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Applications
Smart Table enables observation of human's interaction with objects on the table surface through localization and identification of these objects. According to the requirements of Smart Kindergarten, a sample Smart Table application scenario was created where teachers need to get a detailed transcript of the sequence in which kids manipulate objects when solving problems. Examples
Smart Table is not limited to capturing interactions of only one person at a time. In principle, the gaming process of any of the well-known board games involving multiple players, such as Four-in-a-Row, Tic-Tac-Toe, Reversi, Chess etc. can be observed. The game area is simply extended to the entire table surface. This can be utilized in the form of a replaceable table cover, which carries the desired board game on it. When observations are collected over time and stored in a database sophisticated analysis can be carried out, e.g. the chosen strategy of a chess game can be analyzed based on involved players.
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This material is based upon work supported by the National Science Foundation under Grant No. ANI-0085773. Any opinions, findings and conclusions or recommendations expressed in this material are those of the author(s) and do not necessarily reflect the views of the National Science Foundation (NSF). |
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© 2002 by Networked & Embedded Systems Laboratory University of California, Los Angeles Author: Philipp Steurer |