A.D. Cheok

National University of Singapore, Singapore, Singapore

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Publications (43)50.2 Total impact

  • Conference Proceeding: Origami recognition system using natural feature tracking
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    ABSTRACT: This paper introduces a system that can recognize different type of paper-folding by users. The system allows users to register and use their desired paper in the interaction, and detect the folding by using Speed Up Robust Feature (SURF) algorithm. The paper also describes a paper-based tower defense game which has been developed as a proof of concept of our method. This method can be considered as the initial step for seamlessly migrating meaningful traditional art of origami into the digital world as a part of the interactive media.
    Mixed and Augmented Reality (ISMAR), 2010 9th IEEE International Symposium on; 11/2010
  • Conference Proceeding: Science Museum Mixed Reality Digital Media Exhibitions for Children
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    ABSTRACT: This paper will introduce digital media exhibitions developed for the Singapore Science Center. Digital media has become a new form of literacy for children. Allowing them to experience hands on advanced media technology should be the best way for children to understand these new technologies. To achieve this goal, we have developed exhibitions in the Singapore Science Center such as Blog Wall, Media Mirror, and Evolution Table. These cover advanced mixed reality, and human interaction technologies to have new experiences of learning and playing for children.
    Digital Media and its Application in Museum & Heritages, Second Workshop on; 01/2008
  • Article: DSP-Based Automated Error-Reducing Flux-Linkage-Measurement Method for Switched Reluctance Motors
    A.D. Cheok, Zhongfang Wang
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    ABSTRACT: The switched reluctance motor (SRM) has received considerable attention from researchers for its many inherent advantages, and thus, it has become a popular research topic in the field of variable-speed drives as well as servo drives. Research on SRMs mainly includes their design, modeling and performance analysis, control, as well as applications. However, for verification of design, performance prediction, as well as development of a high-performance sensorless control algorithm, accurate measurement of the magnetic characteristics of the SRM is most critical. Hence, one of the most important problems in the field of SRMs is a practical and accurate instrumentation system for the measurement of the SRM magnetic characteristics. This paper first describes an accurate and fully automated digital method for the measurement of the magnetic characteristic of SRMs, which includes online offset-error removal and winding resistance estimation. In this method, a digital-signal-processor-based virtual instrumentation for measurement of flux linkage is developed. Then, the results of the measurement conducted on a four-phase SRM are presented. The accuracy of the measurement system is verified by comparing with that found via a magnetic analyzer. Finally, the various sources of errors and their contributions to the errors are discussed. The scheme can also be used, in general, for transformers or inductors.
    IEEE Transactions on Instrumentation and Measurement 01/2008; · 1.21 Impact Factor
  • Article: Combined Wireless Hardware and Real-Time Computer Vision Interface for Tangible Mixed Reality
    A.D. Cheok, Yan Qiu, Ke Xu, K.G. Kumar
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    ABSTRACT: Recent advances in technology enable portable, even wearable, computers to be equipped with wireless interfaces, which allows data transactions even while mobile. Combined with mixed reality (MR), mobile computing exploits a promising field for wearable computers. Natural and nonobtrusive means of interaction call for new devices, which should be simple to use, and provide effective tracking methods in unprepared environments for MR. In this paper, a new interaction hardware tilt pad designed using accelerometers and wireless devices is introduced. This is combined with two new natural feature-tracking algorithms based on geometrical image constraints. The first is based on epipolar geometry and provides a general description of the constraints on image flow between two static scenes. The second is based on the calculation of a homography relationship between the current frame and a stored representation of the scene. We assessed these algorithms compared with the current optical flow calculation algorithm across a number of criteria including robustness, speed, and accuracy. Finally, we demonstrated an MR computer game application combining the new tracking method and the hardware tilt pad. Videos of the tilt pad and application of tilt pad Pacman game can be found at the web site: http://www.mixedrealitylab.org.
    IEEE Transactions on Industrial Electronics 09/2007; · 5.16 Impact Factor
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    Article: Capture the flag: mixed-reality social gaming with smart phones
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    ABSTRACT: The author developed a mobile, mixed-reality version of capture the flag, a popular genre of computer game. Our CTF game is novel in three ways. First, the smart phone is the main interface. Using the smart phone, players physically role-play virtual characters who try to capture enemy flags by traversing different landscapes. This approach creates a direct, real-time linkage between the real and virtual worlds. Second, players can move freely in the real world over a wide area while maintaining seamless real-time networked contact with other players in both the real and virtual worlds. Third, CTF explores novel tangible aspects of human physical movement and perception, both in the real-world playing environment and in interaction with the virtual world.
