16,541 research outputs found
A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment
We describe the design and implementation of a vision based interactive
entertainment system that makes use of both involuntary and voluntary control
paradigms. Unintentional input to the system from a potential viewer is used to
drive attention-getting output and encourage the transition to voluntary
interactive behaviour. The iMime system consists of a character animation
engine based on the interaction metaphor of a mime performer that simulates
non-verbal communication strategies, without spoken dialogue, to capture and
hold the attention of a viewer. The system was developed in the context of a
project studying care of dementia sufferers. Care for a dementia sufferer can
place unreasonable demands on the time and attentional resources of their
caregivers or family members. Our study contributes to the eventual development
of a system aimed at providing relief to dementia caregivers, while at the same
time serving as a source of pleasant interactive entertainment for viewers. The
work reported here is also aimed at a more general study of the design of
interactive entertainment systems involving a mixture of voluntary and
involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho
DeepSketch2Face: A Deep Learning Based Sketching System for 3D Face and Caricature Modeling
Face modeling has been paid much attention in the field of visual computing.
There exist many scenarios, including cartoon characters, avatars for social
media, 3D face caricatures as well as face-related art and design, where
low-cost interactive face modeling is a popular approach especially among
amateur users. In this paper, we propose a deep learning based sketching system
for 3D face and caricature modeling. This system has a labor-efficient
sketching interface, that allows the user to draw freehand imprecise yet
expressive 2D lines representing the contours of facial features. A novel CNN
based deep regression network is designed for inferring 3D face models from 2D
sketches. Our network fuses both CNN and shape based features of the input
sketch, and has two independent branches of fully connected layers generating
independent subsets of coefficients for a bilinear face representation. Our
system also supports gesture based interactions for users to further manipulate
initial face models. Both user studies and numerical results indicate that our
sketching system can help users create face models quickly and effectively. A
significantly expanded face database with diverse identities, expressions and
levels of exaggeration is constructed to promote further research and
evaluation of face modeling techniques.Comment: 12 pages, 16 figures, to appear in SIGGRAPH 201
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Towards an ontology of networked learning
Networked learning, conceived of as networks of people, informational resources and technologies, constitutes what has been termed a âhighly interwinedâ technology. In this paper we develop our earlier argument that sociotechnical networks can form the basis for a non-determinist theory of learning technology.
Firstly, we argue that Kling et alâs sociotechnical interaction network (STIN) is compatible with a realist ontology, drawing on Fleetwoodâs âontology of the realâ and Lawsonâs proposition of the social nature of the artefact in networks of âpositioned practicesâ. This, we suggest, gives a more secure basis for the STIN concept, and provides a clear alternative to actor network theory (ANT)-based views of sociotechnical networks which do not distinguish between the influence of human and material agents. This also, we argue, provides an alternative way of anchoring concepts from the social informatics literature, often influenced by Giddensâ structuration theory, in ways that can help networked learning research.
Secondly, we explore some potential implications of such an approach for theories of networked learning and learning more widely. In particular, we suggest a possible ontology of elements of learning technology. The use of the word âlearningâ here is somewhat problematic, as it is routinely used rather loosely to describe changes at multiple levels but which are likely to have rather different underlying mechanisms. A more thorough ontology of learning technology would allow us to distinguish between these uses and identify potentially distinct mechanisms at play in different forms and levels of learning.
