2,999 research outputs found

    GESTURE RECOGNITION FOR PENCAK SILAT TAPAK SUCI REAL-TIME ANIMATION

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    The main target in this research is a design of a virtual martial arts training system in real-time and as a tool in learning martial arts independently using genetic algorithm methods and dynamic time warping. In this paper, it is still in the initial stages, which is focused on taking data sets of martial arts warriors using 3D animation and the Kinect sensor cameras, there are 2 warriors x 8 moves x 596 cases/gesture = 9,536 cases. Gesture Recognition Studies are usually distinguished: body gesture and hand and arm gesture, head and face gesture, and, all three can be studied simultaneously in martial arts pencak silat, using martial arts stance detection with scoring methods. Silat movement data is recorded in the form of oni files using the OpenNI ™ (OFW) framework and BVH (Bio Vision Hierarchical) files as well as plug-in support software on Mocap devices. Responsiveness is a measure of time responding to interruptions, and is critical because the system must be able to meet the demand

    CGAMES'2009

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    An Abstraction Framework for Tangible Interactive Surfaces

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    This cumulative dissertation discusses - by the example of four subsequent publications - the various layers of a tangible interaction framework, which has been developed in conjunction with an electronic musical instrument with a tabletop tangible user interface. Based on the experiences that have been collected during the design and implementation of that particular musical application, this research mainly concentrates on the definition of a general-purpose abstraction model for the encapsulation of physical interface components that are commonly employed in the context of an interactive surface environment. Along with a detailed description of the underlying abstraction model, this dissertation also describes an actual implementation in the form of a detailed protocol syntax, which constitutes the common element of a distributed architecture for the construction of surface-based tangible user interfaces. The initial implementation of the presented abstraction model within an actual application toolkit is comprised of the TUIO protocol and the related computer-vision based object and multi-touch tracking software reacTIVision, along with its principal application within the Reactable synthesizer. The dissertation concludes with an evaluation and extension of the initial TUIO model, by presenting TUIO2 - a next generation abstraction model designed for a more comprehensive range of tangible interaction platforms and related application scenarios

    Applied Cognitive Sciences

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    Cognitive science is an interdisciplinary field in the study of the mind and intelligence. The term cognition refers to a variety of mental processes, including perception, problem solving, learning, decision making, language use, and emotional experience. The basis of the cognitive sciences is the contribution of philosophy and computing to the study of cognition. Computing is very important in the study of cognition because computer-aided research helps to develop mental processes, and computers are used to test scientific hypotheses about mental organization and functioning. This book provides a platform for reviewing these disciplines and presenting cognitive research as a separate discipline

    Embodied interaction with visualization and spatial navigation in time-sensitive scenarios

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    Paraphrasing the theory of embodied cognition, all aspects of our cognition are determined primarily by the contextual information and the means of physical interaction with data and information. In hybrid human-machine systems involving complex decision making, continuously maintaining a high level of attention while employing a deep understanding concerning the task performed as well as its context are essential. Utilizing embodied interaction to interact with machines has the potential to promote thinking and learning according to the theory of embodied cognition proposed by Lakoff. Additionally, the hybrid human-machine system utilizing natural and intuitive communication channels (e.g., gestures, speech, and body stances) should afford an array of cognitive benefits outstripping the more static forms of interaction (e.g., computer keyboard). This research proposes such a computational framework based on a Bayesian approach; this framework infers operator\u27s focus of attention based on the physical expressions of the operators. Specifically, this work aims to assess the effect of embodied interaction on attention during the solution of complex, time-sensitive, spatial navigational problems. Toward the goal of assessing the level of operator\u27s attention, we present a method linking the operator\u27s interaction utility, inference, and reasoning. The level of attention was inferred through networks coined Bayesian Attentional Networks (BANs). BANs are structures describing cause-effect relationships between operator\u27s attention, physical actions and decision-making. The proposed framework also generated a representative BAN, called the Consensus (Majority) Model (CMM); the CMM consists of an iteratively derived and agreed graph among candidate BANs obtained by experts and by the automatic learning process. Finally, the best combinations of interaction modalities and feedback were determined by the use of particular utility functions. This methodology was applied to a spatial navigational scenario; wherein, the operators interacted with dynamic images through a series of decision making processes. Real-world experiments were conducted to assess the framework\u27s ability to infer the operator\u27s levels of attention. Users were instructed to complete a series of spatial-navigational tasks using an assigned pairing of an interaction modality out of five categories (vision-based gesture, glove-based gesture, speech, feet, or body balance) and a feedback modality out of two (visual-based or auditory-based). Experimental results have confirmed that physical expressions are a determining factor in the quality of the solutions in a spatial navigational problem. Moreover, it was found that the combination of foot gestures with visual feedback resulted in the best task performance (p\u3c .001). Results have also shown that embodied interaction-based multimodal interface decreased execution errors that occurred in the cyber-physical scenarios (p \u3c .001). Therefore we conclude that appropriate use of interaction and feedback modalities allows the operators maintain their focus of attention, reduce errors, and enhance task performance in solving the decision making problems

    A fuzzy probabilistic inference methodology for constrained 3D human motion classification

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    Enormous uncertainties in unconstrained human motions lead to a fundamental challenge that many recognising algorithms have to face in practice: efficient and correct motion recognition is a demanding task, especially when human kinematic motions are subject to variations of execution in the spatial and temporal domains, heavily overlap with each other,and are occluded. Due to the lack of a good solution to these problems, many existing methods tend to be either effective but computationally intensive or efficient but vulnerable to misclassification. This thesis presents a novel inference engine for recognising occluded 3D human motion assisted by the recognition context. First, uncertainties are wrapped into a fuzzy membership function via a novel method called Fuzzy Quantile Generation which employs metrics derived from the probabilistic quantile function. Then, time-dependent and context-aware rules are produced via a genetic programming to smooth the qualitative outputs represented by fuzzy membership functions. Finally, occlusion in motion recognition is taken care of by introducing new procedures for feature selection and feature reconstruction. Experimental results demonstrate the effectiveness of the proposed framework on motion capture data from real boxers in terms of fuzzy membership generation, context-aware rule generation, and motion occlusion. Future work might involve the extension of Fuzzy Quantile Generation in order to automate the choice of a probability distribution, the enhancement of temporal pattern recognition with probabilistic paradigms, the optimisation of the occlusion module, and the adaptation of the present framework to different application domains.EThOS - Electronic Theses Online ServiceGBUnited Kingdo
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