The game user research field has been increasingly gaining popularity within the video game industry that is interested in applying scientific research to better understand their audiences and optimize the quality of their game experiences. Quantitative approaches are important due to their utility in generating non-biased data concerning emotional responses, engagement, and in-game behaviors. This project is a continuation of a project we started with our industry partner Electronic Arts to investigate such direction.
Head-mounted eyegaze tracking allows experimenters to record the eye movements of a wearer while he interacts with a real situated environment. Analysis of the eye movements however, is difficult since motion of the wearer’s head causes objects to move relative to the head-mounted video camera. The focus of this project is to implement object recognition and motion tracking in video recorded from the head-mounted camera. Motion in the recorded environment will be matched to user’s eye movements to determine which particular object a person is looking at.
The project seeks to examine the feasibility of recovering a spectrum at high frequencies (such as 20 kHz - 40 kHz) from a signal sampled multiple times at much lower frequencies (such as 3999 Hz-4000 Hz). After this it aims to determine what sort of constraints are required for a digitizer to successfully recover the signal.
Based on the recent summit in Copenhagen, it is obvious that all nations are taking climate change seriously. One of the areas that countries are focusing on is reducing their greenhouse gas emissions by reducing their overall energy consumption. Industrial Countries are encouraging consumers to buy appliances that are deemed energy efficient using an Energy Star rating.
The use of S’ólh Téméxw (i.e., Stó:lō traditional territory) by others impacts Stó:lō cultural heritage, identity, and economic and social wellbeing. At present, the Stó:lō have limited authority to make decisions regarding the use of their territory. However, the courts have mandated that proposed developments on Crown land carry with them the duty to consult First Nations. The resulting consultation process provides the Stó:lō with the opportunity to influence land use decisions. In response to this opportunity, the Stó:lō are developing a cultural heritage land use plan.
The intern will be porting and extending a tool for detecting and classifying qualities of human movement which is then subsequently fed to a realtime generative visualization system as part of an artistic process. The classification scheme is based on Laban Effort qualities. The system uses accelerometers and a neural network to recognize and differentiate qualities of movement by a performer.
The primary goal of this internship is to produce a web based resource as well as a printed document using a series of GIS maps and statistical highlights to identify neighbourhood settlement patterns of government assisted refugees (GARs) in Metro Vancouver from January 2005 to December 2009. ISSofBC will be able to increase our capacity to analysis data that we currently capture but have no ability to fully analysis.
This project involves several researchers in the Multimedia Communications Lab at SFU, and is aimed at developing a prototype system for binocular stereoscopic eye tracking. The system will consist of eyeglasses worn by the subject, two infrared eye cameras (one for each eye) and a stereo imaging device. In addition to conventional gaze direction estimation, this would require estimating the gaze depth as well. Some of the challenges related to the development of such a
We are conducting an exciting project on building tools for managing personal social networks. You have a lot of friends, communicating with you in a few online social networks, such as Facebook, LinkedIn, and Twitter, as well as some traditional channels, such as emails, phone calls, and online messages. How to manage your contacts in a social network way?