    IEEE Pervasive Computing 05/2006; · 1.55 Impact Factor
  • Conference Proceeding: Combining the real and cyber worlds using mixed reality and human centered media
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    ABSTRACT: This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, touchy Internet, and the human pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed.
    Cyberworlds, 2005. International Conference on; 12/2005
  • Article: Real-time 3D human capture system for mixed-reality art and entertainment
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    ABSTRACT: A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. Nine cameras surrounding her capture the subject. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
    IEEE Transactions on Visualization and Computer Graphics 12/2005; 11(6):706-721. · 2.21 Impact Factor
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    Conference Proceeding: Capture the flag: a multiplayer online game for phone users
    A.D. Cheok, S.L. Teo, L. Cao, L.N. Thang
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    ABSTRACT: This paper explores the concept of using smart phones to facilitate pervasive mixed reality, location-based, physical and social gaming. The interaction and communication between the virtual and physical worlds are explored and studied using a mixed reality version of the capture-the-flag game. In this game, players from two different paradigms, virtual and real, compete and collaborate in a social gaming environment using mobile devices and network system.
    Wearable Computers, 2005. Proceedings. Ninth IEEE International Symposium on; 11/2005
  • Article: Fuzzy logic rotor position estimation based switched reluctance motor DSP drive with accuracy enhancement
    A.D. Cheok, Zhongfang Wang
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    ABSTRACT: This paper describes a novel angle estimation scheme for a real time digital signal processor (DSP) based switched reluctance motor drive using fuzzy logic where several unique techniques are implemented to improve the estimation accuracy. First, an optimized fuzzy model of the motor was created using an adaptive neuro-fuzzy inference system (ANFIS) based on accurately measured flux linkage data. Secondly, an improved fuzzy optimal sensing phase selector was developed based on the analysis of both modeling error and measurement error. Lastly, a delayless polynomial predictive filter and an online phase winding resistance estimator are also implemented to further improve the position estimation accuracy. Both simulation and experiment results on a DSP based real time drive are presented to show the effectiveness of this scheme.
    IEEE Transactions on Power Electronics 08/2005; · 4.65 Impact Factor
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    Article: Live three-dimensional content for augmented reality
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    ABSTRACT: We describe an augmented reality system for superimposing three-dimensional (3-D) live content onto two-dimensional fiducial markers in the scene. In each frame, the Euclidean transformation between the marker and the camera is estimated. The equivalent virtual view of the live model is then generated and rendered into the scene at interactive speeds. The 3-D structure of the model is calculated using a fast shape-from-silhouette algorithm based on the outputs of 15 cameras surrounding the subject. The novel view is generated by projecting rays through each pixel of the desired image and intersecting them with the 3-D structure. Pixel color is estimated by taking a weighted sum of the colors of the projections of this 3-D point in nearby real camera images. Using this system, we capture live human models and present them via the augmented reality interface at a remote location. We can generate 384×288 pixel images of the models at 25 fps, with a latency of <100 ms. The result gives the strong impression that the model is a real 3-D part of the scene.
    IEEE Transactions on Multimedia 07/2005; · 1.93 Impact Factor
  • Conference Proceeding: Age Invader: human media for natural social-physical inter-generational interaction with elderly and young
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    ABSTRACT: Increasing population of the elderly has caused many socio-economic issues. This paper describes the need to develop games for the elderly and proposes the solutions - social and physical interactions, adaptability, and coequality. Based on these concepts, "Age Invader" is shown as an example system which allows the elderly to play with children. The system allows natural social-physical inter-generational interactions.
    Active Media Technology, 2005. (AMT 2005). Proceedings of the 2005 International Conference on; 06/2005
  • Conference Proceeding: Framework of analysis and design of caring interaction with a miniature garden
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    ABSTRACT: To support "caring interaction" based on sandplay therapy and narrative therapy, mixed reality for sandplay therapy is introduced. Mixed reality enables us to express ourselves more effectively by sandplay, which reflects various discrepancies of a client's socially-induced self-image, which is sometimes referred to as the "dominant story" in narrative therapy. Mixed reality for sandplay enables us to detect various ways of changing a client's inadequate perceptual consistencies in the dominant story into an adequate and consistent one. That is to say, it changes his/her dominant story into an "alternative one", which is more harmonious and produces less stress than the dominant one. Hence, the technology of mixed reality is expected to provide a plaything-based framework for deriving an effective method of "caring interaction" and may enhance activities of our natural healing functions.
