340 research outputs found

    Sketch-Based Spatial Queries for the Retrieval of Human Locomotion Patterns in Smart Environments

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    A system for retrieving video sequences created by tracking humans in a smart environment, by using spatial queries, is presented. Sketches made with a pointing device on the floor layout of the environment are used to form queries corresponding to locomotion patterns. The sketches are analyzed to identify the type of the query. Directional search algorithms based on the minimum distance between points are applied for finding the best matches to the sketch. The results are ranked according to the similarity and presented to the user. The system was developed in two stages. An initial version of the system was implemented and evaluated by conducting a user study. Modifications were made where appropriate, according to the results and the feedback, to make the system more accurate and usable. We present the details of the initial system, the user study and the results, and the modifications thus made. The overall accuracy of retrieval for the initial system was approximately 93%, when tested on a collection of data from a real-life experiment. This is improved to approximately 97% after the modifications. The user interaction strategy and the search algorithms are usable in any environment for automated retrieval of locomotion patterns. The subjects who evaluated the system found it easy to learn and use. Their comments included several prospective applications for the user interaction strategy, providing valuable insight for future directions

    Sketch-based Queries in Mobile GIS-Environments

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    Recent achievements in the field of mobile computing and wireless communication promise data retrieval anywhere and anytime. This development provided the basis to expand GIs technology to handheld devices, such as personal digital assistants (PDAs). Although traditional GIs technology is well suited for desktop workstations, it needs to be adapted in order to satisfy the requirements of users using handheld computing devices. This adaptation is necessary because the usability of traditional GISs depends on characteristics of desktop computers, such as their relatively large user interfaces (e.g., displays, keyboards, pointing devices), considerable computing resources (i.e., CPU, memory, storage, operating systems), and high bandwidth network connectivity. Small devices possess few of these characteristics, hence, requiring new and efficient methods for interaction with spatial databases. We propose a concept that supports sketch-based querying in mobile GIs environments. This concept combines newest techniques for spatial querying and mobile technologies. Such a combination is beneficial for users because it allows them to formulate queries by drawing the desired configuration with a pen on the touch-sensitive PDA screen, and consequently avoids typing complex statements in some SQL-like query language. Client-server architectures in mobile environments are characterized by low and fluctuating bandwidth, and by frequent disconnections. We discuss client-server strategies in mobile environments, suggest an adaptive client-server architecture for geomobile querying, and analyze the performance. It is shown that adaptation to the mobile environment is necessary in order to ensure efficiency of geo-mobile queries

    Human Motion Analysis Using Very Few Inertial Measurement Units

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    Realistic character animation and human motion analysis have become major topics of research. In this doctoral research work, three different aspects of human motion analysis and synthesis have been explored. Firstly, on the level of better management of tens of gigabytes of publicly available human motion capture data sets, a relational database approach has been proposed. We show that organizing motion capture data in a relational database provides several benefits such as centralized access to major freely available mocap data sets, fast search and retrieval of data, annotations based retrieval of contents, entertaining data from non-mocap sensor modalities etc. Moreover, the same idea is also proposed for managing quadruped motion capture data. Secondly, a new method of full body human motion reconstruction using very sparse configuration of sensors is proposed. In this setup, two sensor are attached to the upper extremities and one sensor is attached to the lower trunk. The lower trunk sensor is used to estimate ground contacts, which are later used in the reconstruction process along with the low dimensional inputs from the sensors attached to the upper extremities. The reconstruction results of the proposed method have been compared with the reconstruction results of the existing approaches and it has been observed that the proposed method generates lower average reconstruction errors. Thirdly, in the field of human motion analysis, a novel method of estimation of human soft biometrics such as gender, height, and age from the inertial data of a simple human walk is proposed. The proposed method extracts several features from the time and frequency domains for each individual step. A random forest classifier is fed with the extracted features in order to estimate the soft biometrics of a human. The results of classification have shown that it is possible with a higher accuracy to estimate the gender, height, and age of a human from the inertial data of a single step of his/her walk

    An Outlook into the Future of Egocentric Vision

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    What will the future be? We wonder! In this survey, we explore the gap between current research in egocentric vision and the ever-anticipated future, where wearable computing, with outward facing cameras and digital overlays, is expected to be integrated in our every day lives. To understand this gap, the article starts by envisaging the future through character-based stories, showcasing through examples the limitations of current technology. We then provide a mapping between this future and previously defined research tasks. For each task, we survey its seminal works, current state-of-the-art methodologies and available datasets, then reflect on shortcomings that limit its applicability to future research. Note that this survey focuses on software models for egocentric vision, independent of any specific hardware. The paper concludes with recommendations for areas of immediate explorations so as to unlock our path to the future always-on, personalised and life-enhancing egocentric vision.Comment: We invite comments, suggestions and corrections here: https://openreview.net/forum?id=V3974SUk1

