Human: Fall Flat is a physics-based puzzle game where you control both arms separately of a blob-like character. Look around with the right stick, move with the left stick, and press buttons to progress the game. If you fall or die, you fall a respawn right where you were not having to repeat puzzles. Amaze yourself with sophisticated mechanics and physics of the game. Learn how to climb, reach higher ledges, and move awkwardly through environmental puzzles. Levels get larger and larger as you proceed the game so you have to remain focused all the time.Create a unique characterCustomize your character with many details and enjoy controlling your tiny, marshmallow man. Use your webcam to import your image and appreciate hilarious game moments. If you’re feeling creative you can add a little color to your character’s life. Paint whatever design you like unto his jiggling body. The gelatinous body of your character can take pretty much any punishment you can throw at it. Not having a skeleton can be distinct advantage at times, as you don’t have any bones to break!Complex & Challenging gameplayHuman: Fall Flat features 8 complex, funny levels. Enter different rooms and try to find exit doors. Explore 4 large puzzle filled islands, each with their own distinct theme. Discover a vast array of puzzles to conquer and plenty of secrets & shortcuts to find. Control Bob’s slightly drunken swaying, explore maps and replay levels to hunt more aforementioned secrets. Hit the switches to open the door, bridge gaps, bust through walls, and finally get to the next section. Use either the keyboard and mouse or gamepad to play. You can pick up boxes, grab high ledges, and pull yourself up or pull leavers down. Control vehicles with many buttons, multiple pull, and leavers in order to head right direction.Extraordinary visual experienceHuman: Fall Flat gameplay features simple, low-poly art style that seems in vogue at the moment. The game has had some thought and care put into its overall design. The environment is simple yet full of character. The pathing throughout the levels is clear without being overtly obvious. If you can see an object or building in the distance, you can probably reach it and actually interact with it. Nothing in this game exists “just for show”. Watch the tutorial videos if you want to learn particular skill or movement.Enjoy multiplayer fun!If you just so happen to have a friend sitting next to you, you can partake on a little jolly cooperation with some old-school, split-screen action. Play with friends and enjoy together the fun nature of Human: Fall Flat.
Image recognition is a challenging problem that has recently received much attention in computer vision and machine learning. This book presents a comprehensive overview of the problem of image recognition based on deep neural network. we present an approach to recognize digits using four models i.e. Logistic Regression Model (LRM), Support Vector Machine (SVM), Back Propagation Neural Network (BPNN) & Convolutional Neural Network (CNN). Face recognition is a biometric system used to identify or verify a person from a digital image mostly used in security and surveillance purpose. Thus, we are inspired to inspect the effectiveness of deep neural network on face recognition. we present a deep neural network architecture referred as HOG-CNN for face recognition. The goal is to face recognize faces in real time i.e. using webcam, from a photograph or from a set of faces tracked in a video. This book also presents an approach to recognize objects in real time i.e. using webcam, from a photograph or from a set of objects tracked in a video.
As flexible and online learning arbitrated by ICT becomes more ubiquitous, there is a developing need for educators to consider methods of assessment using comparable tools. Computer Based Test (CBT) is an effective solution for mass education assessment. However, a diversity of e-assessment methods and systems have been developed in recent times but in the developing world it is still transitional, so far lack of flexible timing functionality to automatically log-off candidates upon expiration of allotted time, result integrity compromise, stand-alone positioning, lack of flexibility, robustness and scalability as well as human error are major limitations of the existing platforms. To ensure maximum security, various security measures/ techniques are used to authenticate the user and check if the person who is logging into the system is the right person or not, various techniques are used like biometric authentication, fingerprint or face recognition via webcam. (Ainley and Searle, 2007): "Without a suitable, computer based way of conducting examinations, curriculum transformation may be unlikely to occur because assessment is a major determinant in teaching,"
Networked 3D virtual environments allow multiple users to interact with each other over the Internet. Users can share some sense of telepresence by remotely animating an avatar that represents them. However, avatar control may be tedious and still render user gestures poorly. This work aims at animating a user s avatar from real time 3D motion capture by monocular computer vision, thus allowing virtual telepresence to anyone using a personal computer with a webcam. The approach followed consists of registering a 3D articulated upper-body model to a video sequence. The first contribution of this work is a method of allocating computing iterations under real-time constrain that achieves optimal robustness and accuracy. The major issue for robust 3D tracking from monocular images is the 3D/2D ambiguities that result from the lack of depth information. As a second contribution, this work enhances particle filtering for 3D/2D registration under limited computation constrains with a number of heuristics, the contribution of which is demonstrated experimentally. A parameterization of the arm pose based on their end-effector is proposed to better model uncertainty in the depth direction.
