306 research outputs found
Trajectory-based human action segmentation
This paper proposes a sliding window approach, whose length and time shift are dynamically adaptable in order to improve model confidence, speed and segmentation accuracy in human action sequences. Activity recognition is the process of inferring an action class from a set of observations acquired by sensors. We address the temporal segmentation problem of body part trajectories in Cartesian Space in which features are generated using Discrete Fast Fourier Transform (DFFT) and Power Spectrum (PS). We pose this as an entropy minimization problem. Using entropy from the classifier output as a feedback parameter, we continuously adjust the two key parameters in a sliding window approach, to maximize the model confidence at every step. The proposed classifier is a Dynamic Bayesian Network (DBN) model where classes are estimated using Bayesian inference. We compare our approach with our previously developed fixed window method. Experiments show that our method accurately recognizes and segments activities, with improved model confidence and faster convergence times, exhibiting anticipatory capabilities. Our work demonstrates that entropy feedback mitigates variability problems, and our method is applicable in research areas where action segmentation and classification is used. A working demo source code is provided online for academical dissemination purposes, by requesting the authors
Synthesis of variable dancing styles based on a compact spatiotemporal representation of dance
Dance as a complex expressive form of motion is able to convey emotion, meaning and social idiosyncrasies that opens channels for non-verbal communication, and promotes rich cross-modal interactions with music and the environment. As such, realistic dancing characters may incorporate crossmodal information and variability of the dance forms through compact representations that may describe the movement structure in terms of its spatial and temporal organization. In this paper, we propose a novel method for synthesizing beatsynchronous dancing motions based on a compact topological model of dance styles, previously captured with a motion capture system. The model was based on the Topological Gesture Analysis (TGA) which conveys a discrete three-dimensional point-cloud representation of the dance, by describing the spatiotemporal variability of its gestural trajectories into uniform spherical distributions, according to classes of the musical meter. The methodology for synthesizing the modeled dance traces back the topological representations, constrained with definable metrical and spatial parameters, into complete dance instances whose variability is controlled by stochastic processes that considers both TGA distributions and the kinematic constraints of the body morphology. In order to assess the relevance and flexibility of each parameter into feasibly reproducing the style of the captured dance, we correlated both captured and synthesized trajectories of samba dancing sequences in relation to the level of compression of the used model, and report on a subjective evaluation over a set of six tests. The achieved results validated our approach, suggesting that a periodic dancing style, and its musical synchrony, can be feasibly reproduced from a suitably parametrized discrete spatiotemporal representation of the gestural motion trajectories, with a notable degree of compression
Chapter From the Lab to the Real World: Affect Recognition Using Multiple Cues and Modalities
Interdisciplinary concept of dissipative soliton is unfolded in connection with ultrafast fibre lasers. The different mode-locking techniques as well as experimental realizations of dissipative soliton fibre lasers are surveyed briefly with an emphasis on their energy scalability. Basic topics of the dissipative soliton theory are elucidated in connection with concepts of energy scalability and stability. It is shown that the parametric space of dissipative soliton has reduced dimension and comparatively simple structure that simplifies the analysis and optimization of ultrafast fibre lasers. The main destabilization scenarios are described and the limits of energy scalability are connected with impact of optical turbulence and stimulated Raman scattering. The fast and slow dynamics of vector dissipative solitons are exposed
Exploring the Affective Loop
Research in psychology and neurology shows that both body and mind are
involved when experiencing emotions (Damasio 1994, Davidson et al.
2003). People are also very physical when they try to communicate their
emotions. Somewhere in between beings consciously and unconsciously
aware of it ourselves, we produce both verbal and physical signs to make
other people understand how we feel. Simultaneously, this production of
signs involves us in a stronger personal experience of the emotions we
express.
