17,130 research outputs found

    Multimodal human hand motion sensing and analysis - a review

    Get PDF

    Machine Understanding of Human Behavior

    Get PDF
    A widely accepted prediction is that computing will move to the background, weaving itself into the fabric of our everyday living spaces and projecting the human user into the foreground. If this prediction is to come true, then next generation computing, which we will call human computing, should be about anticipatory user interfaces that should be human-centered, built for humans based on human models. They should transcend the traditional keyboard and mouse to include natural, human-like interactive functions including understanding and emulating certain human behaviors such as affective and social signaling. This article discusses a number of components of human behavior, how they might be integrated into computers, and how far we are from realizing the front end of human computing, that is, how far are we from enabling computers to understand human behavior

    Transportation mode recognition fusing wearable motion, sound and vision sensors

    Get PDF
    We present the first work that investigates the potential of improving the performance of transportation mode recognition through fusing multimodal data from wearable sensors: motion, sound and vision. We first train three independent deep neural network (DNN) classifiers, which work with the three types of sensors, respectively. We then propose two schemes that fuse the classification results from the three mono-modal classifiers. The first scheme makes an ensemble decision with fixed rules including Sum, Product, Majority Voting, and Borda Count. The second scheme is an adaptive fuser built as another classifier (including Naive Bayes, Decision Tree, Random Forest and Neural Network) that learns enhanced predictions by combining the outputs from the three mono-modal classifiers. We verify the advantage of the proposed method with the state-of-the-art Sussex-Huawei Locomotion and Transportation (SHL) dataset recognizing the eight transportation activities: Still, Walk, Run, Bike, Bus, Car, Train and Subway. We achieve F1 scores of 79.4%, 82.1% and 72.8% with the mono-modal motion, sound and vision classifiers, respectively. The F1 score is remarkably improved to 94.5% and 95.5% by the two data fusion schemes, respectively. The recognition performance can be further improved with a post-processing scheme that exploits the temporal continuity of transportation. When assessing generalization of the model to unseen data, we show that while performance is reduced - as expected - for each individual classifier, the benefits of fusion are retained with performance improved by 15 percentage points. Besides the actual performance increase, this work, most importantly, opens up the possibility for dynamically fusing modalities to achieve distinct power-performance trade-off at run time

    Affective games:a multimodal classification system

    Get PDF
    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
    • …
    corecore