36,285 research outputs found

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    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

    Towards Structured Analysis of Broadcast Badminton Videos

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    Sports video data is recorded for nearly every major tournament but remains archived and inaccessible to large scale data mining and analytics. It can only be viewed sequentially or manually tagged with higher-level labels which is time consuming and prone to errors. In this work, we propose an end-to-end framework for automatic attributes tagging and analysis of sport videos. We use commonly available broadcast videos of matches and, unlike previous approaches, does not rely on special camera setups or additional sensors. Our focus is on Badminton as the sport of interest. We propose a method to analyze a large corpus of badminton broadcast videos by segmenting the points played, tracking and recognizing the players in each point and annotating their respective badminton strokes. We evaluate the performance on 10 Olympic matches with 20 players and achieved 95.44% point segmentation accuracy, 97.38% player detection score ([email protected]), 97.98% player identification accuracy, and stroke segmentation edit scores of 80.48%. We further show that the automatically annotated videos alone could enable the gameplay analysis and inference by computing understandable metrics such as player's reaction time, speed, and footwork around the court, etc.Comment: 9 page

    Automatic detection of accommodation steps as an indicator of knowledge maturing

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    Jointly working on shared digital artifacts – such as wikis – is a well-tried method of developing knowledge collectively within a group or organization. Our assumption is that such knowledge maturing is an accommodation process that can be measured by taking the writing process itself into account. This paper describes the development of a tool that detects accommodation automatically with the help of machine learning algorithms. We applied a software framework for task detection to the automatic identification of accommodation processes within a wiki. To set up the learning algorithms and test its performance, we conducted an empirical study, in which participants had to contribute to a wiki and, at the same time, identify their own tasks. Two domain experts evaluated the participants’ micro-tasks with regard to accommodation. We then applied an ontology-based task detection approach that identified accommodation with a rate of 79.12%. The potential use of our tool for measuring knowledge maturing online is discussed

    Detecting events and key actors in multi-person videos

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    Multi-person event recognition is a challenging task, often with many people active in the scene but only a small subset contributing to an actual event. In this paper, we propose a model which learns to detect events in such videos while automatically "attending" to the people responsible for the event. Our model does not use explicit annotations regarding who or where those people are during training and testing. In particular, we track people in videos and use a recurrent neural network (RNN) to represent the track features. We learn time-varying attention weights to combine these features at each time-instant. The attended features are then processed using another RNN for event detection/classification. Since most video datasets with multiple people are restricted to a small number of videos, we also collected a new basketball dataset comprising 257 basketball games with 14K event annotations corresponding to 11 event classes. Our model outperforms state-of-the-art methods for both event classification and detection on this new dataset. Additionally, we show that the attention mechanism is able to consistently localize the relevant players.Comment: Accepted for publication in CVPR'1

    PREDICTING CROSS-GAMING PROPENSITY USING E-CHAID ANALYSIS

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    Cross-selling different types of games could provide an opportunity for casino operators to generate additional time and money spent on gaming from existing patrons. One way to identify the patrons who are likely to cross-play is mining individual players’ gaming data using predictive analytics. Hence, this study aims to predict casino patrons’ propensity to play both slots and table games, also known as cross-gaming, by applying a data-mining algorithm to patrons’ gaming data. The Exhaustive Chi-squared Automatic Interaction Detector (E-CHAID) method was employed to predict cross-gaming propensity. The E-CHAID models based on the gaming-related behavioral data produced actionable model accuracy rates for classifying cross-gamers and non-cross gamers along with the cross-gaming propensity scores for each patron. Using these scores, casino managers can accurately identify likely cross-gamers and develop a more targeted approach to market to them. Furthermore, the results of this study would enable casino managers to estimate incremental gaming revenues through cross-gaming. This, in turn, will assist them in spending marketing dollars more efficiently while maximizing gaming revenues
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