Emotions are also communicated in the digital world, but there is little
focus on users' personal as well as physical experience of emotions in
the available digital media. In order to explore whether and how we can
expand existing media, we have designed, implemented and evaluated
/eMoto/, a mobile service for sending affective messages to others. With
eMoto, we explicitly aim to address both cognitive and physical
experiences of human emotions. Through combining affective gestures for
input with affective expressions that make use of colors, shapes and
animations for the background of messages, the interaction "pulls" the
user into an /affective loop/. In this thesis we define what we mean by
affective loop and present a user-centered design approach expressed
through four design principles inspired by previous work within Human
Computer Interaction (HCI) but adjusted to our purposes; /embodiment/
(Dourish 2001) as a means to address how people communicate emotions in
real life, /flow/ (Csikszentmihalyi 1990) to reach a state of
involvement that goes further than the current context, /ambiguity/ of
the designed expressions (Gaver et al. 2003) to allow for open-ended
interpretation by the end-users instead of simplistic, one-emotion
one-expression pairs and /natural but designed expressions/ to address
people's natural couplings between cognitively and physically
experienced emotions. We also present results from an end-user study of
eMoto that indicates that subjects got both physically and emotionally
involved in the interaction and that the designed "openness" and
ambiguity of the expressions, was appreciated and understood by our
subjects. Through the user study, we identified four potential design
problems that have to be tackled in order to achieve an affective loop
effect; the extent to which users' /feel in control/ of the interaction,
/harmony and coherence/ between cognitive and physical expressions/,/
/timing/ of expressions and feedback in a communicational setting, and
effects of users' /personality/ on their emotional expressions and
experiences of the interaction
Spatial Motion Doodles: Sketching Animation in VR Using Hand Gestures and Laban Motion Analysis
International audienceWe present a method for easily drafting expressive character animation by playing with instrumented rigid objects. We parse the input 6D trajectories (position and orientation over time)-called spatial motion doodles-into sequences of actions and convert them into detailed character animations using a dataset of parameterized motion clips which are automatically fitted to the doodles in terms of global trajectory and timing. Moreover, we capture the expres-siveness of user-manipulation by analyzing Laban effort qualities in the input spatial motion doodles and transferring them to the synthetic motions we generate. We validate the ease of use of our system and the expressiveness of the resulting animations through a series of user studies, showing the interest of our approach for interactive digital storytelling applications dedicated to children and non-expert users, as well as for providing fast drafting tools for animators
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Bodies and labour: industrialisation, dance and performance
This thesis was submitted for the degree of Master of Philosophy and was awarded by Brunel UniversityThis thesis presents an interdisciplinary analysis of ideas regarding the introduction of
technologies in the field of dance and performance since the industrial era. The first
two chapters analyse different historical periods, thus creating a parallel between the
establishment of work-science, and emerging methods and styles within performing
arts that utilise technology as a core element for its creation. The historical
examination of the field of work-science studies allows the sketching of a variety of
relationships between labour and technical developments, focusing especially on the
systematisation of productive processes, the integration of new technical
developments and the measurements of bodyâs rhythms and capacities. Therefore,
rather than presenting a full historical study of industrialisation and technological
performance, this research proposes a segmented analysis of two different periods:
firstly, a parallel between Taylorism and Electric Dance since the late nineteenth
century; and secondly, some relevant notions of Fordism, Mass Ornament and film
studies from the 1920s. In the last part of this thesis, I present some general ideas on
post-Fordism and digital performance that will serve as a base for future research
development.
This investigation is rooted in the field of performing arts, introducing ideas and
concepts from labour studies and generating a critical approach to the integration of
technologies within performing arts and its aesthetical, methodological and creative
outcomes. The research encompasses a wide range of perspectives, from early
photographic experiments, film studies, entertainment culture, video games, and
digital technologies, formulating a general approach to technological transformations
since the late nineteenth century.
The key question throughout this research is precisely a double-sided adaptation
between movement style and technical development: a process of intermedial
configurations based on technological progress, analysed from a labour-science
perspective, and then applied to performance art and entertainment culture
A review of 28 free animal tracking software: current features and limitations
This version of the article has been accepted for publication, after peer review and is subject to Springer Natureâs AM terms of use, but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1038/s41684-021-00811-1[Abstract]: Well-quantified laboratory studies can provide a fundamental understanding of animal behavior in ecology, ethology and ecotoxicology research. These types of studies require observation and tracking of each animal in well-controlled and defined arenas, often for long timescales. Thus, these experiments produce long time series and a vast amount of data that require the use of software applications to automate the analysis and reduce manual annotation. In this review, we examine 28 free software applications for animal tracking to guide researchers in selecting the software that might best suit a particular experiment. We also review the algorithms in the tracking pipeline of the applications, explain how specific techniques can fit different experiments, and finally, expose each approachâs weaknesses and strengths. Our in-depth review includes last update, type of platform, user-friendliness, off- or online video acquisition, calibration method, background subtraction and segmentation method, species, multiple arenas, multiple animals, identity preservation, manual identity correction, data analysis and extra features. We found, for example, that out of 28 programs, only 3 include a calibration algorithm to reduce image distortion and perspective problems that affect accuracy and can result in substantial errors when analyzing trajectories and extracting mobility or explored distance. In addition, only 4 programs can directly export in-depth tracking and analysis metrics, only 5 are suited for tracking multiple unmarked animals for more than a few seconds and only 11 have been updated in the period 2019â2021
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