48,792 research outputs found

    Pointing as an Instrumental Gesture : Gaze Representation Through Indication

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    The research of the first author was supported by a Fulbright Visiting Scholar Fellowship and developed in 2012 during a period of research visit at the University of Memphis.Peer reviewedPublisher PD

    Learning to Speak and Act in a Fantasy Text Adventure Game

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    We introduce a large scale crowdsourced text adventure game as a research platform for studying grounded dialogue. In it, agents can perceive, emote, and act whilst conducting dialogue with other agents. Models and humans can both act as characters within the game. We describe the results of training state-of-the-art generative and retrieval models in this setting. We show that in addition to using past dialogue, these models are able to effectively use the state of the underlying world to condition their predictions. In particular, we show that grounding on the details of the local environment, including location descriptions, and the objects (and their affordances) and characters (and their previous actions) present within it allows better predictions of agent behavior and dialogue. We analyze the ingredients necessary for successful grounding in this setting, and how each of these factors relate to agents that can talk and act successfully

    An original framework for understanding human actions and body language by using deep neural networks

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    The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour. By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way. These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively. While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements; both are essential tasks in many computer vision applications, including event recognition, and video surveillance. In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided. The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements. All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods

    Continuous Action Recognition Based on Sequence Alignment

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    Continuous action recognition is more challenging than isolated recognition because classification and segmentation must be simultaneously carried out. We build on the well known dynamic time warping (DTW) framework and devise a novel visual alignment technique, namely dynamic frame warping (DFW), which performs isolated recognition based on per-frame representation of videos, and on aligning a test sequence with a model sequence. Moreover, we propose two extensions which enable to perform recognition concomitant with segmentation, namely one-pass DFW and two-pass DFW. These two methods have their roots in the domain of continuous recognition of speech and, to the best of our knowledge, their extension to continuous visual action recognition has been overlooked. We test and illustrate the proposed techniques with a recently released dataset (RAVEL) and with two public-domain datasets widely used in action recognition (Hollywood-1 and Hollywood-2). We also compare the performances of the proposed isolated and continuous recognition algorithms with several recently published methods

    CGAMES'2009

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    Agents for educational games and simulations

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    This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
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