In recent years, increasing attention has been paid to indoor positioning. This paper presents a BIM-based Indoor positioning technology using a monocular camera. This technology utilizes a monocular camera to obtain on-site image. An improved corner detection algorithm is used to identify the corners of the ground tile in the on-site image. Combining the geometric information from BIM, this paper completes the conversion of image pixel coordinates to the actual coordinates of the indoor ground. Based on the location information of camera in BIM model, this paper achieves the precise positioning of actual indoor target in BIM model.
In this paper, we investigate pointing as a lightweight form of gestural interaction in cars. In a pre-study, we show the technical feasibility of reliable pointing detection with a depth camera by achieving a recognition rate of 96% in the lab. In a subsequent insitu study, we let drivers point to objects inside and outside of the car while driving through a city. In three usage scenarios, we studied how this influenced their driving objectively, as well as subjectively. Distraction from the driving task was compensated by a regulation of driving speed and did not have a negative influence on driving behaviour. Our participants considered pointing a desirable interaction technique in comparison to current controller-based interaction and identified a number of additional promising use cases for pointing in the car.
Flow is an affective state of optimal experience, total immersion and high productivity. While often associated with (professional) sports, it is a valuable information in several scenarios ranging from work environments to user experience evaluations, and we expect it to be a potential reward signal for human-in-the-loop reinforcement learning systems. Traditionally, flow has been assessed through questionnaires which prevents its use in online, real-time environments. In this work, we present our findings towards estimating a user's flow state based on physiological signals measured using wearable devices. We conducted a study with participants playing the game Tetris in varying difficulty levels, leading to boredom, stress, and flow. Using an end-to-end deep learning architecture, we achieve an accuracy of 67.50% in recognizing high flow vs. low flow states and 49.23% in distinguishing all three affective states boredom, flow, and stress.
Abstract-The great success of wearables and smartphone apps for provision of extensive physical workout instructions boosts a whole industry dealing with consumer oriented sensors and sports equipment. But with these opportunities there are also new challenges emerging. The unregulated distribution of instructions about ambitious exercises enables unexperienced users to undertake demanding workouts without professional supervision which may lead to suboptimal training success or even serious injuries. We believe, that automated supervision and realtime feedback during a workout may help to solve these issues.Therefore we introduce four fundamental steps for complex human motion assessment and present SensX, a sensor-based architecture for monitoring, recording, and analyzing complex and multi-dimensional motion chains. We provide the results of our preliminary study encompassing 8 different body weight exercises, 20 participants, and more than 9,220 recorded exercise repetitions. Furthermore, insights into SensXs classification capabilities and the impact of specific sensor configurations onto the analysis process are given.
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