Wilson J. Sarmiento | Universidad Militar Nueva Granada (original) (raw)

Conference Papers by Wilson J. Sarmiento

Research paper thumbnail of Does vibrotactile intercommunication increase collaboration?

2015 IEEE Virtual Reality (VR), 2015

Communication is a fundamental process in collaborative work. In natural conditions, communicatio... more Communication is a fundamental process in collaborative work. In natural conditions, communication between team members is multimodal. This allows for redundancy, adaptation to different contexts, and different levels of focus. In collaborative virtual environments, however, hardware limitations and lack of appropriate interaction metaphors reduce the amount of collaboration. In this poster, we propose the design and use of a vibrotactile language to improve user intercommunication in CVE and, consequently, to increase the amount of effective collaboration.

Research paper thumbnail of Measuring the collaboration degree in immersive 3D collaborative virtual environments

2014 International Workshop on Collaborative Virtual Environments (3DCVE), 2014

Collaborative virtual environments (CVE) are usually evaluated according to the following aspects... more Collaborative virtual environments (CVE) are usually evaluated according to the following aspects: cohesion between team members, implicit communication, and task performance. The degree of user awareness is another important aspect that deserves attention, especially when the CVE is 3D and immersive. 3DCVEs have the main goal of attaining a high degree of teamwork by exposing the team members to a suitable level of immersion that normally involves the stimulus of more than one sense, normally vision, hearing and touch. In this work, we present and discuss a new approach to measure the collaboration degree in immersive 3DCVEs. User awareness is measured by monitoring the use of the interaction and visualization schemes provided by the VE from different points of view, such as self awareness in a collaborative team, awareness of the other, and awareness of the work group. We conducted a case study where two users simultaneously immersed in the same VE were invited to walk together, assuming different roles. One user was invited to guide his colleague and, afterwards, the roles were swapped to guarantee equal participation, individual responsibility and positive interdependence, which are all mandatory features in a collaborative task.

Research paper thumbnail of Interacting with Danger in an Immersive Environment: Issues on Cognitive Load and Risk Perception

Any human-computer interface imposes a certain level of cognitive load to the user task. Analogou... more Any human-computer interface imposes a certain level of cognitive load to the user task. Analogously, the task itself also imposes different levels of cognitive load. It is common sense in 3D user interfaces research that a higher number of degrees of freedom increases the interface cognitive load. If the cognitive load is significant, it might compromise the user performance and undermine the evaluation of user skills in a virtual environment. In this paper, we propose an assessment of two immersive VR interfaces with varying degrees of freedom in two VR tasks: risk perception and basic object selection. We examine the effectiveness of both interfaces in these two different tasks. Results show that the number of degrees of freedom does not significantly affect a basic selection task, but it affects risk perception task in an unexpected way.

Research paper thumbnail of Awareness of Other: Evaluating the Impact of Proximity Cues in Collaborative Tasks

Collaboration in 3D environments has the main goal of attaining a high degree of teamwork by expo... more Collaboration in 3D environments has the main goal of attaining a high degree of teamwork by exposing the team to a suitable level of immersion. However, users within virtual environments have limitations to perceive the same stimuli of the real world. Particularly, the feeling of presence and nearness of the other is difficult to be generated in VR systems. This poster presents a work in progress that shows our current results on evaluating the impact of three different proximity cues for generating awareness of the presence of other. The design of each cue aims at independently stimulating the senses of sight, hearing and touch. The experiment design includes the comparison with a baseline condition in virtual environments where no specific stimulation is applied.

Research paper thumbnail of CSCW Systems in Virtual Environments: A General Development Framework

Collaborative Virtual Environments (CVEs), defined as systems that allow performing some collabor... more Collaborative Virtual Environments (CVEs), defined as systems that allow performing some collaborative tasks in a virtual world, were proposed since 1990. From the beginning, these systems were developed as particular applications of Computer-Supported Cooperative Work (CSCW) in a virtual reality world, with specific restrictions on both collaborative work and technological (hardware and software) requirements. Therefore, design guidelines which could be applied to new developments have not been proposed. This paper presents a general framework for designing and developing CSCW systems in virtual 3D environments, which integrates new methodologies that provide clear and formal techniques to develop CSCW, interactive and 3D systems.

