonstration at TED in 2006, he showed a variety of means of interacting with on-screen content using both direct manipulations and gestures. For example, to shape an on-screen glutinous mass, Jeff literally 'pinches' and prods and pokes it with his fingers.
The question of gesture and motion takes more and more importance with the development of gesture controllers, haptic systems, motion capture systems, etc., on the one hand, and with the need of allowing virtual reality systems to inter-communicate through control data. Motion and gesture file formats are widely used today in many applications ...
OMPL (Open Motion Planning Library) is a software package for computing motion plans using sampling-based algorithms.The content of the library is limited to motion planning algorithms, which means there is no environment specification, no collision detection or visualization.
Gestures are culture-specific and may convey very different meanings in different social or cultural settings. [2] Hand gestures used in the context of musical conducting are Chironomy, [3] while when used in the context of public speaking are Chironomia. Although some gestures, such as the ubiquitous act of pointing, differ little from one ...
The use of 3D graphics has become increasingly common in mainstream operating systems (ex. Windows Aero, and Aqua (MacOS)) to create attractive interfaces, termed eye candy (which includes, for example, the use of drop shadows underneath windows and the cursor), or for functional purposes only possible using three dimensions. For example, user ...
Turtle graphics are often associated with the Logo programming language. [2] Seymour Papert added support for turtle graphics to Logo in the late 1960s to support his version of the turtle robot, a simple robot controlled from the user's workstation that is designed to carry out the drawing functions assigned to it using a small retractable pen set into or attached to the robot's body.
Blue Brain Project, an attempt to create a synthetic brain by reverse-engineering the mammalian brain down to the molecular level. [1] Google Brain, a deep learning project part of Google X attempting to have intelligence similar or equal to human-level. [2] Human Brain Project, ten-year scientific research project, based on exascale ...