As the amount of available video content increases, so does the need for better ways of browsing all this material. Because the nature of video makes it hard to process, the need arises for adequate surrogates for video that can readily be skimmed and browsed. In this paper, the effects of the use of hierarchy in a pictorial summary of keyframes are explored, and a novel type of video surrogate is presented: the VideoTree. Moreover, a prototype browser was developed and tested in a preliminary usability study. This showed that users performed better using the VideoTrees browser than using a regular storyboard-based browser. They also found it more flexible, but more difficult to use.
In video games, pathfinding must be done quickly and accurately. Not much computational time is allowed for pathfinding, but realistic looking paths are required. One approach to pathfinding which attempts to satisfy both of these constraints is to perform pathfinding on abstractions of the map. Botea et al.'s Hierarchical Pathfinding A* (HPA*) does this by dividing the map into square sectors and defining entrances between them. Although HPA* performs quick pathfinding which produces near-optimal paths, some improvements can be introduced. Here we discuss a faster path smoothing method, an alternative way to compute the weights of abstract edges, and lazy edge weight computations.
Cooperative behavior is a desired trait in many fields from computer games to robotics. Yet, achieving cooperative behavior is often difficult, as maintaining shared information about the dynamics of agents in the world can be complex. We focus on the specific task of cooperative pathfinding and introduce a new approach based on the idea of "direction maps" that learns about the movement of agents in the world. This learned data then is used to produce implicit cooperation between agents. This approach is less expensive and has better performance than several existing cooperative algorithms.
Despite several efforts to make search engines more childfriendly, children still have trouble using systems that require keyboard input. We present TeddIR: a system using a tangible interface that allows children to search for books by placing tangible figurines and books they like/dislike in a green/red box, causing relevant results to be shown on a display. This way, issues with spelling and query formulation are avoided. A fully functional prototype was built and evaluated with children aged 6-8 at a primary school. The children understood TeddIR to a large extent and enjoyed the playful interaction.
Introduction The current COVID-19 pandemic has fostered several accelerations in “remote” patient care such as video and telephone clinics, as well as multidisciplinary collaborations using online platforms with experts consulting the local teams from a distance. The next logical step would be to also offer remote-controlled interventions which the expert operator not on site, but in support of the local team. This is especially valuable for complex interventions when either patient or expert operator can not be present at the same place. Purpose We aimed to demonstrate that an expert operator located at far distance (Austria) could directly interact with the remote magnetic navigation system in London (UK) whilst mapping a 3D phantom using an electroanatomical mapping system. Method Two experienced operators of the magnetic navigation system were tasked with creating fast anatomic maps (FAM) of the atrial and ventricular chambers of a 3D phantom using remote magnetic navigation in combination with 3D electroanatomical mapping. One was located in the control room of the magnetic catheter lab (UK) and the second one was in Tirol, Austria and connected through a secure remote desktop connection (via high speed fibre optic cable). Using a solid tip magnetic catheter connected to a mechanical drive, all interactions with the system were carried out via the Odyssey platform. Acquisitions for right and left atrium, as well as right and left ventricles plus aorta was compared with regards to mapping duration, map completeness (as judged by the average distance of surface points from 3D CT scan reconstruction), total 3D map volume and need for additional radiation exposure during the mapping process. Results Mapping time and map completeness when performed by the distant operator was not inferior to the local operator and both did not require any additional radiation exposure during the mapping process. Table 1 demonstrates the mean parameters for each chamber, respectively. Figure 1 depicts the matched data for chamber completeness as compared for the LA (green= local operator, pink= distant operator) using a contrast CT scan as the gold standard. Conclusion Telerobotic 3D mapping of a 3D phantom from a distance was equally fast delivered from the control room as compared to an operator located 1200 km away without compromising on map completeness. This demonstrates the feasibility of telerobotic interventions and stress the need for remote collaboration which is especially valuable when travel of patients and/or physician experts is restricted. Funding Acknowledgement Type of funding sources: None. Matched data for aorta
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.