21,422 research outputs found

    A Deep-structured Conditional Random Field Model for Object Silhouette Tracking

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    In this work, we introduce a deep-structured conditional random field (DS-CRF) model for the purpose of state-based object silhouette tracking. The proposed DS-CRF model consists of a series of state layers, where each state layer spatially characterizes the object silhouette at a particular point in time. The interactions between adjacent state layers are established by inter-layer connectivity dynamically determined based on inter-frame optical flow. By incorporate both spatial and temporal context in a dynamic fashion within such a deep-structured probabilistic graphical model, the proposed DS-CRF model allows us to develop a framework that can accurately and efficiently track object silhouettes that can change greatly over time, as well as under different situations such as occlusion and multiple targets within the scene. Experiment results using video surveillance datasets containing different scenarios such as occlusion and multiple targets showed that the proposed DS-CRF approach provides strong object silhouette tracking performance when compared to baseline methods such as mean-shift tracking, as well as state-of-the-art methods such as context tracking and boosted particle filtering.Comment: 17 page

    Cognition-Based Networks: A New Perspective on Network Optimization Using Learning and Distributed Intelligence

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    IEEE Access Volume 3, 2015, Article number 7217798, Pages 1512-1530 Open Access Cognition-based networks: A new perspective on network optimization using learning and distributed intelligence (Article) Zorzi, M.a , Zanella, A.a, Testolin, A.b, De Filippo De Grazia, M.b, Zorzi, M.bc a Department of Information Engineering, University of Padua, Padua, Italy b Department of General Psychology, University of Padua, Padua, Italy c IRCCS San Camillo Foundation, Venice-Lido, Italy View additional affiliations View references (107) Abstract In response to the new challenges in the design and operation of communication networks, and taking inspiration from how living beings deal with complexity and scalability, in this paper we introduce an innovative system concept called COgnition-BAsed NETworkS (COBANETS). The proposed approach develops around the systematic application of advanced machine learning techniques and, in particular, unsupervised deep learning and probabilistic generative models for system-wide learning, modeling, optimization, and data representation. Moreover, in COBANETS, we propose to combine this learning architecture with the emerging network virtualization paradigms, which make it possible to actuate automatic optimization and reconfiguration strategies at the system level, thus fully unleashing the potential of the learning approach. Compared with the past and current research efforts in this area, the technical approach outlined in this paper is deeply interdisciplinary and more comprehensive, calling for the synergic combination of expertise of computer scientists, communications and networking engineers, and cognitive scientists, with the ultimate aim of breaking new ground through a profound rethinking of how the modern understanding of cognition can be used in the management and optimization of telecommunication network

    Music Maker – A Camera-based Music Making Tool for Physical Rehabilitation

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    The therapeutic effects of playing music are being recognized increasingly in the field of rehabilitation medicine. People with physical disabilities, however, often do not have the motor dexterity needed to play an instrument. We developed a camera-based human-computer interface called "Music Maker" to provide such people with a means to make music by performing therapeutic exercises. Music Maker uses computer vision techniques to convert the movements of a patient's body part, for example, a finger, hand, or foot, into musical and visual feedback using the open software platform EyesWeb. It can be adjusted to a patient's particular therapeutic needs and provides quantitative tools for monitoring the recovery process and assessing therapeutic outcomes. We tested the potential of Music Maker as a rehabilitation tool with six subjects who responded to or created music in various movement exercises. In these proof-of-concept experiments, Music Maker has performed reliably and shown its promise as a therapeutic device.National Science Foundation (IIS-0308213, IIS-039009, IIS-0093367, P200A01031, EIA-0202067 to M.B.); National Institutes of Health (DC-03663 to E.S.); Boston University (Dudley Allen Sargent Research Fund (to A.L.)

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Youth and intimate media cultures: gender, sexuality, relationships, and desire as storytelling practices in social networking sites

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    This paper investigates how young people give meaning to gender, sexuality, relationships, and desire in the popular social networking site (SNS) Netlog. In arguing how SNSs are important spaces for intimate politics, the extent to which Netlog is a space that allows contestations of intimate stories and a voicing of difference is questioned. These intimate stories should be understood as self-representational media practices; young people make sense of their intimate stories in SNSs through media cultures. Media cultures reflect how audiences and SNS institutions make sense of intimacy. This paper concludes that intimate stories as media practices in the SNS Netlog are structured around creativity, anonymity, authenticity, performativity, bricolage and intertextuality. The intimate storytelling practices focusing on creativity, anonymity, bricolage and intertextuality are particularly significant for a diversity of intimacies to proliferate
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