    SICE 2004 Annual Conference; 09/2004
  • Conference Proceeding: Ubiquitous human media for social and physical interaction
    [show abstract] [hide abstract]
    ABSTRACT: This paper outlines new facilities within ubiquitous human media spaces supporting embodied interaction between humans and computation both socially and physically. We believe that the current approach to developing electronic based design environments is lacking with regard to support for multi-person multi-modal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement three different research prototype systems: the Virtual Kyoto Garden, Touchy Internet, and the Human Pacman. The functional capabilities implemented in these systems include spatially-aware 3D navigation, tangible interaction, and ubiquitous human media spaces. Some of its details, benefits, and issues regarding design support are discussed.
    SICE 2004 Annual Conference; 09/2004
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    Article: Multisensory musical entertainment systems
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    ABSTRACT: As a result of our research into multisensory perception, we developed two unique musical entertainment systems - Bubble Bumble and Magic Music Desk (MMD) - that provide users with multisensory experiences in creating and playing back music in 3D physical environments through augmented reality interfaces. During the process of creating and playing back music, users encounter visual-speech, visual-tactile, and tactile-auditory experiences. We applied visual, auditory, and tactile sensory modalities to create a system that could express a wide range of human-musical artifacts. During the process of creating and playing back music, users experience a unique sensing experience of 3D-visual-speech, 3D-visual-sound - music and nonspeech sound - and tactile-auditory perceptions. Users also can experience visual-tactile sensation by using their hands to cause a corresponding system action. Beyond the multi-sensory experience, our multimedia systems also emphasize tangible human-computer interactions and communications within a physical environment. In this article, rather than focus on the application's design, we examine the systems' multi-modal perceptions. We describe each system and how it works, and we present the results of a formal user study we conducted.
    IEEE Multimedia 08/2004; · 0.44 Impact Factor
  • Article: Analysis of lip geometric features for audio-visual speech recognition
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    ABSTRACT: Audio-visual speech recognition employing both acoustic and visual speech information is a novel extension of acoustic speech recognition and it significantly improves the recognition accuracy in noisy environments. Although various audio-visual speech-recognition systems have been developed, a rigorous and detailed comparison of the potential geometric visual features from speakers' faces is essential. Thus, in this paper the geometric visual features are compared and analyzed rigorously for their importance in audio-visual speech recognition. Experimental results show that among the geometric visual features analyzed, lip vertical aperture is the most relevant; and the visual feature vector formed by vertical and horizontal lip apertures and the first-order derivative of the lip corner angle leads to the best recognition results. Speech signals are modeled by hidden Markov models (HMMs) and using the optimized HMMs and geometric visual features the accuracy of acoustic-only, visual-only, and audio-visual speech recognition methods are compared. The audio-visual speech recognition scheme has a much improved recognition accuracy compared to acoustic-only and visual-only speech recognition especially at high noise levels. The experimental results showed that a set of as few as three labial geometric features are sufficient to improve the recognition rate by as much as 20% (from 62%, with acoustic-only information, to 82%, with audio-visual information at a signal-to-noise ratio of 0 dB).
    IEEE Transactions on Systems Man and Cybernetics - Part A Systems and Humans 08/2004; · 2.12 Impact Factor
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    Article: Augmented reality camera tracking with homographies
    S.J.D. Prince, Ke Xu, A.D. Cheok
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    ABSTRACT: To realistically integrate 3D graphics into an unprepared environment, camera position must be estimated by tracking natural image features. We apply our technique to cases where feature positions in adjacent frames of an image sequence are related by a homography, or projective transformation. We describe this transformation's computation and demonstrate several applications. First, we use an augmented notice board to explain how a homography, between two images of a planar scene, completely determines the relative camera positions. Second, we show that the homography can also recover pure camera rotations, and we use this to develop an outdoor AR tracking system. Third, we use the system to measure head rotation and form a simple low-cost virtual reality (VR) tracking solution.
