18 research outputs found

    Body Posture Recognition as a Discovery Problem: A Semantic-Based Framework

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    Abstract. The automatic detection of human activities requires large computational resources to increase recognition performances and so-phisticated capturing devices to produce accurate results. Anyway, often innovative analysis methods applied to data extracted by off-the-shelf detection peripherals can return acceptable outcomes. In this paper a framework is proposed for automated posture recognition, exploiting depth data provided by a commercial tracking device. The detection problem is handled as a semantic-based resource discovery. A simple yet general data model and a corresponding ontology create the needed terminological substratum for an automatic posture annotation via stan-dard Semantic Web languages. Hence, a logic-based matchmaking allows to compare retrieved annotations with standard posture descriptions stored as individuals in a proper Knowledge Base. Finally, non-standard inferences and a similarity-based ranking support the discovery of the best matching posture. This framework has been implemented in a pro-totypical tool and preliminary experimental tests have been carried out w.r.t. a reference dataset

    Разработка средств сбора и логического анализа 3D-видеоданных на основе времяпролётной камеры и Акторного Пролога

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    Предложен подход к интеллектуальному 3D-видеонаблюдению на основе объектно-ориентированного логического программирования. В отличие от обычного 2D-видеонаблюдения, методы трёхмерного зрения обеспечивают надёжное распознавание частей тела, что делает возможным новые постановки задачи практическое применение методов анализа поведения людей в системах видеонаблюдения. Логический подход к интеллектуальному видеонаблюдению позволяет описывать сложное поведение людей на основе определений простых действий и поз. Цель данной работы заключается в реализации этих преимуществ логического подхода в области интеллектуального 3D-видеонаблюдения.Работа выполнена при поддержке РФФИ, грант № 16-29-09626-офи_м

    Tailoring a psychophysiologically driven rating system

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    Humans have always been interested in ways to measure and compare their performances to establish who is best at a particular activity. The first Olympic Games, for instance, were carried out in 776 BC, and it was a defining moment in history where ranking based competitive activities managed to reach the general populous. Every competition must face the issue of how to evaluate and rank competitors, and often rules are required to account for many different aspects such as variations in conditions, the ability to cheat, and, of course, the value of entertainment. Nowadays, measurements are performed out through various rating systems, which considers the outcomes of the activity to rate the participants. However, they do not seem to address the psychological aspects of an individual in a competition. This dissertation employs several psychophysiological assessment instruments intending to facilitate the acquisition of skill level rating in competitive gaming. To do so, an exergame that uses non-conventional inputs, such as body tracking to prevent input biases, was developed. The sample size of this study is ten, and the participants were put on a round-robin tournament to provide equal intervals between games for each player. After analyzing the outcome of the competition, it revealed some critical insights on the psychophysiological instruments; Especially the significance of Flow in terms of the prolificacy of a player. Although the findings did not provide an alternative for the traditional rating systems, it shows the importance of considering other aspects of the competition, such as psychophysiological metrics to fine-tune the rating. These potentially reveal more in-depth insight into the competition in comparison to just the binary outcome

    Designing Human-Centered Collective Intelligence

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    Human-Centered Collective Intelligence (HCCI) is an emergent research area that seeks to bring together major research areas like machine learning, statistical modeling, information retrieval, market research, and software engineering to address challenges pertaining to deriving intelligent insights and solutions through the collaboration of several intelligent sensors, devices and data sources. An archetypal contextual CI scenario might be concerned with deriving affect-driven intelligence through multimodal emotion detection sources in a bid to determine the likability of one movie trailer over another. On the other hand, the key tenets to designing robust and evolutionary software and infrastructure architecture models to address cross-cutting quality concerns is of keen interest in the “Cloud” age of today. Some of the key quality concerns of interest in CI scenarios span the gamut of security and privacy, scalability, performance, fault-tolerance, and reliability. I present recent advances in CI system design with a focus on highlighting optimal solutions for the aforementioned cross-cutting concerns. I also describe a number of design challenges and a framework that I have determined to be critical to designing CI systems. With inspiration from machine learning, computational advertising, ubiquitous computing, and sociable robotics, this literature incorporates theories and concepts from various viewpoints to empower the collective intelligence engine, ZOEI, to discover affective state and emotional intent across multiple mediums. The discerned affective state is used in recommender systems among others to support content personalization. I dive into the design of optimal architectures that allow humans and intelligent systems to work collectively to solve complex problems. I present an evaluation of various studies that leverage the ZOEI framework to design collective intelligence