Research paper thumbnail of Panoramic Immersive Videos - 3D Production and Visualization Framework

Panoramic immersive video is a new technology, which allows the user to interact with a video bey... more Panoramic immersive video is a new technology, which allows the user to interact with a video beyond simple production line, because it enables the possibility to navigate in the scene from different points of view. Although many devices for the production of panoramic videos have been proposed, these are still expensive.In this paper a framework for production of virtual panoramic immersive videos using 3D production software is presented. The framework is composed by two stages: panoramic video production and immersive visualization. In the former stage the traditional 3D scene is taken as input and two outputs are generated, the panoramic video and path sounds to immersive audio reproduction. In the latter, a desktop CAVE assembly is proposed in order to provide an immersive display.

Research paper thumbnail of Evaluation of 3D Applications on Mobile Gaming Consoles Using Client-Server Architecture

Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities,... more Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.

Research paper thumbnail of Automatic algorithm for geometric correction in subtraction radiography

Digital subtraction is currently used in radiographic studies of periapical lesions or other dent... more Digital subtraction is currently used in radiographic studies of periapical lesions or other dental disorders that have been treated and whose progress must be evaluated over time. This paper presents an accurate and reliable automatic method for correcting the geometric distortions that are frequently present in this kind of studies. The algorithm corrects these geometric distortions comparing two images, transforming one of them (the floating image) into the other (the reference image) so that the pixels representing the same physical structure can be superimposed. Firstly, the algorithm performs an affine transformation on the floating image. Then, the resulting image is compared with the reference using a similarity measure, the correlation ratio. Finally, a standard minimization algorithm, the downhill simplex method in multidimensions, chooses transformation parameters to maximize similarity.

Research paper thumbnail of Cardiac tissue segmentation in ultrasound images using histogram of absolute differences

Echocardiography is nowadays a current method for qualitative assessment of the structural, anato... more Echocardiography is nowadays a current method for qualitative assessment of the structural, anatomical and functional performances of the heart as well as for detection of abnormalities produced by any heart disease. The algorithm presented here segments the cardiac tissue in three different classes and is based on the analysis of the histogram of absolute differences, which is used for texture detection.

Research paper thumbnail of Automatic detection of malaria parasites in thick blood films stained with Haematoxylin-Eosin

A main objective of this investigation was to determine an automatic strategy for parasite detect... more A main objective of this investigation was to determine an automatic strategy for parasite detection in thick blood films. In Colombia malaria is still a major health problem and diagnosis has come to be of the domain of trained technician groups due to the lack of Medical resources. Such an automatic strategy would then be a useful filter for the specialist to test technician diagnosis. This paper presents the development and validation of an original automatic method to detect parasites in thick blood films. The algorithm is trained by selecting a number of correctly classified pixels from each tissue, which are then used as input to a statistical classifier based on the k-Nearest Neighbor (k-NN) decision rule in the RGB color space. A few samples of the classes to segment, i.e. red cells (RC), parasites (PA) and background (BG) are picked to obtain a representation of the pattern space. The k-NN rule classifies a given pixel within the category the most heavily represented among its k-Nearest Neighbors. Validation was performed on a group of eight images. Parasite was detected in the entire set of test images and the number of misclassfied pixels was observed to amount to 12.24 %.

Research paper thumbnail of Development of an automatic algorithm for scoliosis detection using Moire Topography

Radiographic studies for diagnosing patients with scoliosis and other deformities of the spine pr... more Radiographic studies for diagnosing patients with scoliosis and other deformities of the spine pro- duce a considerable radiation exposure. In the course of the past few years, a number of alter- native spinal diagnostic procedures have been de- veloped. In this paper we present a new approach for spine evaluation, using digital moire topogra- phy. Firstly, a periodic fringe pattern is projected on the back, which is first digitized and then bi- narized. Afterwards, the binary image is superim- posed with a set of four fringe images, which have been constructed by displacing the fringe pattern a predetermined phase. These shifted images are low pass filtered to rule out the fringe patterns and obtain the corresponding moire contours. Fi- nally, the back topography is calculated by using the fringe phase, which has been deduced from the four phase shifted images. Scoliosis is deter- mined from the angle between a reference plane and the horizontal line which passes through the

Research paper thumbnail of Aplicación para la lectura y conversión de formatos DICOM no estándar y Genesis

This paper shows a software to visualise medical images stored in formats DICOM, non-standard DIC... more This paper shows a software to visualise medical images stored in formats DICOM, non-standard DICOM and Genesis. An study of structures of non-standard DICOM formats is made. The software can be compiled for different operative systems and tested with 1019 images.

