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Featured researches published by Jesús Gimeno.


international conference on human computer interaction | 2011

Augmented mirror: interactive augmented reality system based on kinect

Lucía Vera; Jesús Gimeno; Inmaculada Coma; Marcos Fernández

In this paper we present a virtual character controlled by an actor in real time, who talks with an audience through an augmented mirror. The application, which integrates video images, the avatar and other virtual objects within an Augmented Reality system, has been implemented using a mixture of technologies: two kinect systems for motion capture, depth map and real images, a gyroscope to detect head movements, and control algorithms to manage avatar emotions.


Computers in Industry | 2013

A new AR authoring tool using depth maps for industrial procedures

Jesús Gimeno; Pedro Morillo; Juan M. Orduña; Marcos Fernández

Several augmented reality systems have been proposed for different target fields such as medical, cultural heritage and military. However, most of the current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers. In this paper, we propose an AR authoring tool which provides advanced visual effect, such as occlusion or media contents. This tool allows non-programming users to develop low-cost AR applications, specially oriented to on-site assembly and maintenance/repair tasks. A new 3D edition interface is proposed, using photos and Kinect depth information to improve 3D scenes composition. In order to validate our AR authoring tool, two evaluations have been performed, to test the authoring process and the task execution using AR. The evaluation results show that overlaying 3D instructions on the actual work pieces reduces the error rate for an assembly task by more than a 75%, particularly diminishing cumulative errors common in sequential procedures. Also, the results show how the new edition interface proposed, improves the 3D authoring process making possible create more accurate AR scenarios and 70% faster.


VISIGRAPP (Selected Papers) | 2013

An Easy-to-Use AR Authoring Tool for Industrial Applications

Jesús Gimeno; Pedro Morillo; Juan M. Orduña; Marcos Fernández

Augmented Reality (AR) applications have been emerged last years as a valuable tool for saving significant costs in maintenance and process control tasks in industry. This trend has been stimulated by the appearance of authoring tools that allow the fast and easy development of AR applications. However, most of current AR authoring tools are actually programming interfaces that are exclusively suitable for programmers, and they do not provide advanced visual effects such as occlusion or object collision detection.


Computers & Graphics | 2017

Combining traditional and indirect augmented reality for indoor crowded environments. A case study on the Casa Batlló museum

Jesús Gimeno; Cristina Portalés; Inmaculada Coma; Marcos Fernández; Bibiana Martínez

Abstract Mobile audio-guides are currently being used in museums to enhance the visitors’ experience. Over the past few years, some Augmented Reality (AR) solutions have been explored in this context, making it possible to provide augmented visual and sonic stimuli through the use of smartphones. However, the special conditions of museums (e.g. artificial markers cannot be used, small, crowded rooms, etc.) and the limited computational capacity of smartphones mean that there are important restrictions in the use of this technology. In this paper we introduce a novel mobile augmented guide for the Casa Batllo museum (Barcelona, Spain) which is based on a combination of traditional and indirect AR. Through the proposed solution, we further explore the use of indirect AR for the interior of buildings as, at present, this technology is usually used for outdoor environments. The developed application is currently being used by Casa Batllo visitors. Retrieval of user experience shows some of the benefits of the proposed solution and opens the door for other similar solutions in museums.


Archive | 2011

An Augmented Reality (AR) CAD System at Construction Sites

Jesús Gimeno; Pedro Morillo; Sergio Casas; Marcos Fernández

Augmented Reality (AR) technologies allow computer-generated content to be superimposed over a live camera view of the real world. Although AR is still a very promising technology, currently only a few commercial applications for industrial purposes exploit the potential of adding contextual content to real scenarios. Most of AR applications are oriented to fields such as education or entertainment, where the requirements in terms of repeatability, fault tolerance, reliability and safety are low. Different visualization devices, tracking methods and interaction techniques are described in the literature, establishing a classification between Indoor and Outdoor AR systems. On the one hand, the most common AR developments correspond to Indoor AR systems where environment conditions can be easily controlled. In these systems, AR applications have been oriented traditionally to the visualization of 3D models using markers. On the other hand, outdoor AR developments must face additional difficulties such as the variation on lighting conditions, moving or new objects within the scene, large scale tracking, etc... which hinder the development of new systems in real scenarios.