    Architectural and Urban Spatial Digital Simulations

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    This study concerns digital tools and simulation methods necessary for the description, conception, perception, and analysis of spatial architectural and urban design. The purpose of the study is to categorize, analyse, and describe the influence of digital simulation tools and methods in architectural and urban design. The study analyses techniques, applications, and research in the field of digital simulations of architectural/urban ensembles while also referring to the benefits of their use both at the level of scientific and spatial perception of architectural/urban design

    Personalized City Tours - An Extension of the OGC OpenLocation Specification

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    A business trip to London last month , a day visit in Cologne next saturday and romantic weekend in Paris in autumn – this example exhibits one of the central characteristics of today’s tourism. People in the western hemisphere take much pleasure in frequent and repeated short term visits of cities. Every city visitor faces the general problems of where to go and what to see in the diverse microcosm of a metropolis. This thesis presents a framework for the generation of personalized city tours - as extension of the Open Location Specification of the Open Geospatial Consortium. It is founded on context-awareness and personalization while at the same time proposing a combined approach to allow for adaption to the user. This framework considers TimeGeography and its algorithmic implementations to be able to cope with spatio-temporal constraints of a city tour. Traveling salesmen problems - for which a heuristic approache is proposed – are subjacent to the tour generation. To meet the requirements of today’s distributed and heterogeneous computing environments, the tour framework comprises individual services that expose standard-compliant interfaces and allow for integration in service oriented architectures

    Semantics for virtual humans

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    Population of Virtual Worlds with Virtual Humans is increasing rapidly by people who want to create a virtual life parallel to the real one (i.e. Second Life). The evolution of technology is smoothly providing the necessary elements to increase realism within these virtual worlds by creating believable Virtual Humans. However, creating the amount of resources needed to succeed this believability is a difficult task, mainly because of the complexity of the creation process of Virtual Humans. Even though there are many existing available resources, their reusability is difficult because there is not enough information provided to evaluate if a model contains the desired characteristics to be reused. Additionally, the knowledge involved in the creation of Virtual Humans is not well known, nor well disseminated. There are several different creation techniques, different software components, and several processes to carry out before having a Virtual Human capable of populating a virtual environment. The creation of Virtual Humans involves: a geometrical representation with an internal control structure, the motion synthesis with different animation techniques, higher level controllers and descriptors to simulate human-like behavior such individuality, cognition, interaction capabilities, etc. All these processes require the expertise from different fields of knowledge such as mathematics, artificial intelligence, computer graphics, design, etc. Furthermore, there is neither common framework nor common understanding of how elements involved in the creation, development, and interaction of Virtual Humans features are done. Therefore, there is a need for describing (1) existing resources, (2) Virtual Human's composition and features, (3) a creation pipeline and (4) the different levels/fields of knowledge comprehended. This thesis presents an explicit representation of the Virtual Humans and their features to provide a conceptual framework that will interest to all people involved in the creation and development of these characters. This dissertation focuses in a semantic description of Virtual Humans. The creation of a semantic description involves gathering related knowledge, agreement among experts in the definition of concepts, validation of the ontology design, etc. In this dissertation all these procedures are presented, and an Ontology for Virtual Humans is described in detail together with the validations that conducted to the resulted ontology. The goal of creating such ontology is to promote reusability of existing resources; to create a shared knowledge of the creation and composition of Virtual Humans; and to support new research of the fields involved in the development of believable Virtual Humans and virtual environments. Finally, this thesis presents several developments that aim to demonstrate the ontology usability and reusability. These developments serve particularly to support the research on specialized knowledge of Virtual Humans, the population of virtual environments, and improve the believability of these characters

    Department of Computer Science Activity 1998-2004

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    This report summarizes much of the research and teaching activity of the Department of Computer Science at Dartmouth College between late 1998 and late 2004. The material for this report was collected as part of the final report for NSF Institutional Infrastructure award EIA-9802068, which funded equipment and technical staff during that six-year period. This equipment and staff supported essentially all of the department\u27s research activity during that period
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