67,552 research outputs found

    Modelling the influence of cultural information on vision-based human home activity recognition

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    Daily life activities, such as eating and sleeping, are deeply influenced by a person's culture, hence generating differences in the way a same activity is performed by individuals belonging to different cultures. We argue that taking cultural information into account can improve the performance of systems for the automated recognition of human activities. We propose four different solutions to the problem and present a system which uses a Naive Bayes model to associate cultural information with semantic information extracted from still images. Preliminary experiments with a dataset of images of individuals lying on the floor, sleeping on a futon and sleeping on a bed suggest that: i) solutions explicitly taking cultural information into account are more accurate than culture-unaware solutions; and ii) the proposed system is a promising starting point for the development of culture-aware Human Activity Recognition methods

    Affective games:a multimodal classification system

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    Affective gaming is a relatively new field of research that exploits human emotions to influence gameplay for an enhanced player experience. Changes in player’s psychology reflect on their behaviour and physiology, hence recognition of such variation is a core element in affective games. Complementary sources of affect offer more reliable recognition, especially in contexts where one modality is partial or unavailable. As a multimodal recognition system, affect-aware games are subject to the practical difficulties met by traditional trained classifiers. In addition, inherited game-related challenges in terms of data collection and performance arise while attempting to sustain an acceptable level of immersion. Most existing scenarios employ sensors that offer limited freedom of movement resulting in less realistic experiences. Recent advances now offer technology that allows players to communicate more freely and naturally with the game, and furthermore, control it without the use of input devices. However, the affective game industry is still in its infancy and definitely needs to catch up with the current life-like level of adaptation provided by graphics and animation

    Informatics Research Institute (IRIS) October 2005 newsletter

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    A new framework for the design and evaluation of a learning institution’s student engagement activities

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    In this article we explore the potential for attempts to encourage student engagement to be conceptualised as behaviour change activity, and specifically whether a new framework to guide such activity has potential value for the Higher Education (HE) sector. The Behaviour Change Wheel (BCW) (Michie, Susan, Maartje M van Stralen, and Robert West. 2011. “The Behaviour Change Wheel: A New Method for Characterising and Designing Behaviour Change Interventions.” Implementation Science : IS 6 (1): 42. doi:10.1186/1748-5908-6-42) is a framework for the systematic design and development of behaviour change interventions. It has yet to be applied to the domain of student engagement. This article explores its potential, by assessing whether the BCW comprehensively aligns with the state of student engagement as currently presented in the HE literature. This work achieves two things. It firstly allows a prima facie assessment of whether student engagement activity can be readily aligned with the BCW framework. It also highlights omissions and prevalence of activity types in the HE sector, compared with other sectors where behaviour change practice is being successfully applied

    Culture as a Sensor? A Novel Perspective on Human Activity Recognition

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    Human Activity Recognition (HAR) systems are devoted to identifying, amidst the sensory stream provided by one or more sensors located so that they can monitor the actions of a person, portions related to the execution of a number of a-priori defined activities of interest. Improving the performance of systems for Human Activity Recognition is a long-standing research goal: solutions include more accurate sensors, more sophisticated algorithms for the extraction and analysis of relevant information from the sensory data, and the enhancement of the sensory analysis with general or person-specific knowledge about the execution of the activities of interest. Following the latter trend, in this article we propose the association and enhancement of the sensory data analysis with cultural information, that can be seen as an estimate of person-specific information, relieved of the burden of a long/complex setup phase. We propose a culture-aware Human Activity Recognition system which associates the recognition response provided by a state-of-the-art, culture-unaware HAR system with culture-specific information about where and when activities are most likely performed in different cultures, encoded in an ontology. The merging of the cultural information with the culture-unaware responses is done by a Bayesian Network, whose probabilistic approach allows for avoiding stereotypical representations. Experiments performed offline and online, using images acquired by a mobile robot in an apartment, show that the culture-aware HAR system consistently outperforms the culture-unaware HAR system

    CHORUS Deliverable 3.4: Vision Document

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    The goal of the CHORUS Vision Document is to create a high level vision on audio-visual search engines in order to give guidance to the future R&D work in this area and to highlight trends and challenges in this domain. The vision of CHORUS is strongly connected to the CHORUS Roadmap Document (D2.3). A concise document integrating the outcomes of the two deliverables will be prepared for the end of the project (NEM Summit)

    Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges

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    Today's mobile phones are far from mere communication devices they were ten years ago. Equipped with sophisticated sensors and advanced computing hardware, phones can be used to infer users' location, activity, social setting and more. As devices become increasingly intelligent, their capabilities evolve beyond inferring context to predicting it, and then reasoning and acting upon the predicted context. This article provides an overview of the current state of the art in mobile sensing and context prediction paving the way for full-fledged anticipatory mobile computing. We present a survey of phenomena that mobile phones can infer and predict, and offer a description of machine learning techniques used for such predictions. We then discuss proactive decision making and decision delivery via the user-device feedback loop. Finally, we discuss the challenges and opportunities of anticipatory mobile computing.Comment: 29 pages, 5 figure

    Internet of robotic things : converging sensing/actuating, hypoconnectivity, artificial intelligence and IoT Platforms

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    The Internet of Things (IoT) concept is evolving rapidly and influencing newdevelopments in various application domains, such as the Internet of MobileThings (IoMT), Autonomous Internet of Things (A-IoT), Autonomous Systemof Things (ASoT), Internet of Autonomous Things (IoAT), Internetof Things Clouds (IoT-C) and the Internet of Robotic Things (IoRT) etc.that are progressing/advancing by using IoT technology. The IoT influencerepresents new development and deployment challenges in different areassuch as seamless platform integration, context based cognitive network integration,new mobile sensor/actuator network paradigms, things identification(addressing, naming in IoT) and dynamic things discoverability and manyothers. The IoRT represents new convergence challenges and their need to be addressed, in one side the programmability and the communication ofmultiple heterogeneous mobile/autonomous/robotic things for cooperating,their coordination, configuration, exchange of information, security, safetyand protection. Developments in IoT heterogeneous parallel processing/communication and dynamic systems based on parallelism and concurrencyrequire new ideas for integrating the intelligent “devices”, collaborativerobots (COBOTS), into IoT applications. Dynamic maintainability, selfhealing,self-repair of resources, changing resource state, (re-) configurationand context based IoT systems for service implementation and integrationwith IoT network service composition are of paramount importance whennew “cognitive devices” are becoming active participants in IoT applications.This chapter aims to be an overview of the IoRT concept, technologies,architectures and applications and to provide a comprehensive coverage offuture challenges, developments and applications
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