14,807 research outputs found
Semantic framework for interactive animation generation and its application in virtual shadow play performance.
Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI, multimodal inputs and outputs, and massive data assets management). In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way. As its ontological implementation, two domain specific ontologies for the hand-gesture-based interaction and animation data repository have been developed in the context of Chinese traditional shadow play art. Finally, prototype of interactive Chinese shadow play performance system using deep motion sensor device is presented as the usage example
Agents for educational games and simulations
This book consists mainly of revised papers that were presented at the Agents for Educational Games and Simulation (AEGS) workshop held on May 2, 2011, as part of the Autonomous Agents and MultiAgent Systems (AAMAS) conference in Taipei, Taiwan. The 12 full papers presented were carefully reviewed and selected from various submissions. The papers are organized topical sections on middleware applications, dialogues and learning, adaption and convergence, and agent applications
Speech-driven Animation with Meaningful Behaviors
Conversational agents (CAs) play an important role in human computer
interaction. Creating believable movements for CAs is challenging, since the
movements have to be meaningful and natural, reflecting the coupling between
gestures and speech. Studies in the past have mainly relied on rule-based or
data-driven approaches. Rule-based methods focus on creating meaningful
behaviors conveying the underlying message, but the gestures cannot be easily
synchronized with speech. Data-driven approaches, especially speech-driven
models, can capture the relationship between speech and gestures. However, they
create behaviors disregarding the meaning of the message. This study proposes
to bridge the gap between these two approaches overcoming their limitations.
The approach builds a dynamic Bayesian network (DBN), where a discrete variable
is added to constrain the behaviors on the underlying constraint. The study
implements and evaluates the approach with two constraints: discourse functions
and prototypical behaviors. By constraining on the discourse functions (e.g.,
questions), the model learns the characteristic behaviors associated with a
given discourse class learning the rules from the data. By constraining on
prototypical behaviors (e.g., head nods), the approach can be embedded in a
rule-based system as a behavior realizer creating trajectories that are timely
synchronized with speech. The study proposes a DBN structure and a training
approach that (1) models the cause-effect relationship between the constraint
and the gestures, (2) initializes the state configuration models increasing the
range of the generated behaviors, and (3) captures the differences in the
behaviors across constraints by enforcing sparse transitions between shared and
exclusive states per constraint. Objective and subjective evaluations
demonstrate the benefits of the proposed approach over an unconstrained model.Comment: 13 pages, 12 figures, 5 table
Fast Deep Matting for Portrait Animation on Mobile Phone
Image matting plays an important role in image and video editing. However,
the formulation of image matting is inherently ill-posed. Traditional methods
usually employ interaction to deal with the image matting problem with trimaps
and strokes, and cannot run on the mobile phone in real-time. In this paper, we
propose a real-time automatic deep matting approach for mobile devices. By
leveraging the densely connected blocks and the dilated convolution, a light
full convolutional network is designed to predict a coarse binary mask for
portrait images. And a feathering block, which is edge-preserving and matting
adaptive, is further developed to learn the guided filter and transform the
binary mask into alpha matte. Finally, an automatic portrait animation system
based on fast deep matting is built on mobile devices, which does not need any
interaction and can realize real-time matting with 15 fps. The experiments show
that the proposed approach achieves comparable results with the
state-of-the-art matting solvers.Comment: ACM Multimedia Conference (MM) 2017 camera-read
Requirements for an Adaptive Multimedia Presentation System with Contextual Supplemental Support Media
Investigations into the requirements for a practical adaptive multimedia presentation system have led the writers to propose the use of a video segmentation process that provides contextual supplementary updates produced by users. Supplements consisting of tailored segments are dynamically inserted into previously stored material in response to questions from users. A proposal for the use of this technique is presented in the context of personalisation within a Virtual Learning Environment. During the investigation, a brief survey of advanced adaptive approaches revealed that adaptation may be enhanced by use of manually generated metadata, automated or semi-automated use of metadata by stored context dependent ontology hierarchies that describe the semantics of the learning domain. The use of neural networks or fuzzy logic filtering is a technique for future investigation. A prototype demonstrator is under construction
Reviews
Successful Instructional Diagrams by Ric Lowe, London, Kogan Page, 1993. ISBN: 0–7494–0711–5
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