Papers by Wilson J. Sarmiento

Research paper thumbnail of Heart-In-Hand, swapping point of view for immersive navigation in medical cardiology

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

This work shows an interaction technique that allows the user to swap between egocentric and exoc... more This work shows an interaction technique that allows the user to swap between egocentric and exocentric points of view while performing an anatomic navigation task inside the human heart. To achieve this, we propose a technique that furnishes the user with a natural interaction supported by two components. The first is a tangible heart representation that the user may manipulate with their hands in an exocentric view; the second is a set of manual gestures that provide locomotion actions in an egocentric view and allow the user to swap between the points of view. Two classic 3D interaction techniques inspire this work: i) World In Miniature and ii) Voodoo Dolls, extending them with natural interaction components. The preliminary tests showed that the proposed approach allows users to take advantage of an immersive first-person viewer of the heart using the third-person view to get a global point of view without missing the anatomic location inside the heart.

Research paper thumbnail of Touch & Live. An immersive experience for acting in others’ bodies

2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020

This work shows an immersive experience for the user to feel a disability while doing a simple ta... more This work shows an immersive experience for the user to feel a disability while doing a simple task. The narrative looks for that the user feels empathy with other’s conditions through living a situation multiple times, first in the body of someone without disabilities and then, each time in the body of a different person with a different disability: hearing impairment, visual disability, and reduced mobility. So, we support the experience in human-mediated-interactions, focused on triggering the animations and providing physical-haptic feedback, including a touch that triggers the virtual change of the body for re-living the situation, like a déjà vu.

Research paper thumbnail of Interactive Narrative: Model and Application to Improve Children's Health Habits

Research paper thumbnail of Pipeline of anatomical models generation. Experience of surgical planning and medical personal training by means of virtual environments and physical prototyping

2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020

In medical practice, immersive experiences are rapidly expanding.The generation of 3D models depi... more In medical practice, immersive experiences are rapidly expanding.The generation of 3D models depicting anatomical structures with medical relevance is necessary. Applying extended reality (XR) technologies, this work presents a pipeline to generate 3D content suitable to be used in a virtual environment or printed as a physical prototype, as an aid to the treatment of patients with complex congenital heart and tracheal diseases. We strive to provide a valuable tool to improve different aspects involved in the treatment of complicated medical cases, particularly, people training and surgical planning. The paper presents an example, a real medical case, that illustrates the process.

Research paper thumbnail of Autonomous Driving: Obtaining Direction Commands by Classifying Images Within a Simulation Platform

Research paper thumbnail of A codesign approach to the understanding of people with reduced mobility in the labor context

Proceedings of the 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2019

Identify the capabilities of a person with reduced mobility is fundamental to understand what kin... more Identify the capabilities of a person with reduced mobility is fundamental to understand what kind of technological design solution could support labor activities. Likewise, the person must involve in the process to guarantee that the solution complies with his/her expectations. In this way, this work in progress presents a codesign approach to identify the variables, and these allow understanding of how to enhance or amplify the professional skills for people with reduced mobility. The proposed approach is an adaptation of the probing process, which involves the participant through self-report in the experience activity by think-aloud technique. Moreover, the observation method was recorded activity in three viewpoints. The initial research is composed of five stages, 1) Tuning In, 2) Probing, 3) First interpretations, 4) Deepenings, and 5) Interpretation and Ideation. This work shows the results of stages 1, 2, 3 for a case of study that involves a student of last year of engineer...

Research paper thumbnail of Fear levels in virtual environments, an approach to detection and experimental user stimuli sensation

2016 XXI Symposium on Signal Processing, Images and Artificial Vision (STSIVA), 2016

This work presents an approach to detect the emotional state of users immersed in a virtual envir... more This work presents an approach to detect the emotional state of users immersed in a virtual environment by involving them in an activity to relieve their emotional response. Likewise, the main aspect is to identify the current emotional state by monitoring a set of biometrics, the principal activity involves a signal based analysis of emotional processing in order to validate the height interpretations.

