23,569 research outputs found

    Toward a model of computational attention based on expressive behavior: applications to cultural heritage scenarios

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    Our project goals consisted in the development of attention-based analysis of human expressive behavior and the implementation of real-time algorithm in EyesWeb XMI in order to improve naturalness of human-computer interaction and context-based monitoring of human behavior. To this aim, perceptual-model that mimic human attentional processes was developed for expressivity analysis and modeled by entropy. Museum scenarios were selected as an ecological test-bed to elaborate three experiments that focus on visitor profiling and visitors flow regulation

    A three-dimensional macroscopic fundamental diagram for mixed bi-modal urban networks

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    Recent research has studied the existence and the properties of a macroscopic fundamental diagram (MFD) for large urban networks. The MFD should not be universally expected as high scatter or hysteresis might appear for some type of networks, like heterogeneous networks or freeways. In this paper, we investigate if aggregated relationships can describe the performance of urban bi-modal networks with buses and cars sharing the same road infrastructure and identify how this performance is influenced by the interactions between modes and the effect of bus stops. Based on simulation data, we develop a three-dimensional vehicle MFD (3D-vMFD) relating the accumulation of cars and buses, and the total circulating vehicle flow in the network. This relation experiences low scatter and can be approximated by an exponential-family function. We also propose a parsimonious model to estimate a three-dimensional passenger MFD (3D-pMFD), which provides a different perspective of the flow characteristics in bi-modal networks, by considering that buses carry more passengers. We also show that a constant Bus-Car Unit (BCU) equivalent value cannot describe the influence of buses in the system as congestion develops. We then integrate a partitioning algorithm to cluster the network into a small number of regions with similar mode composition and level of congestion. Our results show that partitioning unveils important traffic properties of flow heterogeneity in the studied network. Interactions between buses and cars are different in the partitioned regions due to higher density of buses. Building on these results, various traffic management strategies in bi-modal multi-region urban networks can then be integrated, such as redistribution of urban space among different modes, perimeter signal control with preferential treatment of buses and bus priority

    Recent and upcoming BCI progress: overview, analysis, and recommendations

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    Brain–computer interfaces (BCIs) are finally moving out of the laboratory and beginning to gain acceptance in real-world situations. As BCIs gain attention with broader groups of users, including persons with different disabilities and healthy users, numerous practical questions gain importance. What are the most practical ways to detect and analyze brain activity in field settings? Which devices and applications are most useful for different people? How can we make BCIs more natural and sensitive, and how can BCI technologies improve usability? What are some general trends and issues, such as combining different BCIs or assessing and comparing performance? This book chapter provides an overview of the different sections of this book, providing a summary of how authors address these and other questions. We also present some predictions and recommendations that ensue from our experience from discussing these and other issues with our authors and other researchers and developers within the BCI community. We conclude that, although some directions are hard to predict, the field is definitely growing and changing rapidly, and will continue doing so in the next several years

    Affect and believability in game characters:a review of the use of affective computing in games

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    Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
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