21,036 research outputs found

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Dance-the-music : an educational platform for the modeling, recognition and audiovisual monitoring of dance steps using spatiotemporal motion templates

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    In this article, a computational platform is presented, entitled ā€œDance-the-Musicā€, that can be used in a dance educational context to explore and learn the basics of dance steps. By introducing a method based on spatiotemporal motion templates, the platform facilitates to train basic step models from sequentially repeated dance figures performed by a dance teacher. Movements are captured with an optical motion capture system. The teachersā€™ models can be visualized from a first-person perspective to instruct students how to perform the specific dance steps in the correct manner. Moreover, recognition algorithms-based on a template matching method can determine the quality of a studentā€™s performance in real time by means of multimodal monitoring techniques. The results of an evaluation study suggest that the Dance-the-Music is effective in helping dance students to master the basics of dance figures

    D-touch: A Consumer-Grade Tangible Interface Module and Musical Applications

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    We define a class of tangible media applications that can be implemented on consumer-grade personal computers. These applications interpret user manipulation of physical objects in a restricted space and produce unlocalized outputs. We propose a generic approach to the implementation of such interfaces using flexible fiducial markers, which identify objects to a robust and fast video-processing algorithm, so they can be recognized and tracked in real time. We describe an implementation of the technology, then report two new, flexible music performance applications that demonstrate and validate it

    A view of computer music from New Zealand: Auckland, Waikato and the Asia/Pacific connection

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    Dealing predominantly with ā€˜art musicā€™ aspects of electroacoustic music practice, this paper looks at cultural, aesthetic, environmental and technical influences on current and emerging practices from the upper half of the North Island of New Zealand. It also discusses the influences of Asian and Pacific cultures on the idiom locally. Rather than dwell on the similarities with current international styles, the focus is largely on some of the differences

    K-Space at TRECVid 2007

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    In this paper we describe K-Space participation in TRECVid 2007. K-Space participated in two tasks, high-level feature extraction and interactive search. We present our approaches for each of these activities and provide a brief analysis of our results. Our high-level feature submission utilized multi-modal low-level features which included visual, audio and temporal elements. Specific concept detectors (such as Face detectors) developed by K-Space partners were also used. We experimented with different machine learning approaches including logistic regression and support vector machines (SVM). Finally we also experimented with both early and late fusion for feature combination. This year we also participated in interactive search, submitting 6 runs. We developed two interfaces which both utilized the same retrieval functionality. Our objective was to measure the effect of context, which was supported to different degrees in each interface, on user performance. The first of the two systems was a ā€˜shotā€™ based interface, where the results from a query were presented as a ranked list of shots. The second interface was ā€˜broadcastā€™ based, where results were presented as a ranked list of broadcasts. Both systems made use of the outputs of our high-level feature submission as well as low-level visual features

    Greenstone as a music digital library toolkit

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    Greenstone is an open source digital library system that has developed and matured since its inception in 1995. Today it is used in over 60 countries, with a strong emphasis on humanitarian aid. The software is also used as a framework for research in other fields such has human computer interaction, text-mining, and ethnography. This article provides a summary of Greenstone's uses to date with music documents. First we discuss incorporating musical formats into the Greenstone system; then we describe provision for searching and browsing in a music collection

    Managing complexity in a distributed digital library

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    As the capabilities of distributed digital libraries increase, managing organizational and software complexity becomes a key issue. How can collections and indexes be updated without impacting queries currently in progress? How can the system handle several user-interface clients for the same collections? Computer science professors and lectors from the University of Waikato have developed a software structure that successfully manages this complexity in the New Zealand Digital Library. This digital library has been a success in managing organizational and software complexity. The researchers' primary goal has been to minimize the effort required to keep the system operational and yet continue to expand its offerings
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