Research paper thumbnail of Laboratory Experiments in CSCL Activities

Improving Experiences

Several groupware tools have been implemented within Computer Supported Collaborative Learning (C... more Several groupware tools have been implemented within Computer Supported Collaborative Learning (CSCL) research groups in order to test ideas and concepts currently being studied. It is very important to perform pilot-evaluations with these systems. The CSCW Lab is an environment for evaluating groupware within research groups. Four dimensions in assessing groupware were identified: context, collaboration, usability, and cultural impacts. In this chapter, the authors present a proposal to detail the collaboration level, specifically for CSCL domain applications. Understanding and analyzing the collaborative learning process requires a fine-grained sequential analysis of the group interaction in the context of learning goals. Several researchers in the area of cooperative work take as success criterion the quality of the group outcome. Nevertheless, recent findings are giving more importance to the quality of the "cooperation process" itself. The proposed model includes a set of guidelines to evaluate the usage of CSCL tools within a collaboration process defined along with the learning objectives. The authors have defined an experiment with a software tool instrumented to gather information that allowed them to verify the presence of a set of cooperation indicators, which in turn helped to determine the quality of the work process.

Research paper thumbnail of Does vibrotactile intercommunication increase collaboration?

2015 IEEE Virtual Reality (VR), 2015

Communication is a fundamental process in collaborative work. In natural conditions, communicatio... more Communication is a fundamental process in collaborative work. In natural conditions, communication between team members is multimodal. This allows for redundancy, adaptation to different contexts, and different levels of focus. In collaborative virtual environments, however, hardware limitations and lack of appropriate interaction metaphors reduce the amount of collaboration. In this poster, we propose the design and use of a vibrotactile language to improve user intercommunication in CVE and, consequently, to increase the amount of effective collaboration.

Research paper thumbnail of Measuring the collaboration degree in immersive 3D collaborative virtual environments

2014 International Workshop on Collaborative Virtual Environments (3DCVE), 2014

Collaborative virtual environments (CVE) are usually evaluated according to the following aspects... more Collaborative virtual environments (CVE) are usually evaluated according to the following aspects: cohesion between team members, implicit communication, and task performance. The degree of user awareness is another important aspect that deserves attention, especially when the CVE is 3D and immersive. 3DCVEs have the main goal of attaining a high degree of teamwork by exposing the team members to a suitable level of immersion that normally involves the stimulus of more than one sense, normally vision, hearing and touch. In this work, we present and discuss a new approach to measure the collaboration degree in immersive 3DCVEs. User awareness is measured by monitoring the use of the interaction and visualization schemes provided by the VE from different points of view, such as self awareness in a collaborative team, awareness of the other, and awareness of the work group. We conducted a case study where two users simultaneously immersed in the same VE were invited to walk together, assuming different roles. One user was invited to guide his colleague and, afterwards, the roles were swapped to guarantee equal participation, individual responsibility and positive interdependence, which are all mandatory features in a collaborative task.

Research paper thumbnail of Interacting with Danger in an Immersive Environment: Issues on Cognitive Load and Risk Perception

Any human-computer interface imposes a certain level of cognitive load to the user task. Analogou... more Any human-computer interface imposes a certain level of cognitive load to the user task. Analogously, the task itself also imposes different levels of cognitive load. It is common sense in 3D user interfaces research that a higher number of degrees of freedom increases the interface cognitive load. If the cognitive load is significant, it might compromise the user performance and undermine the evaluation of user skills in a virtual environment. In this paper, we propose an assessment of two immersive VR interfaces with varying degrees of freedom in two VR tasks: risk perception and basic object selection. We examine the effectiveness of both interfaces in these two different tasks. Results show that the number of degrees of freedom does not significantly affect a basic selection task, but it affects risk perception task in an unexpected way.

Research paper thumbnail of Awareness of Other: Evaluating the Impact of Proximity Cues in Collaborative Tasks

Collaboration in 3D environments has the main goal of attaining a high degree of teamwork by expo... more Collaboration in 3D environments has the main goal of attaining a high degree of teamwork by exposing the team to a suitable level of immersion. However, users within virtual environments have limitations to perceive the same stimuli of the real world. Particularly, the feeling of presence and nearness of the other is difficult to be generated in VR systems. This poster presents a work in progress that shows our current results on evaluating the impact of three different proximity cues for generating awareness of the presence of other. The design of each cue aims at independently stimulating the senses of sight, hearing and touch. The experiment design includes the comparison with a baseline condition in virtual environments where no specific stimulation is applied.

