3,799 research outputs found

    Facial motion perception in autism spectrum disorder and neurotypical controls

    Get PDF
    This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel University LondonFacial motion provides an abundance of information necessary for mediating social communication. Emotional expressions, head rotations and eye-gaze patterns allow us to extract categorical and qualitative information from others (Blake & Shiffrar, 2007). Autism Spectrum Disorder (ASD) is a neurodevelopmental condition characterised by a severe impairment in social cognition. One of the causes may be related to a fundamental deficit in perceiving human movement (Herrington et al., (2007). This hypothesis was investigated more closely within the current thesis. In neurotypical controls, the visual processing of facial motion was analysed via EEG alpha waves. Participants were tested on their ability to discriminate between successive animations (exhibiting rigid and nonrigid motion). The appearance of the stimuli remained constant over trials, meaning decisions were based solely on differential movement patterns. The parieto-occipital region was specifically selective to upright facial motion while the occipital cortex responded similarly to natural and manipulated faces. Over both regions, a distinct pattern of activity in response to upright faces was characterised by a transient decrease and subsequent increase in neural processing (Girges et al., 2014). These results were further supported by an fMRI study which showed sensitivity of the superior temporal sulcus (STS) to perceived facial movements relative to inanimate and animate stimuli. The ability to process information from dynamic faces was assessed in ASD. Participants were asked to recognise different sequences, unfamiliar identities and genders from facial motion captures. Stimuli were presented upright and inverted in order to assess configural processing. Relative to the controls, participants with ASD were significantly impaired on all three tasks and failed to show an inversion effect (O'Brien et al., 2014). Functional neuroimaging revealed atypical activities in the visual cortex, STS and fronto-parietal regions thought to contain mirror neurons in participants with ASD. These results point to a deficit in the visual processing of facial motion, which in turn may partly cause social communicative impairments in ASD

    A survey of real-time crowd rendering

    Get PDF
    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    Dynamic Influence Networks for Rule-based Models

    Get PDF
    We introduce the Dynamic Influence Network (DIN), a novel visual analytics technique for representing and analyzing rule-based models of protein-protein interaction networks. Rule-based modeling has proved instrumental in developing biological models that are concise, comprehensible, easily extensible, and that mitigate the combinatorial complexity of multi-state and multi-component biological molecules. Our technique visualizes the dynamics of these rules as they evolve over time. Using the data produced by KaSim, an open source stochastic simulator of rule-based models written in the Kappa language, DINs provide a node-link diagram that represents the influence that each rule has on the other rules. That is, rather than representing individual biological components or types, we instead represent the rules about them (as nodes) and the current influence of these rules (as links). Using our interactive DIN-Viz software tool, researchers are able to query this dynamic network to find meaningful patterns about biological processes, and to identify salient aspects of complex rule-based models. To evaluate the effectiveness of our approach, we investigate a simulation of a circadian clock model that illustrates the oscillatory behavior of the KaiC protein phosphorylation cycle.Comment: Accepted to TVCG, in pres

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

    Get PDF
    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

    Implications of Designing Instructional Video Using Cognitive Theory of Multimedia Learning

    Get PDF
    This study explored the implications of designing instructional video using an integrated model includes segmenting, signaling, and weeding. Two intact sections (n=226) participated in the study, treatment group learned from a video designed with SSW model and the control group learned from the original video. The SSW design has several implications: the SSW model is an effective way to design instructional video, improves students’ learning outcomes, reduces their perceived learning difficulty, assists and promotes their higher-level learning. Each design principle has its unique effect on the leaning goals and facilitates certain learning outcomes and loses its potency for others. Finally, SSW model may better be used with long video to adjust students’ metacognitive process to the new video design

    Levels of interaction: a user-guided experience in large-scale virtual environments

    Get PDF
    This paper investigates a range of challenges faced in the design of a serious game, teaching history to a player immersed in an 'open' virtual environment. In the context of this paper, such an environment is described as an exploratory, expansive virtual world within which a user may interact in a non-linear, situated fashion with both the environment and virtual characters. The main contribution of this paper consists in the introduction of the levels of interaction (LoI), a novel framework designed to assist in the creation of interactions between the player and characters. The LoI approach also addresses the necessity for balancing computational efficiency with the need to provide believable and interactive virtual characters, by allowing varying degrees of animation, display and, ultimately, interaction detail. This paper demonstrates the challenges faced when implementing such a technique, as well as the potential benefits it brings

    Computer aided systems human engineering: A hypermedia tool

    Get PDF
    The Computer Aided Systems Human Engineering (CASHE) system, Version 1.0, is a multimedia ergonomics database on CD-ROM for the Apple Macintosh II computer, being developed for use by human system designers, educators, and researchers. It will initially be available on CD-ROM and will allow users to access ergonomics data and models stored electronically as text, graphics, and audio. The CASHE CD-ROM, Version 1.0 will contain the Boff and Lincoln (1988) Engineering Data Compendium, MIL-STD-1472D and a unique, interactive simulation capability, the Perception and Performance Prototyper. Its features also include a specialized data retrieval, scaling, and analysis capability and the state of the art in information retrieval, browsing, and navigation

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

    Get PDF
    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
    • …
    corecore