133,829 research outputs found
Combining image regions and human activity for indirect object recognition in indoor wide-angle views
Traditional methods of object recognition are reliant on shape and so are very difficult to apply in cluttered, wideangle and low-detail views such as surveillance scenes. To address this, a method of indirect object recognition is proposed, where human activity is used to infer both the location and identity of objects. No shape analysis is necessary. The concept is dubbed \u27interaction signatures\u27, since the premise is that a human will interact with objects in ways characteristic of the function of that object - for example, a person sits in a chair and drinks from a cup. The human-centred approach means that recognition is possible in low-detail views and is largely invariant to the shape of objects within the same functional class. This paper implements a Bayesian network for classifying region patches with object labels, building upon our previous work in automatically segmenting and recognising a human\u27s interactions with the objects. Experiments show that interaction signatures can successfully find and label objects in low-detail views and are equally effective at recognising test objects that differ markedly in appearance from the training objects.<br /
Induced Gamma-band Activity Elicited by Visual Representation of Unattended Objects
Peer reviewedPostprin
Coding of visual object features and feature conjunctions in the human brain
Peer reviewedPublisher PD
Induced gamma-band activity is related to the time point of object identification
Peer reviewedPostprin
Bridging the gap: building better tools for game development
The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard
Control of virtual environments for young people with learning difficulties
Purpose: The objective of this research is to identify the requirements for the selection or development of usable virtual environment (VE) interface devices for young people with learning disabilities. Method: a user-centred design methodology was employed, to produce a design specification for usable VE interface devices. Details of the users' cognitive, physical and perceptual abilities were obtained through observation and normative assessment tests. Conclusions : A review of computer interface technology, including virtual reality and assistive devices, was conducted. As there were no devices identified that met all the requirements of the design specification, it was concluded that there is a need for the design and development of new concepts. Future research will involve concept and prototype development and user-based evaluation of the prototypes
Analysis of prepositions: near and away from Frames of reference.
XXII Jornades de Foment de la Investigació de la Facultat de Ciències Humanes i Socials (Any 2017)Traditional strategies and procedures to learn a foreign language
include the study of rules of grammar and doing exercises such as
filling the gaps, repetition of words, drills, memorization of irregular
verbs and sentences which may express usual expressions of
everyday life. Even if the array of exercises is adequate, polysemy in
prepositions causes difficulties in choosing the proper preposition
conveying the meaning required by different contexts.
Two prepositions of the horizontal axis (near and away from) are
taken into consideration in this paper. Approaching the problem
from the theory of polysemy and understanding, the use of these
prepositions is explored along the dimensions of function, topology –
which is the study of physical space–, and force dynamics –
introduced in studies such as Navarro (1998)–, as well as the notion
of frame of reference (Levinson, 2004). Then, the different senses
and uses of these prepositions of the horizontal axis are
systematized, explained and examples are used to illustrate the
difficulties in learning a language and the doubts which students may
have in some situations
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