Research paper thumbnail of CSCW Systems in Virtual Environments: A General Development Framework

Collaborative Virtual Environments (CVEs), defined as systems that allow performing some collabor... more Collaborative Virtual Environments (CVEs), defined as systems that allow performing some collaborative tasks in a virtual world, were proposed since 1990. From the beginning, these systems were developed as particular applications of Computer-Supported Cooperative Work (CSCW) in a virtual reality world, with specific restrictions on both collaborative work and technological (hardware and software) requirements. Therefore, design guidelines which could be applied to new developments have not been proposed. This paper presents a general framework for designing and developing CSCW systems in virtual 3D environments, which integrates new methodologies that provide clear and formal techniques to develop CSCW, interactive and 3D systems.

Research paper thumbnail of Panoramic Immersive Videos - 3D Production and Visualization Framework

Panoramic immersive video is a new technology, which allows the user to interact with a video bey... more Panoramic immersive video is a new technology, which allows the user to interact with a video beyond simple production line, because it enables the possibility to navigate in the scene from different points of view. Although many devices for the production of panoramic videos have been proposed, these are still expensive.In this paper a framework for production of virtual panoramic immersive videos using 3D production software is presented. The framework is composed by two stages: panoramic video production and immersive visualization. In the former stage the traditional 3D scene is taken as input and two outputs are generated, the panoramic video and path sounds to immersive audio reproduction. In the latter, a desktop CAVE assembly is proposed in order to provide an immersive display.

Research paper thumbnail of Evaluation of 3D Applications on Mobile Gaming Consoles Using Client-Server Architecture

Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities,... more Within the mobile devices, the gaming consoles have the greatest graphic processing capabilities, in this category can be find the Nintendo DS and Sony PSP. Despite their resources there is minimal use of client-server architectures. This potential opens the possibility of using this kind of system where the gaming console acts as a graphic terminal that visualize a 3D world and a desktop computer act as the server to storage the geometric structure of this one. In the mobile gaming consoles class, the platform created by Sony Corporation, called Play Station Portable, has the highest graphic processing potential, and that is why it was chosen for the construction of the system proposed in this work. This paper proposed a client-server system that updates a 3D world in real time and displays it in the graphic terminal, with the geometric information transmitted by the server in response to the user actions, it is also presented a benchmark test to verify the capabilities of gaming consoles.

Research paper thumbnail of Automatic algorithm for geometric correction in subtraction radiography

Digital subtraction is currently used in radiographic studies of periapical lesions or other dent... more Digital subtraction is currently used in radiographic studies of periapical lesions or other dental disorders that have been treated and whose progress must be evaluated over time. This paper presents an accurate and reliable automatic method for correcting the geometric distortions that are frequently present in this kind of studies. The algorithm corrects these geometric distortions comparing two images, transforming one of them (the floating image) into the other (the reference image) so that the pixels representing the same physical structure can be superimposed. Firstly, the algorithm performs an affine transformation on the floating image. Then, the resulting image is compared with the reference using a similarity measure, the correlation ratio. Finally, a standard minimization algorithm, the downhill simplex method in multidimensions, chooses transformation parameters to maximize similarity.

Research paper thumbnail of Cardiac tissue segmentation in ultrasound images using histogram of absolute differences

Echocardiography is nowadays a current method for qualitative assessment of the structural, anato... more Echocardiography is nowadays a current method for qualitative assessment of the structural, anatomical and functional performances of the heart as well as for detection of abnormalities produced by any heart disease. The algorithm presented here segments the cardiac tissue in three different classes and is based on the analysis of the histogram of absolute differences, which is used for texture detection.

Research paper thumbnail of Automatic detection of malaria parasites in thick blood films stained with Haematoxylin-Eosin

A main objective of this investigation was to determine an automatic strategy for parasite detect... more A main objective of this investigation was to determine an automatic strategy for parasite detection in thick blood films. In Colombia malaria is still a major health problem and diagnosis has come to be of the domain of trained technician groups due to the lack of Medical resources. Such an automatic strategy would then be a useful filter for the specialist to test technician diagnosis. This paper presents the development and validation of an original automatic method to detect parasites in thick blood films. The algorithm is trained by selecting a number of correctly classified pixels from each tissue, which are then used as input to a statistical classifier based on the k-Nearest Neighbor (k-NN) decision rule in the RGB color space. A few samples of the classes to segment, i.e. red cells (RC), parasites (PA) and background (BG) are picked to obtain a representation of the pattern space. The k-NN rule classifies a given pixel within the category the most heavily represented among its k-Nearest Neighbors. Validation was performed on a group of eight images. Parasite was detected in the entire set of test images and the number of misclassfied pixels was observed to amount to 12.24 %.