    IEEE Computer Graphics and Applications 12/2002; · 1.41 Impact Factor
  • Article: A new torque and flux control method for switched reluctance motor drives
    A.D. Cheok, Y. Fukuda
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    ABSTRACT: Switched reluctance (SR) motors have an intrinsic simplicity and low cost that make them well suited to many applications. However the motor's doubly salient structure and highly nonuniform torque and magnetization characteristics lead to the inability to excite the motor using conventional AC motor waveforms, or apply established AC motor rotating field theory to the motor. Furthermore, high torque ripple is inherent in the motor unless a torque ripple reduction strategy is employed. Thus, control of the motor is difficult and complex compared to other machines. Previous methods of control have fallen into two main categories: those which use a simplified linear model and those which account for the motor saturation. The simplified linear model schemes have the advantage of simplicity and tractability but are inaccurate in most practical SR drives, whereas the nonlinear schemes have the problem of high complexity and computational expensiveness which makes real-time implementation difficult. To overcome these problems, in this paper, a novel control method for the SR motor is derived from analysis of the nonuniform torque characteristics of the motor. The control method applies the philosophy of direct torque control (DTC). Unlike previous direct torque control schemes for the SR motor drive, the new method does not involve short flux patterns, a change of the motor winding configuration, or the use of a bipolar current drive. Thus, the scheme can be conveniently implemented on any normal type of SR motor drive. In addition, the scheme overcomes the problems associated with torque ripple control in the SR motor by regulating the torque output of the motor within a hysteresis band. Furthermore, the scheme is very simple and can be implemented in real-time with low cost microprocessor hardware
    IEEE Transactions on Power Electronics 08/2002; · 4.65 Impact Factor
  • Article: Performance comparison of fused soft control/hard observer type controller with hard control/hard observer type controller for switched reluctance motors
    C. Shi, A.D. Cheok
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    ABSTRACT: Both soft computing (SC) and hard computing (HC) techniques are often successful for solving real-world control problems. In cases where problems could be solved by either or both methodologies, an important research problem is to find what are the advantages for fusing SC methods together with HC methods, rather than using the HC method alone. Hence, in this paper, a performance comparison is detailed for a fused soft control/hard observer type controller (where a classical or HC type observer is fused with an adaptive fuzzy or SC type controller) and a hard control/hard observer type controller (where both the observer and feedback linearization controller are classical HC types). The domain in which this comparison is made is for the sensorless speed control of switched reluctance motors (SRMs). This is because this type of motor has highly nonlinear characteristics, and the HC type controller can often be detrimentally affected by modeling inaccuracies, as well as noise. Simulation and experimental results are illustrated to show the performance comparison of the soft control/hard observer type controller and the hard control/hard observer type controller under a wide range of identical operation conditions including transient speed and torque, SRM model parameter variations, and measurement noise. It can be seen from the results that the soft control/hard observer type exhibits a better performance than the hard control/hard observer type controller.
    IEEE Transactions on Systems Man and Cybernetics Part C (Applications and Reviews) 06/2002; · 2.01 Impact Factor
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    Conference Proceeding: Visual registration for geographical labeling in wearable computing
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    ABSTRACT: Real-time labeling of geographical landmarks is a simple wearable computing application. Most current systems are based on calculation of optical flow between the current and previous frames to adjust the label position. Here we present two alternative algorithms based on geometrical image constraints The first is based on epipolar geometry and provides a general description of the constraints on image flow between two static scenes. The second is based on the calculation of a homography relationship between the current frame and a stored representation of the scene. A homography can exactly describe the image motion when the scene is planar, or when the camera movement is a pure rotation, and provides a good approximation when these conditions are nearly met. We assess all three styles of algorithms across a number of criteria including robustness, speed and accuracy. We also consider issues of representation and storage for geographical labeling applications.
    Wearable Computers, 2002. (ISWC 2002). Proceedings. Sixth International Symposium on; 02/2002
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    Conference Proceeding: Game-City: a ubiquitous large area multi-interface mixed reality game space for wearable computers
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    ABSTRACT: This paper presents a novel wearable computer interaction and entertainment system which provides an interactive physical and mixed reality computer environment that spans large areas with multi-users, and can be extended to a whole city. Our system called "Game-City" is an embodied (ubiquitous, tangible, and social) wearable computing based mixed reality (MR) game space which regains the social aspects of traditional game plays whilst also maintaining the exciting fantasy features of traditional computer entertainment.
    Wearable Computers, 2002. (ISWC 2002). Proceedings. Sixth International Symposium on; 02/2002

Institutions

  • 1999–2008
    • National University of Singapore
      • Department of Electrical & Computer Engineering
      Singapore, Singapore
  • 2005
    • Nanyang Technological University
      • Interaction and Entertainment Research Centre (IERC)
      Singapore, Singapore
  • 2004
    • Kyoto University
      • Department of Systems Science
      Kyoto, Kyoto-fu, Japan
    • Arizona State University
      • School of Electrical, Computer and Energy Engineering
      Mesa, AZ, USA
  • 2000
    • University of Adelaide
      • School of Electrical and Electronic Engineering
      Adelaide, South Australia, Australia