information integration and web-based applications & services | 2010

Intelligent eye: location-based multimedia information for mobile phones

Esther de Ves; Inmaculada Coma; Marcos Fernández; Jesús Gimeno

This paper describes Intelligent Eye, a mobile phone interactive leisure guide that offers location-based multimedia information. The information offered is related to the users position, so the main goal of this work is the development of an efficient system to detect where the user is pointing his/her camera at by means of a content-based image retrieval algorithm (CBIR). The CBIR procedure uses color histograms in the HS color space extracted from images, and employs Kullback-Leibler divergence as the similarity measure. Intelligent Eye can be used in a wide range of camera-equipped mobile phones; however, efficiency is improved if GPS data is available. In order to outperform other systems we have made use of a video stream in the classification process instead of using still images. Moreover, the image database can be populated dynamically by means of a feedback procedure with images taken by users. We report preliminary results of the prototype working with real images obtaining a hit classification rate of 96%.


international conference on virtual reality | 2007

A reconfigurable immersive workbench and wall-system for designing and training in 3D environments

Jesús Gimeno; Marcos Fernández; Pedro Morillo; Inmaculada Coma; Manuel Asensi Pérez

Virtual and Augmented Reality have been widely used in many scientific fields for the last two decades in order to visualize complex data and information. Although both techniques are oriented to show users complex 3D environments by means of an intuitive and easy mechanism, they use to become useless to manipulate the information in an intuitive and realistic way. In this paper, we present SOROLLA, a new concept of workbench designed for virtual and augmented reality purposes and specially oriented to the fields of teleeducation and engineering. Unlike other proposals, SOROLLA not only allows an easy utilization and configuration, but also shows a cost-effective immersive visualization system based on off-the-shelf elements. The initial results using our workbench and wall-system show that both efficiency and user satisfaction are higher than the ones obtained using conventional devices.


advances in computer entertainment technology | 2017

A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness.

Lucía Vera; Jesús Gimeno; Sergio Casas; Inma García-Pereira; Cristina Portalés

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and children, in which we combine different interaction and visualization modes. The application is shaped as a hybrid virtual-augmented “Game of the Goose” in which AR, tactile interaction and 3D virtual content are brought to the user in a combined but meaningful way. The combination of these different interaction paradigms creates an educational tool which is much more intuitive and engaging. In this serious game, multiple players/users can participate simultaneously and players obtain, on the one hand, an intuitive interaction, simple and realistic based on AR and, on the other hand, an increase in the sense of immersion by means of virtual content, for a given set of driving-related situations. This provides a much more tailored learning system, making the users focus in the given driving situations. The paper describes the objectives set in the development of the application, the design and implementation decisions taken and a comprehensive but preliminary assessment performed with 285 users which provides satisfactory and promising results.


Journal of Imaging | 2015

Towards a Guidance System to Aid in the Dosimetry Calculation of Intraoperative Electron Radiation Therapy

Cristina Portalés; Jesús Gimeno; Lucía Vera; Marcos Fernández

In Intraoperative Electron Radiation Therapy (IOERT), the lack of specific planning tools limits its applicability, the need for accurate dosimetry estimation and application during the therapy being the most critical. Recently, some works have been presented that try to overcome some of the limitations for establishing planning tools, though still an accurate guidance system that tracks, in real-time, the applicator and the patient is needed. In these surgical environments, the acquisition of an accurate 3D shape of the patient’s tumor bed in real-time is of high interest, as current systems make use of a 3D model acquired before the treatment. In this paper, an optical-based system is presented that is able to register, in real-time, the different objects (rigid objects) taking part in such a treatment. The presented guidance system and the related methodology are highly interactive, where a usability design has also been provided for non-expert users. Additionally, four different approaches are explored and evaluated to acquire the 3D model of the patient (non-rigid object) in real-time, where accuracies in the range of 1 mm can be achieved without the need of using expensive devices.


ASME 2011 World Conference on Innovative Virtual Reality | 2011

Table Top Augmented Reality System for Conceptual Design and Prototyping

Michael VanWaardhuizen; James H. Oliver; Jesús Gimeno

The AugmenTable is a desktop augmented reality workstation intended for conceptual design and prototyping. It combines a thin form factor display, inexpensive web cameras, and a PC into a unique system that enables natural interaction with virtual and physical parts. This initial implementation of the AugmenTable takes advantage of the popular open source augmented reality software platform ARToolkit to enable manual interaction with physical parts, as well as interaction with virtual parts via a physically marked pointer or a color-marked fingertip. This paper describes similar previous work, the methods used to create the AugmenTable, the novel interaction it affords users, and a number of avenues for advancing the system in the future.Copyright

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Lucía Vera

University of Valencia

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