Thirdly, we use this approach to explore how viewing learning technologies as sociotechnical networks helps to clarify our thinking about identities in social networking for personal, learning and professional purposes
Vocabulary learning and retention through multimedia glossing
Drawing on Mayerâs (2014) cognitive theory of multimedia learning, the purpose of this study was to examine which modes of gloss presentation (i.e., L2 definition, aural, and video animation) are effective for learnersâ vocabulary learning and delayed word recollection. One control group and three experimental groups were formed by 132 intermediate language learners. Pre- and post-tests of productive recall and multiple-choice productive recognition were administered, and learnersâ perceptions toward glossing were examined through a questionnaire and interviews. Quantitative data were analyzed using ANCOVA, and themes that emerged from the qualitative data were identified. The quantitative findings revealed that dual glossing modes were more effective than single glossing modes for many test sessions. However, single glossing was also effective for a few test sessions. The questionnaire and interview data showed that learners preferred the dual glossing mode of L2 definition and video animation. The findings provide insights for vocabulary learning and teaching
Multimedia in Computer-Assisted Language Learning
This paper will investigate the theoretical foundation behind the use of multimedia in language learning and give an overview of guidelines for creating an effective learning environment using multimedia. Examples will be given of how CALL was used for achieving different study goals, i.e. improving different aspects of language knowledge. After defining CALL and multimedia, which are the key concepts in this paper, related cognitive theories will be presented. These cognitive theories provide the basis for multimedia learning, which is the usual type of learning with the aid of a computer. Furthermore, phases of CALL will be presented in order to show how the field developed over time. Since multimedia materials have a crucial role in CALL, guidelines will be given for the successful implementation of multimedia into material for learning languages. The process of learning a language with multimedia will also be explained. Apart from that, the role of animation in CALL will be researched. Features of CALL will be discussed. However, the paper will focus on vocabulary acquisition with the aid of computer. Lastly, the concept of e-learning in relation with language learning will be researched in addition to giving an overview of other uses for computers in language learning
The Cosmological Liveliness of Terril Calder\u27s The Lodge: Animating Our Relations and Unsettling Our Cinematic Spaces
I first saw MĂ©tis artist Terril Calder\u27s 2014 stop-frame feature, The Lodge, an independently made, relatively small- budget film, at its premiere at the ImagineNative Film + Media Arts festival, held annually in Toronto, Canada. The feature-length animation played to a full house at the Light-box Theater downtown. Many were there to attend the five-day festival, which is dedicated to Indigenous media made by and for Indigenous people. Others were there because as members of Toronto\u27s general public they wanted to catch a movie during a night out in the city. Since then The Lodge has shown at various other independent venues. It isn\u27t what you might think of as commercial fare. Its audiences are not huge.
However, for those who do view The Lodge, the film presents a creative space to rethink our sense of boundaries in a number of ways: boundaries between human/nonhuman, white/Indigenous, male/female, spectator/film-object. In this essay, I argue that the film is thus an invitation to question the naturalness of hegemonic identity assumptions that demarcate such boundaries. I interviewed Calder (via Skype and subsequent email correspondence) soon after I saw the film, and I situate a close textual analysis of the film within the context of her intent and the burgeoning scholarly dialogue between Indigenous studies and ecocritical studies. The scholarly dialogue, as Joni Adamson and I write in the introduction to our recent anthology, Ecocriticism and Indigenous Studies: Conversations from Earth to Cosmos (2016), argues for clear sighted understandings of multi-faceted human/more-than-human relationships that exist outside of binaries imposed by Western notions of progress . Similarly, Steven Loft, coeditor of Coded Territories: Tracing Indigenous Pathways in New Media Art, writes of an Indigenous media cosmology that is replete with life and spirit, inclusive of beings, thought, prophecy, and the underlying connectedness of all things and that is not predicated on Western foundations of thought (xvi). Calder extends such Indigenous worldviews of connectedness to cinema and animation in particular
Solitonic Effects of the Local Electromagnetic Field on Neuronal Microtubules
Current wisdom in classical neuroscience suggests that the only direct action of the electric field in neurons is upon voltage-gated ion channels which open and close their gates during the passage of ions. The intraneuronal biochemical activities are thought to be modulated indirectly either by entering into the cytoplasm ions that act as\ud
second messengers, or via linkage to the ion channels enzymes. In this paper we present a novel possibility for subneuronal processing of information by cytoskeletal microtubule tubulin tails and we show that the local electromagnetic field supports information that could\ud
be converted into specific protein tubulin tail conformational states. Long-range collective coherent behavior of the tubulin tails could be modelled in the form of solitary waves such as sine-Gordon kinks, antikinks or breathers that propagate along the microtubule outer\ud
surface, and the tubulin tail soliton collisions could serve as elementary computational gates that control cytoskeletal processes. The biological importance of the presented model is due to the unique biological enzymatic energase action of the tubulin tails, which is experimentally verified for controlling the sites of microtubule-associated protein\ud
attachment and the kinesin transport of post-Golgi vesicles
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