    Electronic Imaging & the Visual Arts. EVA 2017 Florence

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    The Publication is following the yearly Editions of EVA FLORENCE. The State of Art is presented regarding the Application of Technologies (in particular of digital type) to Cultural Heritage. The more recent results of the Researches in the considered Area are presented. Information Technologies of interest for Culture Heritage are presented: multimedia systems, data-bases, data protection, access to digital content, Virtual Galleries. Particular reference is reserved to digital images (Electronic Imaging & the Visual Arts), regarding Cultural Institutions (Museums, Libraries, Palace - Monuments, Archaeological Sites). The International Conference includes the following Sessions: Strategic Issues; New Sciences and Culture Developments and Applications; New Technical Developments & Applications; Museums - Virtual Galleries and Related Initiatives; Art and Humanities Ecosystem & Applications; Access to the Culture Information. Two Workshops regard: Innovation and Enterprise; the Cloud Systems connected to the Culture (eCulture Cloud) in the Smart Cities context. The more recent results of the Researches at national and international are reported in the Area of Technologies and Culture Heritage, also with experimental demonstrations of developed Activities

    Virtual environments promoting interaction

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    Virtual reality (VR) has been widely researched in the academic environment and is now breaking into the industry. Regular companies do not have access to this technology as a collaboration tool because these solutions usually require specific devices that are not at hand of the common user in offices. There are other collaboration platforms based on video, speech and text, but VR allows users to share the same 3D space. In this 3D space there can be added functionalities or information that in a real-world environment would not be possible, something intrinsic to VR. This dissertation has produced a 3D framework that promotes nonverbal communication. It plays a fundamental role on human interaction and is mostly based on emotion. In the academia, confusion is known to influence learning gains if it is properly managed. We designed a study to evaluate how lexical, syntactic and n-gram features influence perceived confusion and found results (not statistically significant) that point that it is possible to build a machine learning model that can predict the level of confusion based on these features. This model was used to manipulate the script of a given presentation, and user feedback shows a trend that by manipulating these features and theoretically lowering the level of confusion on text not only drops the reported confusion, as it also increases reported sense of presence. Another contribution of this dissertation comes from the intrinsic features of a 3D environment where one can carry actions that in a real world are not possible. We designed an automatic adaption lighting system that reacts to the perceived user’s engagement. This hypothesis was partially refused as the results go against what we hypothesized but do not have statistical significance. Three lines of research may stem from this dissertation. First, there can be more complex features to train the machine learning model such as syntax trees. Also, on an Intelligent Tutoring System this could adjust the avatar’s speech in real-time if fed by a real-time confusion detector. When going for a social scenario, the set of basic emotions is well-adjusted and can enrich them. Facial emotion recognition can extend this effect to the avatar’s body to fuel this synchronization and increase the sense of presence. Finally, we based this dissertation on the premise of using ubiquitous devices, but with the rapid evolution of technology we should consider that new devices will be present on offices. This opens new possibilities for other modalities.A Realidade Virtual (RV) tem sido alvo de investigação extensa na academia e tem vindo a entrar na indústria. Empresas comuns não têm acesso a esta tecnologia como uma ferramenta de colaboração porque estas soluções necessitam de dispositivos específicos que não estão disponíveis para o utilizador comum em escritório. Existem outras plataformas de colaboração baseadas em vídeo, voz e texto, mas a RV permite partilhar o mesmo espaço 3D. Neste espaço podem existir funcionalidades ou informação adicionais que no mundo real não seria possível, algo intrínseco à RV. Esta dissertação produziu uma framework 3D que promove a comunicação não-verbal que tem um papel fundamental na interação humana e é principalmente baseada em emoção. Na academia é sabido que a confusão influencia os ganhos na aprendizagem quando gerida adequadamente. Desenhámos um estudo para avaliar como as características lexicais, sintáticas e n-gramas influenciam a confusão percecionada. Construímos e testámos um modelo de aprendizagem automática que prevê o nível de confusão baseado nestas características, produzindo resultados não estatisticamente significativos que suportam esta hipótese. Este modelo foi usado para manipular o texto de uma apresentação e o feedback dos utilizadores demonstra uma tendência na diminuição do nível de confusão reportada no texto e aumento da sensação de presença. Outra contribuição vem das características intrínsecas de um ambiente 3D onde se podem executar ações que no mundo real não seriam possíveis. Desenhámos um sistema automático de iluminação adaptativa que reage ao engagement percecionado do utilizador. Os resultados não suportam o que hipotetizámos mas não têm significância estatística, pelo que esta hipótese foi parcialmente rejeitada. Três linhas de investigação podem provir desta dissertação. Primeiro, criar características mais complexas para treinar o modelo de aprendizagem, tais como árvores de sintaxe. Além disso, num Intelligent Tutoring System este modelo poderá ajustar o discurso do avatar em tempo real, alimentado por um detetor de confusão. As emoções básicas ajustam-se a um cenário social e podem enriquecê-lo. A emoção expressada facialmente pode estender este efeito ao corpo do avatar para alimentar o sincronismo social e aumentar a sensação de presença. Finalmente, baseámo-nos em dispositivos ubíquos, mas com a rápida evolução da tecnologia, podemos considerar que novos dispositivos irão estar presentes em escritórios. Isto abre possibilidades para novas modalidades

    Persuasive by design: a model and toolkit for designing evidence-based interventions

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