Research paper thumbnail of Development of an automatic algorithm for scoliosis detection using Moire Topography

Radiographic studies for diagnosing patients with scoliosis and other deformities of the spine pr... more Radiographic studies for diagnosing patients with scoliosis and other deformities of the spine pro- duce a considerable radiation exposure. In the course of the past few years, a number of alter- native spinal diagnostic procedures have been de- veloped. In this paper we present a new approach for spine evaluation, using digital moire topogra- phy. Firstly, a periodic fringe pattern is projected on the back, which is first digitized and then bi- narized. Afterwards, the binary image is superim- posed with a set of four fringe images, which have been constructed by displacing the fringe pattern a predetermined phase. These shifted images are low pass filtered to rule out the fringe patterns and obtain the corresponding moire contours. Fi- nally, the back topography is calculated by using the fringe phase, which has been deduced from the four phase shifted images. Scoliosis is deter- mined from the angle between a reference plane and the horizontal line which passes through the

Research paper thumbnail of Aplicación para la lectura y conversión de formatos DICOM no estándar y Genesis

This paper shows a software to visualise medical images stored in formats DICOM, non-standard DIC... more This paper shows a software to visualise medical images stored in formats DICOM, non-standard DICOM and Genesis. An study of structures of non-standard DICOM formats is made. The software can be compiled for different operative systems and tested with 1019 images.

Research paper thumbnail of Heart-In-Hand, swapping point of view for immersive navigation in medical cardiology

2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)

This work shows an interaction technique that allows the user to swap between egocentric and exoc... more This work shows an interaction technique that allows the user to swap between egocentric and exocentric points of view while performing an anatomic navigation task inside the human heart. To achieve this, we propose a technique that furnishes the user with a natural interaction supported by two components. The first is a tangible heart representation that the user may manipulate with their hands in an exocentric view; the second is a set of manual gestures that provide locomotion actions in an egocentric view and allow the user to swap between the points of view. Two classic 3D interaction techniques inspire this work: i) World In Miniature and ii) Voodoo Dolls, extending them with natural interaction components. The preliminary tests showed that the proposed approach allows users to take advantage of an immersive first-person viewer of the heart using the third-person view to get a global point of view without missing the anatomic location inside the heart.

Research paper thumbnail of Touch & Live. An immersive experience for acting in others’ bodies

2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020

This work shows an immersive experience for the user to feel a disability while doing a simple ta... more This work shows an immersive experience for the user to feel a disability while doing a simple task. The narrative looks for that the user feels empathy with other’s conditions through living a situation multiple times, first in the body of someone without disabilities and then, each time in the body of a different person with a different disability: hearing impairment, visual disability, and reduced mobility. So, we support the experience in human-mediated-interactions, focused on triggering the animations and providing physical-haptic feedback, including a touch that triggers the virtual change of the body for re-living the situation, like a déjà vu.

Research paper thumbnail of Interactive Narrative: Model and Application to Improve Children's Health Habits

Research paper thumbnail of Pipeline of anatomical models generation. Experience of surgical planning and medical personal training by means of virtual environments and physical prototyping

2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020

In medical practice, immersive experiences are rapidly expanding.The generation of 3D models depi... more In medical practice, immersive experiences are rapidly expanding.The generation of 3D models depicting anatomical structures with medical relevance is necessary. Applying extended reality (XR) technologies, this work presents a pipeline to generate 3D content suitable to be used in a virtual environment or printed as a physical prototype, as an aid to the treatment of patients with complex congenital heart and tracheal diseases. We strive to provide a valuable tool to improve different aspects involved in the treatment of complicated medical cases, particularly, people training and surgical planning. The paper presents an example, a real medical case, that illustrates the process.

Research paper thumbnail of Autonomous Driving: Obtaining Direction Commands by Classifying Images Within a Simulation Platform

Research paper thumbnail of A codesign approach to the understanding of people with reduced mobility in the labor context

Proceedings of the 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques, 2019

Identify the capabilities of a person with reduced mobility is fundamental to understand what kin... more Identify the capabilities of a person with reduced mobility is fundamental to understand what kind of technological design solution could support labor activities. Likewise, the person must involve in the process to guarantee that the solution complies with his/her expectations. In this way, this work in progress presents a codesign approach to identify the variables, and these allow understanding of how to enhance or amplify the professional skills for people with reduced mobility. The proposed approach is an adaptation of the probing process, which involves the participant through self-report in the experience activity by think-aloud technique. Moreover, the observation method was recorded activity in three viewpoints. The initial research is composed of five stages, 1) Tuning In, 2) Probing, 3) First interpretations, 4) Deepenings, and 5) Interpretation and Ideation. This work shows the results of stages 1, 2, 3 for a case of study that involves a student of last year of engineer...

