189 research outputs found

    Towards responsive Sensitive Artificial Listeners

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    This paper describes work in the recently started project SEMAINE, which aims to build a set of Sensitive Artificial Listeners – conversational agents designed to sustain an interaction with a human user despite limited verbal skills, through robust recognition and generation of non-verbal behaviour in real-time, both when the agent is speaking and listening. We report on data collection and on the design of a system architecture in view of real-time responsiveness

    Deformable meshes for shape recovery: models and applications

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    With the advance of scanning and imaging technology, more and more 3D objects become available. Among them, deformable objects have gained increasing interests. They include medical instances such as organs, a sequence of objects in motion, and objects of similar shapes where a meaningful correspondence can be established between each other. Thus, it requires tools to store, compare, and retrieve them. Many of these operations depend on successful shape recovery. Shape recovery is the task to retrieve an object from the environment where its geometry is hidden or implicitly known. As a simple and versatile tool, mesh is widely used in computer graphics for modelling and visualization. In particular, deformable meshes are meshes which can take the deformation of deformable objects. They extend the modelling ability of meshes. This dissertation focuses on using deformable meshes to approach the 3D shape recovery problem. Several models are presented to solve the challenges for shape recovery under different circumstances. When the object is hidden in an image, a PDE deformable model is designed to extract its surface shape. The algorithm uses a mesh representation so that it can model any non-smooth surface with an arbitrary precision compared to a parametric model. It is more computational efficient than a level-set approach. When the explicit geometry of the object is known but is hidden in a bank of shapes, we simplify the deformation of the model to a graph matching procedure through a hierarchical surface abstraction approach. The framework is used for shape matching and retrieval. This idea is further extended to retain the explicit geometry during the abstraction. A novel motion abstraction framework for deformable meshes is devised based on clustering of local transformations and is successfully applied to 3D motion compression

    Organising a photograph collection based on human appearance

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    This thesis describes a complete framework for organising digital photographs in an unsupervised manner, based on the appearance of people captured in the photographs. Organising a collection of photographs manually, especially providing the identities of people captured in photographs, is a time consuming task. Unsupervised grouping of images containing similar persons makes annotating names easier (as a group of images can be named at once) and enables quick search based on query by example. The full process of unsupervised clustering is discussed in this thesis. Methods for locating facial components are discussed and a technique based on colour image segmentation is proposed and tested. Additionally a method based on the Principal Component Analysis template is tested, too. These provide eye locations required for acquiring a normalised facial image. This image is then preprocessed by a histogram equalisation and feathering, and the features of MPEG-7 face recognition descriptor are extracted. A distance measure proposed in the MPEG-7 standard is used as a similarity measure. Three approaches to grouping that use only face recognition features for clustering are analysed. These are modified k-means, single-link and a method based on a nearest neighbour classifier. The nearest neighbour-based technique is chosen for further experiments with fusing information from several sources. These sources are context-based such as events (party, trip, holidays), the ownership of photographs, and content-based such as information about the colour and texture of the bodies of humans appearing in photographs. Two techniques are proposed for fusing event and ownership (user) information with the face recognition features: a Transferable Belief Model (TBM) and three level clustering. The three level clustering is carried out at “event” level, “user” level and “collection” level. The latter technique proves to be most efficient. For combining body information with the face recognition features, three probabilistic fusion methods are tested. These are the average sum, the generalised product and the maximum rule. Combinations are tested within events and within user collections. This work concludes with a brief discussion on extraction of key images for a representation of each cluster

    Mulsemedia: State of the art, perspectives, and challenges

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    Mulsemedia-multiple sensorial media-captures a wide variety of research efforts and applications. This article presents a historic perspective on mulsemedia work and reviews current developments in the area. These take place across the traditional multimedia spectrum-from virtual reality applications to computer games-as well as efforts in the arts, gastronomy, and therapy, to mention a few. We also describe standardization efforts, via the MPEG-V standard, and identify future developments and exciting challenges the community needs to overcome

    Facial Modelling and animation trends in the new millennium : a survey

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    M.Sc (Computer Science)Facial modelling and animation is considered one of the most challenging areas in the animation world. Since Parke and Waters’s (1996) comprehensive book, no major work encompassing the entire field of facial animation has been published. This thesis covers Parke and Waters’s work, while also providing a survey of the developments in the field since 1996. The thesis describes, analyses, and compares (where applicable) the existing techniques and practices used to produce the facial animation. Where applicable, the related techniques are grouped in the same chapter and described in a chronological fashion, outlining their differences, as well as their advantages and disadvantages. The thesis is concluded by exploratory work towards a talking head for Northern Sotho. Facial animation and lip synchronisation of a fragment of Northern Sotho is done by using software tools primarily designed for English.Computin

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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