168 research outputs found

    The audio/visual mismatch and the uncanny valley: an investigation using a mismatch in the human realism of facial and vocal aspects of stimuli

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    Indiana University-Purdue University Indianapolis (IUPUI)Empirical research on the uncanny valley has primarily been concerned with visual elements. The current study is intended to show how manipulating auditory variables of the stimuli affect participant’s ratings. The focus of research is to investigate whether an uncanny valley effect occurs when humans are exposed to stimuli that have an incongruity between auditory and visual aspects. Participants were exposed to sets of stimuli which are both congruent and incongruent in their levels of audio/visual humanness. Explicit measures were used to explore if a mismatch in the human realism of facial and vocal aspects produces an uncanny valley effect and attempt to explain a possible cause of this effect. Results indicate that an uncanny valley effect occurs when humans are exposed to stimuli that have an incongruity between auditory and visual aspects

    Languages of games and play: A systematic mapping study

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    Digital games are a powerful means for creating enticing, beautiful, educational, and often highly addictive interactive experiences that impact the lives of billions of players worldwide. We explore what informs the design and construction of good games to learn how to speed-up game development. In particular, we study to what extent languages, notations, patterns, and tools, can offer experts theoretical foundations, systematic techniques, and practical solutions they need to raise their productivity and improve the quality of games and play. Despite the growing number of publications on this topic there is currently no overview describing the state-of-the-art that relates research areas, goals, and applications. As a result, efforts and successes are often one-off, lessons learned go overlooked, language reuse remains minimal, and opportunities for collaboration and synergy are lost. We present a systematic map that identifies relevant publications and gives an overview of research areas and publication venues. In addition, we categorize research perspectives along common objectives, techniques, and approaches, illustrated by summaries of selected languages. Finally, we distill challenges and opportunities for future research and development

    KEER2022

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    AvanttĂ­tol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202

    Multimedia Development of English Vocabulary Learning in Primary School

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    In this paper, we describe a prototype of web-based intelligent handwriting education system for autonomous learning of Bengali characters. Bengali language is used by more than 211 million people of India and Bangladesh. Due to the socio-economical limitation, all of the population does not have the chance to go to school. This research project was aimed to develop an intelligent Bengali handwriting education system. As an intelligent tutor, the system can automatically check the handwriting errors, such as stroke production errors, stroke sequence errors, stroke relationship errors and immediately provide a feedback to the students to correct themselves. Our proposed system can be accessed from smartphone or iPhone that allows students to do practice their Bengali handwriting at anytime and anywhere. Bengali is a multi-stroke input characters with extremely long cursive shaped where it has stroke order variability and stroke direction variability. Due to this structural limitation, recognition speed is a crucial issue to apply traditional online handwriting recognition algorithm for Bengali language learning. In this work, we have adopted hierarchical recognition approach to improve the recognition speed that makes our system adaptable for web-based language learning. We applied writing speed free recognition methodology together with hierarchical recognition algorithm. It ensured the learning of all aged population, especially for children and older national. The experimental results showed that our proposed hierarchical recognition algorithm can provide higher accuracy than traditional multi-stroke recognition algorithm with more writing variability

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    Facial expression recognition in the wild : from individual to group