Research paper thumbnail of Fear levels in virtual environments, an approach to detection and experimental user stimuli sensation

2016 XXI Symposium on Signal Processing, Images and Artificial Vision (STSIVA), 2016

This work presents an approach to detect the emotional state of users immersed in a virtual envir... more This work presents an approach to detect the emotional state of users immersed in a virtual environment by involving them in an activity to relieve their emotional response. Likewise, the main aspect is to identify the current emotional state by monitoring a set of biometrics, the principal activity involves a signal based analysis of emotional processing in order to validate the height interpretations.

Research paper thumbnail of Laboratory Experiments in CSCL Activities

Improving Experiences

Several groupware tools have been implemented within Computer Supported Collaborative Learning (C... more Several groupware tools have been implemented within Computer Supported Collaborative Learning (CSCL) research groups in order to test ideas and concepts currently being studied. It is very important to perform pilot-evaluations with these systems. The CSCW Lab is an environment for evaluating groupware within research groups. Four dimensions in assessing groupware were identified: context, collaboration, usability, and cultural impacts. In this chapter, the authors present a proposal to detail the collaboration level, specifically for CSCL domain applications. Understanding and analyzing the collaborative learning process requires a fine-grained sequential analysis of the group interaction in the context of learning goals. Several researchers in the area of cooperative work take as success criterion the quality of the group outcome. Nevertheless, recent findings are giving more importance to the quality of the "cooperation process" itself. The proposed model includes a set of guidelines to evaluate the usage of CSCL tools within a collaboration process defined along with the learning objectives. The authors have defined an experiment with a software tool instrumented to gather information that allowed them to verify the presence of a set of cooperation indicators, which in turn helped to determine the quality of the work process.

Research paper thumbnail of Affordable Immersive Narratives Applied to Social Phobia Assisted Treatment. Case Study: Anxiety Disorders

Research paper thumbnail of Non-Traditional Rig for Virtual Environment Systems. Case study: Arm rig

Symposium on Virtual and Augmented Reality, 2021

Research paper thumbnail of Towards the development of a framework for the design of Automotive Infotainment Systems: First contextual approaches

Rev. Colomb. de Computación, 2020

The objective of this article was to establish the first contextual approaches for the developmen... more The objective of this article was to establish the first contextual approaches for the development of a framework focused on the design of automotive infotainment systems. Therefore, a method was developed to identify a group of characteristics of the infotainment system interfaces that ensure a good user experience by the user, according to previous studies. Besides, the establishment of usability is proposed as a basis for the development of the tool.

Research paper thumbnail of Seguimiento y ubicación espacial de puntos por estereovisión usando la tecnología Nintendo Wii

Presentacion que se llevo a cabo durante el II Congreso Internacional de Computacion y Telecomuni... more Presentacion que se llevo a cabo durante el II Congreso Internacional de Computacion y Telecomunicaciones COMTEL 2010 del 13 al 15 de octubre de 2010 en Lima, Peru. COMTEL, es un certamen organizado por la Facultad de Ingenieria de Sistemas, Computo y Telecomunicaciones de la Universidad Inca Garcilaso de la Vega, que congrega a profesionales, investigadores y estudiantes de diversos paises con el fin de difundir e intercambiar conocimientos, mostrar experiencias academicas-cientificas y soluciones para empresas en las areas de Computacion, Telecomunicaciones y disciplinas afines.

Research paper thumbnail of Multi-Sensor based Gestures Recognition for a User with Motor Disability

2019 XXII Symposium on Image, Signal Processing and Artificial Vision (STSIVA), 2019

This paper shows the preliminary results of a work in progress that aims to analyze signs of EMG ... more This paper shows the preliminary results of a work in progress that aims to analyze signs of EMG from the right upper extremity of a person with partial paralysis to detect the different movements that allow the interaction with different environments. We made a design of a set of gestures to evaluated an SVM data classification process from extraction of statistics and frequency characteristics for the commercial MYO gesture device, determining The optimal configurations for the functionality of the system. The evaluation included eight pre-designed gestures for a person with a motor disability situation and was achieved to demonstrate that the device has a correct efficiency over the metrics evaluated in this research.

