3,661 research outputs found

    ESTIMASI POSE KEPALA MENGGUNAKAN HISTOGRAM OF ORIENTED GRADIENTS DAN MULTICLASS SUPPORT VECTOR MACHINE

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    Pose kepala mengindikasi serta memvisualisasi seseorang akan atensi dan ketertarikan akan sesuatu, hal itu memainkan peranan penting di berbagai macam aplikasi. Dengan banyaknya jumlah kelas dari pose kepala membuat tugas dalam mengestimasi ini merupakan tugas yang sulit. Dalam penelitian ini metode yang digunakan dalam mengestimasi pose kepala adalah Histotram of Oriented gradients dan Multiclass Support Vector Machine. Histogram of Oriented gradient digunakan sebagai ektrasi fitur kepada kepala gambar yang akan diestimasi menggunakan fungsi dalam OpenCV dan Multiclass Support Vector Machine dijalankan sebagai pengestimasi pose kepala menggunakan fungsi dari Scikit-learn. Data penelitian yang digunakan adalah Head pose Image database dari INRIA Rhône-Alpes 2004. Database memiliki jumlah gambar sebanyak 2790 buah yang mana akan dibagi menjadi 93 kelas dan menghasilkan 30 gambar pose per kelas yang akan digunakan untuk train dan test. pengujian dilakukan dengan cross validation sebanyak 5-folds dengan rerata akurasi yang didapat adalah 22,5% dan rerata dari fi-score (0,21), precision (0,23), dan recall (0,22). ---- The head pose indicates and visualization a person at attention and interest. It plays an important role in various applications. With the large number of classes of head poses makes the estimation task is a quite difficult. In this research the method uses in head pose estimation is Histogram of Oriented gradients and Support Vector Machine. Histogram of Oriented gradients is uses as feature extraction to the head image to be estimatied using functions in OpenCV, then Multiclass Support Vector Machine is employe as estimating head pose using function in Scikit-learn. research data used is Head pose database INRIA Rhône-Alpes 2004, database has a total of 2790 images which one will divided into 93 classes for head poses produce 30 images per class and used for train and test. Testing with 5-folds cross validation average accuracy is 22,5% with averae of fi-score (0,21), precision (0,23), and recall (0,22)

    Linguistics As Structure In Computer Animation: Toward A More Effective Synthesis Of Brow Motion In American Sign Language

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    Computer-generated three-dimensional animation holds great promise for synthesizing utterances in American Sign Language (ASL) that are not only grammatical, but well tolerated by members of the Deaf community. Unfortunately, animation poses several challenges stemming from the necessity of grappling with massive amounts of data. However, the linguistics of ASL can aid in surmounting the challenge by providing structure and rules for organizing animation data. An exploration of the linguistic and extra linguistic behavior of the brows from an animator’s viewpoint yields a new approach for synthesizing nonmanuals that differs from the conventional animation of anatomy and instead offers a different approach for animating the effects of interacting levels of linguistic function. Results of formal testing with Deaf users have indicated that this is a promising approach

    Deliverable D4.7 Evaluation and final results

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    This deliverable covers all the aspects of evaluation of the overall LinkedTV personalization workflow, as well as re-evaluations of techniques where newer technology and / or algorithmic capacity offer new insight into the general performance. The implicit contextualized personalization workflow, the implicit uncontextualized workflow in the premises of the final LinkedTV application, the advances in context tracking given new technologies emerged and the outlook of video recommendation beyond LinkedTV is measured and analyzed in this document

    Merging Augmented Reality with Television Shows to Enhance the Viewer Experience

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    Nowadays, television no longer has the same effect on viewers as it had decades ago. The “traditional” television has been losing audience over the years in favor of new technologies. The time that was formerly spent watching televi-sion, was replaced by smartphones and tablets, where the viewer has the oppor-tunity to interact with the content that is provided to him, receiving stimuli that television cannot offer on its own. More and more people are looking for new ways to socialize and interact outside the space they are confined to, in order to discuss certain topics and watch videos, or images published by others. This makes the concept of watching television, just for the pleasure of watching, an old-fashioned concept that needs to be adapted to the modern times. This thesis aims to introduce innovative concepts of interactivity in television contexts, and to achieve it, we will explore the possibility of integrating augmented reality (AR) concepts with television shows to enhance the viewer experience. By using AR, we can view objects and information that otherwise would not be possible, simply because they do not exist in our reality or the original movie. This technology is earning an important role in our day-to-day activities, namely in the entertain-ment area. Our goal is to allow viewers to watch and interact with TV shows through a mobile device and use AR elements to present important information and amusing effects by overlaying the video content. With this approach, we hope to introduce a new way of interacting with TV shows so that we can meet the expectations of a new generation of audiences. Taking into account the results we had, this concept can be considered a success and can possibly be one of the next steps in TV show user interaction

    Advances in video motion analysis research for mature and emerging application areas

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    Analysis and Construction of Engaging Facial Forms and Expressions: Interdisciplinary Approaches from Art, Anatomy, Engineering, Cultural Studies, and Psychology

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    The topic of this dissertation is the anatomical, psychological, and cultural examination of a human face in order to effectively construct an anatomy-driven 3D virtual face customization and action model. In order to gain a broad perspective of all aspects of a face, theories and methodology from the fields of art, engineering, anatomy, psychology, and cultural studies have been analyzed and implemented. The computer generated facial customization and action model were designed based on the collected data. Using this customization system, culturally-specific attractive face in Korean popular culture, “kot-mi-nam (flower-like beautiful guy),” was modeled and analyzed as a case study. The “kot-mi-nam” phenomenon is overviewed in textual, visual, and contextual aspects, which reveals the gender- and sexuality-fluidity of its masculinity. The analysis and the actual development of the model organically co-construct each other requiring an interwoven process. Chapter 1 introduces anatomical studies of a human face, psychological theories of face recognition and an attractive face, and state-of-the-art face construction projects in the various fields. Chapter 2 and 3 present the Bezier curve-based 3D facial customization (BCFC) and Multi-layered Facial Action Model (MFAF) based on the analysis of human anatomy, to achieve a cost-effective yet realistic quality of facial animation without using 3D scanned data. In the experiments, results for the facial customization for gender, race, fat, and age showed that BCFC achieved enhanced performance of 25.20% compared to existing program Facegen , and 44.12% compared to Facial Studio. The experimental results also proved the realistic quality and effectiveness of MFAM compared with blend shape technique by enhancing 2.87% and 0.03% of facial area for happiness and anger expressions per second, respectively. In Chapter 4, according to the analysis based on BCFC, the 3D face of an average kot-mi-nam is close to gender neutral (male: 50.38%, female: 49.62%), and Caucasian (66.42-66.40%). Culturally-specific images can be misinterpreted in different cultures, due to their different languages, histories, and contexts. This research demonstrates that facial images can be affected by the cultural tastes of the makers and can also be interpreted differently by viewers in different cultures
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