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    The progress in computing technology has increased the demand for smart systems capable of understanding human affect and emotional manifestations. One of the crucial factors in designing systems equipped with such intelligence is to have accurate automatic Facial Expression Recognition (FER) methods. In computer vision, automatic facial expression analysis is an active field of research for over two decades now. However, there are still a lot of questions unanswered. The research presented in this thesis attempts to address some of the key issues of FER in challenging conditions mentioned as follows: 1) creating a facial expressions database representing real-world conditions; 2) devising Head Pose Normalisation (HPN) methods which are independent of facial parts location; 3) creating automatic methods for the analysis of mood of group of people. The central hypothesis of the thesis is that extracting close to real-world data from movies and performing facial expression analysis on movies is a stepping stone in the direction of moving the analysis of faces towards real-world, unconstrained condition. A temporal facial expressions database, Acted Facial Expressions in the Wild (AFEW) is proposed. The database is constructed and labelled using a semi-automatic process based on closed caption subtitle based keyword search. Currently, AFEW is the largest facial expressions database representing challenging conditions available to the research community. For providing a common platform to researchers in order to evaluate and extend their state-of-the-art FER methods, the first Emotion Recognition in the Wild (EmotiW) challenge based on AFEW is proposed. An image-only based facial expressions database Static Facial Expressions In The Wild (SFEW) extracted from AFEW is proposed. Furthermore, the thesis focuses on HPN for real-world images. Earlier methods were based on fiducial points. However, as fiducial points detection is an open problem for real-world images, HPN can be error-prone. A HPN method based on response maps generated from part-detectors is proposed. The proposed shape-constrained method does not require fiducial points and head pose information, which makes it suitable for real-world images. Data from movies and the internet, representing real-world conditions poses another major challenge of the presence of multiple subjects to the research community. This defines another focus of this thesis where a novel approach for modeling the perception of mood of a group of people in an image is presented. A new database is constructed from Flickr based on keywords related to social events. Three models are proposed: averaging based Group Expression Model (GEM), Weighted Group Expression Model (GEM_w) and Augmented Group Expression Model (GEM_LDA). GEM_w is based on social contextual attributes, which are used as weights on each person's contribution towards the overall group's mood. Further, GEM_LDA is based on topic model and feature augmentation. The proposed framework is applied to applications of group candid shot selection and event summarisation. The application of Structural SIMilarity (SSIM) index metric is explored for finding similar facial expressions. The proposed framework is applied to the problem of creating image albums based on facial expressions, finding corresponding expressions for training facial performance transfer algorithms

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    The gravitational billion body problem : Het miljard deeltjes probleem

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    The increased availability of accelerator technology in modern supercomputers forces users to redesign their algorithms. These accelerators are specifically designed to offer huge amounts of parallel compute power. In this thesis I show how to harness the power of these parallel processors for astrophysical simulations. I start with an introduction that presents the developments in astrophysical algorithms and used hardware since the 1960__s till today. In the following scientific chapters I discuss the use of GPU accelerator technology for direct N-body methods and for the more advanced hierarchical algorithms. These advanced algorithms are more complex to implement on large parallel architectures, but by redesigning the algorithms it is possible to take advantage of the GPU. The developed algorithms are applied to simulate galaxy mergers to explain discrepancies in observational results. In the simulations we test different merger configurations and try to match the results with observational data. The final chapter shows how to scale the developed software code to thousands of GPUs as available in the Titan supercomputer. The in this thesis developed and presented algorithms allow astronomers to take advantage of the new GPU technology and thereby run simulations that contain thousand times more particles than was possible beforeNWOUBL - phd migration 201

    MULTI-MODAL TASK INSTRUCTIONS TO ROBOTS BY NAIVE USERS

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    This thesis presents a theoretical framework for the design of user-programmable robots. The objective of the work is to investigate multi-modal unconstrained natural instructions given to robots in order to design a learning robot. A corpus-centred approach is used to design an agent that can reason, learn and interact with a human in a natural unconstrained way. The corpus-centred design approach is formalised and developed in detail. It requires the developer to record a human during interaction and analyse the recordings to find instruction primitives. These are then implemented into a robot. The focus of this work has been on how to combine speech and gesture using rules extracted from the analysis of a corpus. A multi-modal integration algorithm is presented, that can use timing and semantics to group, match and unify gesture and language. The algorithm always achieves correct pairings on a corpus and initiates questions to the user in ambiguous cases or missing information. The domain of card games has been investigated, because of its variety of games which are rich in rules and contain sequences. A further focus of the work is on the translation of rule-based instructions. Most multi-modal interfaces to date have only considered sequential instructions. The combination of frame-based reasoning, a knowledge base organised as an ontology and a problem solver engine is used to store these rules. The understanding of rule instructions, which contain conditional and imaginary situations require an agent with complex reasoning capabilities. A test system of the agent implementation is also described. Tests to confirm the implementation by playing back the corpus are presented. Furthermore, deployment test results with the implemented agent and human subjects are presented and discussed. The tests showed that the rate of errors that are due to the sentences not being defined in the grammar does not decrease by an acceptable rate when new grammar is introduced. This was particularly the case for complex verbal rule instructions which have a large variety of being expressed
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