Research paper thumbnail of Mixed Reality Infotainment Simulator, Work in Progress

Communications in Computer and Information Science, 2020

Research paper thumbnail of Interacción Humano-Computador en la Sociedad Colombiana de Computación

Rev. Colomb. de Computación, 2020

La Interacción Humano-Computador (HCI, CHI en USA o IPO en España) en la actualidad está presente... more La Interacción Humano-Computador (HCI, CHI en USA o IPO en España) en la actualidad está presente en cualquier software o producto y por ende es una asignatura obligatoria en todo el mundo (Abascal et al., 2001). Una interfaz es una “superficie” de contacto (Laurel & Mountford, 1990), que refleja las propiedades físicas de los usuarios que interactúan, las funciones a realizar, y el balance de poder y control. La interfaz forma parte de un entorno cultural, físico y social, y por tanto, es necesario tener en cuenta una serie de factores al momento de diseñarla. Es así como el diseño de la interfaz se ha convertido en un elemento crítico en el desarrollo de productos software y hardware, y es uno de los principales factores que influyen en el éxito y competitividad de las aplicaciones. Actualmente, los sistemas interactivos prestan una atención cada vez mayor a las interfaces, demandando cambios en el desarrollo de estos productos. Un sistema interactivo ya no es sólo juzgado por su ...

Research paper thumbnail of Recognition of Emotional influence of a character. Experimental Design and Preliminary Results

2020 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2020

This paper shows the experimental setup and preliminary results of a work in progress that looks ... more This paper shows the experimental setup and preliminary results of a work in progress that looks to induce and recognize the emotional influence of a character. The experiment starts with a user seated on an bus. A character takes the bus, and he walks and sits in front of the user. Three different behaviors are shown by the character, i.e., indifference, anxiety, and aggressiveness. A set of sensors were used to record the biometric signals of the user, and a bag of features approach is applied to the signals in combination with a machine-learning algorithms to recognize different emotional responses.

Research paper thumbnail of Desktop Application for Water Quality Prediction and Monitoring System Using ISO 9241-210 and Machine Learning Techniques

Communications in Computer and Information Science, 2021

Research paper thumbnail of Homemade XR: Enriching conversations and shortening social distancing

This work shows an alternative way to shortening social distancing without breaking physical dist... more This work shows an alternative way to shortening social distancing without breaking physical distancing, a medical recommendation in some health conditions, as the current COVID-19 pandemic. As an alternative to traditional video conferencing, this proposal allows persons to interact with their natural space while actively participating in a remote call. Each participant’s reality is extended with a visual representation of the other and binaural sound, enriching the conversation by the sense of the other’s proximity. This proposal uses quotidian technology, i.e., smartphones, and an immersive homemade device, to provide an affordable system to display and capture audio stereo and video.

Research paper thumbnail of Parametric Facial Animation for Affective Interaction Workflow for Avatar Retargeting

Electronic Notes in Theoretical Computer Science, 2019

Abstract Virtual avatars/characters are essential in the interaction with virtual environments an... more Abstract Virtual avatars/characters are essential in the interaction with virtual environments and 3D video games. While these avatars can be controlled by a bot or a human, they need a suitable model that allows emotion representation regardless of what or who is controlling them, since it increases the interaction and immersion. Provide facial expressions to any avatar require an animation process to emulate a particular gesture or emotion before to include it in a virtual environment. This process is specific to every single facial expression required in the avatar. This paper presents an initial approximation to contribute to the solve this problem with a workflow to apply a well-known parameterized face model called Candide. The proposal aims to adapt Candide into any avatar previously modeled through automatic morphological adjustment and texture mapping. This work includes the application of this workflow into six characters licensed under the Creative Commons copyright. We also present examples of facial emotion animation, as well as subjective assessment by five experts in audiovisual and animation production.

Research paper thumbnail of Narrative Approach to Assess Fear of Heights in Virtual Environments

Lecture Notes in Computer Science, 2016

This paper presents an approach to the detection and identification of measurable human responses... more This paper presents an approach to the detection and identification of measurable human responses to heights inside a virtual environment. Biometric data such as heart rate and movement reactions are acquired during the execution of a task within a specific framework, signal based analysis is done to validate behavioral responses and interpretation of fear. Thus, giving a better understanding of the effect and extend of these stimuli in a person on a controlled virtual scene.