19,486 research outputs found

    Real-time motion data annotation via action string

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    Even though there is an explosive growth of motion capture data, there is still a lack of efficient and reliable methods to automatically annotate all the motions in a database. Moreover, because of the popularity of mocap devices in home entertainment systems, real-time human motion annotation or recognition becomes more and more imperative. This paper presents a new motion annotation method that achieves both the aforementioned two targets at the same time. It uses a probabilistic pose feature based on the Gaussian Mixture Model to represent each pose. After training a clustered pose feature model, a motion clip could be represented as an action string. Then, a dynamic programming-based string matching method is introduced to compare the differences between action strings. Finally, in order to achieve the real-time target, we construct a hierarchical action string structure to quickly label each given action string. The experimental results demonstrate the efficacy and efficiency of our method

    Agent-supported cooperative learning environments

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    We survey our research on (3D) virtual environments inhabited by agents that help visitors to get information and to get a tusk done. The main ideas and designs can be tuned to different applications, including information und transaction services (e-commerce), collaborative work and educational domains

    A review of data visualization: opportunities in manufacturing sequence management.

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    Data visualization now benefits from developments in technologies that offer innovative ways of presenting complex data. Potentially these have widespread application in communicating the complex information domains typical of manufacturing sequence management environments for global enterprises. In this paper the authors review the visualization functionalities, techniques and applications reported in literature, map these to manufacturing sequence information presentation requirements and identify the opportunities available and likely development paths. Current leading-edge practice in dynamic updating and communication with suppliers is not being exploited in manufacturing sequence management; it could provide significant benefits to manufacturing business. In the context of global manufacturing operations and broad-based user communities with differing needs served by common data sets, tool functionality is generally ahead of user application

    De/construction sites: Romans and the digital playground

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    The Roman world as attested to archaeologically and as interacted with today has its expression in a great many computational and other media. The place of visualisation within this has been paramount. This paper argues that the process of digitally constructing the Roman world and the exploration of the resultant models are useful methods for interpretation and influential factors in the creation of a popular Roman aesthetic. Furthermore, it suggests ways in which novel computational techniques enable the systematic deconstruction of such models, in turn re-purposing the many extant representations of Roman architecture and material culture

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    Supporting queries spanning across phases of evolving artifacts using Steiner forests

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    The problem of managing evolving data has attracted considerable research attention. Researchers have focused on the modeling and querying of schema/instance-level structural changes, such as, ad-dition, deletion and modification of attributes. Databases with such a functionality are known as temporal databases. A limitation of the temporal databases is that they treat changes as independent events, while often the appearance (or elimination) of some structure in the database is the result of an evolution of some existing structure. We claim that maintaining the causal relationship between the two structures is of major importance since it allows additional reason-ing to be performed and answers to be generated for queries that previously had no answers. We present here a novel framework for exploiting the evolution relationships between the structures in the database. In particu-lar, our system combines different structures that are associated through evolution relationships into virtual structures to be used during query answering. The virtual structures define “possible” database instances, in a fashion similar to the possible worlds in the probabilistic databases. The framework includes a query answering mechanism that allows queries to be answered over these possible databases without materializing them. Evaluation of such queries raises many interesting technical challenges, since it requires the discovery of Steiner forests on the evolution graphs. On this prob-lem we have designed and implemented a new dynamic program-ming algorithm with exponential complexity in the size of the input query and polynomial complexity in terms of both the attribute and the evolution data sizes

    Exploring the Use of Virtual Worlds as a Scientific Research Platform: The Meta-Institute for Computational Astrophysics (MICA)

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    We describe the Meta-Institute for Computational Astrophysics (MICA), the first professional scientific organization based exclusively in virtual worlds (VWs). The goals of MICA are to explore the utility of the emerging VR and VWs technologies for scientific and scholarly work in general, and to facilitate and accelerate their adoption by the scientific research community. MICA itself is an experiment in academic and scientific practices enabled by the immersive VR technologies. We describe the current and planned activities and research directions of MICA, and offer some thoughts as to what the future developments in this arena may be.Comment: 15 pages, to appear in the refereed proceedings of "Facets of Virtual Environments" (FaVE 2009), eds. F. Lehmann-Grube, J. Sablating, et al., ICST Lecture Notes Ser., Berlin: Springer Verlag (2009); version with full resolution color figures is available at http://www.mica-vw.org/wiki/index.php/Publication

    RFCs, MOOs, LMSs: Assorted Educational Devices\ud

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    This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u

    Information Integration - the process of integration, evolution and versioning

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    At present, many information sources are available wherever you are. Most of the time, the information needed is spread across several of those information sources. Gathering this information is a tedious and time consuming job. Automating this process would assist the user in its task. Integration of the information sources provides a global information source with all information needed present. All of these information sources also change over time. With each change of the information source, the schema of this source can be changed as well. The data contained in the information source, however, cannot be changed every time, due to the huge amount of data that would have to be converted in order to conform to the most recent schema.\ud In this report we describe the current methods to information integration, evolution and versioning. We distinguish between integration of schemas and integration of the actual data. We also show some key issues when integrating XML data sources
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