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Cooperative Multimodal Augmented Reality Labyrinth

Cooperative Multimodal Augmented Reality Labyrinth. Didier Perroud Raynald Seydoux Frédéric Barras. Summary. Abstract Objectives Modalities Project modalities CASE/CARE Implementation VICI, Iphone , Voice recognition, Network Demonstration Conclusion. Abstract.

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Cooperative Multimodal Augmented Reality Labyrinth

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  1. Cooperative Multimodal Augmented Reality Labyrinth Didier Perroud Raynald Seydoux Frédéric Barras

  2. Summary • Abstract • Objectives • Modalities • Project modalities • CASE/CARE • Implementation • VICI, Iphone, Voice recognition, Network • Demonstration • Conclusion

  3. Abstract • Coordination betweentwopersons to move a ballinto a labyrinth • Rotation possible on the x and y axis • Gates canbeopenedwith vocal and gesturalcommands

  4. Objectives • Coordinate the following technologies: • Augmented reality with tags • Gesturedetection ( withIphoneaccelerometers) • Voice recognition ( words) • Collaborative environments • Physicengine

  5. Modalities – Project Modalities • Inputs • Hand rotation in x and y axis ( one axis per player)  direct manipulation of the labyrinthboard • Hand pumping for gates’ openings • Voice recognition (words) for selectinggate to open and start the game • Outputs • Image on the beamer • Iphone vibrations

  6. Modalities – CASE/CARE • CASE • Semanticlevelof abstraction • CARE • Gesture orientation: assignment • Gesturepumping/Voice selection: complementary to open a gate • Voice commands: assignment • Decisionlevel fusion • Fission: image, vibration

  7. Implementation VICI • Blocks • Webcam, Tag detection • OpenGL, Physicengine • Multimodality Management • state machine • Augmented reality application • eventbased • Messages from the gateway • Voice events • Gestureevents (orientation X and Y, shake) • Messages to the gateway • Vibration events

  8. ImplementationIphone • Handle the UIAccelerometer interface • GeneratemotionEventwhenshaking • Messages to the gateway • Orientations (X or Y) • Shake • Messages from the gateway • Vibrate

  9. Implementation Voice 1/3 Windows speech API • SDK Features: • API definition files • Runtime component • Control Panel applet • Text-To-Speech engines in multiple languages. • Speech Recognition engines in multiple languages. • Redistributable components • Sample application code. • Sampleengines • Documentation.

  10. Implementation Voice 2/3 Our System • A speech recognition engine • A grammar <grammarxmlns="http://www.w3.org/2001/06/grammar" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.w3.org/2001/06/grammar http://www.w3.org/TR/speech-grammar/grammar.xsd" xml:lang="en-EN" version="1.0"> <rule id="Labyrinth" scope="public"> <one-of> <item>New game</item> <item>Pause</item> <item>Exit</item> <item>Open gate one</item> <item>Open gatetwo</item> <item>Close gate one</item> <item>Close gatetwo</item> </one-of> </rule> </grammar>

  11. Implementation Voice 3/3 • Recognition comparison before training / after training

  12. Implementation Network

  13. Demonstration • Live • Videos

  14. Conclusion • Problemswith the physicengine • Coordination user moves – physic moves • Voice recognition OK • High-levelprograming • Heterogeneity not a problem • Functional prototype

  15. Questions ? • Thankyou

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