In recent times, however, herbal medicine found its way as an alternative to orthodox medicine. It is used in many societies and common to all cultures due to its affordability. Hence there is a need for the development of a web-based herbal system that contains the structured knowledge of herbs that could be prescribed, given diagnostic and therapeutic advice in a rapid and convenient fashion which is the goal of the study. In furtherance to the extent of this work, the future research can tuned to the development of client-server and peer-to-peer architecture that would allow the herbal practitioner to see face to face with the aid of webcam for easy diagnosis. Furthermore, future research may focus on the issue of charging the patient before service is render to them on an online herbal prescription. Also it was gathered that some herbs perform better when an incantations are recited on them than those without incantations. In that case, future research can be based on the knowledge base which will house the herbs and their incantations.
This book represents a Robotics sketching system that can be monitored and controlled remotely, it requires building a web-based system consist of a network Camera, an Industrial Robot and a server. Through a standard java-enabled web browser, an operator will be able to control a webcam for taking snapshots, perform an image processing of the taken snapshot to get its contours, and sketch it with a robot by automatic path planning and remotely controlling the robot. The book is focused on two parts: the first part is processing a facial image to find the contours that represent the image, and the second part is representing these contours as paths for the robot to follow them. The output of the second part is the contours of the image with minimum representation of points and with the correct sequence of points for each contour. The sequence of the output contours is also represents the near optimal sequence, therefore it preserves the minimum travelling time for the robot.
Science has brought out many technologies to ease the human life. The surveillance system is the one of them. Many surveillance systems are developed to monitor the desired object or locations. The CCTV (close circuit television) system has been the most used analog systems The development of surveillance system based on android cell phone is considered to be more available scheme at lowest and easiest means. A RF (radio frequency) controlled car with mounted android cell phone camera is used to monitor the hazardous places such as industrial equipment surrounded by poisonous gases, a building may spoil at any time, a battlefield and enemy area etc. IP Webcam, a free app for android cell phone is used in this research to transmit the watched audio and video from the cell phone camera to the supervisory PC (personal computer) at remote places. A story of completion of a successful dream research project inside.
Robust, non-intrusive human eye detection problem has been a fundamental and challenging problem for computer vision area. Not only it is a problem of its own, it can be used to ease the problem of finding the locations of other facial features for recognition tasks and human-computer interaction purposes as well. Many previous works have the capability of determining the locations of the human eyes but the main task in this thesis is not only a vision system with eye detection capability. Our aim is to design a real-time, robust, scale-invariant face tracker system with human eye movement indication property using the movements of iris based on localization technique indicate from image processing and circle fitting technique. As a result, our eye tracker system was successfully implemented using non-intrusive webcam with less error.
The use of webcam, especially through Skype, has recently become established as one more standard media technology, but so far there has been no attempt to assess its fundamental nature and consequences. Yet webcam has profound implications for many facets of human life, from self-consciousness and intimacy to the sustaining of long-distance relationships and the place of the visual within social communications. Based on research in London and Trinidad, this book shows how 'always-on' webcam is becoming an entirely different phenomenon from the initial use of webcam as a videophone. Webcam is examined within the framework of 'polymedia' - that is, the new environments created by the simultaneous presence of a multiplicity of communication technologies - and used to exemplify a theory of attainment that accepts media technologies as aspects of, rather than detracting from, our basic humanity.