8,280 research outputs found

    Virtual Meeting Rooms: From Observation to Simulation

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    Much working time is spent in meetings and, as a consequence, meetings have become the subject of multidisciplinary research. Virtual Meeting Rooms (VMRs) are 3D virtual replicas of meeting rooms, where various modalities such as speech, gaze, distance, gestures and facial expressions can be controlled. This allows VMRs to be used to improve remote meeting participation, to visualize multimedia data and as an instrument for research into social interaction in meetings. This paper describes how these three uses can be realized in a VMR. We describe the process from observation through annotation to simulation and a model that describes the relations between the annotated features of verbal and non-verbal conversational behavior.\ud As an example of social perception research in the VMR, we describe an experiment to assess human observers’ accuracy for head orientation

    Markerless Motion Capture in the Crowd

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    This work uses crowdsourcing to obtain motion capture data from video recordings. The data is obtained by information workers who click repeatedly to indicate body configurations in the frames of a video, resulting in a model of 2D structure over time. We discuss techniques to optimize the tracking task and strategies for maximizing accuracy and efficiency. We show visualizations of a variety of motions captured with our pipeline then apply reconstruction techniques to derive 3D structure.Comment: Presented at Collective Intelligence conference, 2012 (arXiv:1204.2991

    Mixed reality participants in smart meeting rooms and smart home enviroments

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    Human–computer interaction requires modeling of the user. A user profile typically contains preferences, interests, characteristics, and interaction behavior. However, in its multimodal interaction with a smart environment the user displays characteristics that show how the user, not necessarily consciously, verbally and nonverbally provides the smart environment with useful input and feedback. Especially in ambient intelligence environments we encounter situations where the environment supports interaction between the environment, smart objects (e.g., mobile robots, smart furniture) and human participants in the environment. Therefore it is useful for the profile to contain a physical representation of the user obtained by multi-modal capturing techniques. We discuss the modeling and simulation of interacting participants in a virtual meeting room, we discuss how remote meeting participants can take part in meeting activities and they have some observations on translating research results to smart home environments

    Virtual Meeting Rooms: From Observation to Simulation

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    Virtual meeting rooms are used for simulation of real meeting behavior and can show how people behave, how they gesture, move their heads, bodies, their gaze behavior during conversations. They are used for visualising models of meeting behavior, and they can be used for the evaluation of these models. They are also used to show the effects of controlling certain parameters on the behavior and in experiments to see what the effect is on communication when various channels of information - speech, gaze, gesture, posture - are switched off or manipulated in other ways. The paper presents the various stages in the development of a virtual meeting room as well and illustrates its uses by presenting some results of experiments to see whether human judges can induce conversational roles in a virtual meeting situation when they only see the head movements of participants in the meeting

    Optimizing Dynamic Time Warping’s Window Width for Time Series Data Mining Applications

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    Dynamic Time Warping (DTW) is a highly competitive distance measure for most time series data mining problems. Obtaining the best performance from DTW requires setting its only parameter, the maximum amount of warping (w). In the supervised case with ample data, w is typically set by cross-validation in the training stage. However, this method is likely to yield suboptimal results for small training sets. For the unsupervised case, learning via cross-validation is not possible because we do not have access to labeled data. Many practitioners have thus resorted to assuming that “the larger the better”, and they use the largest value of w permitted by the computational resources. However, as we will show, in most circumstances, this is a naïve approach that produces inferior clusterings. Moreover, the best warping window width is generally non-transferable between the two tasks, i.e., for a single dataset, practitioners cannot simply apply the best w learned for classification on clustering or vice versa. In addition, we will demonstrate that the appropriate amount of warping not only depends on the data structure, but also on the dataset size. Thus, even if a practitioner knows the best setting for a given dataset, they will likely be at a lost if they apply that setting on a bigger size version of that data. All these issues seem largely unknown or at least unappreciated in the community. In this work, we demonstrate the importance of setting DTW’s warping window width correctly, and we also propose novel methods to learn this parameter in both supervised and unsupervised settings. The algorithms we propose to learn w can produce significant improvements in classification accuracy and clustering quality. We demonstrate the correctness of our novel observations and the utility of our ideas by testing them with more than one hundred publicly available datasets. Our forceful results allow us to make a perhaps unexpected claim; an underappreciated “low hanging fruit” in optimizing DTW’s performance can produce improvements that make it an even stronger baseline, closing most or all the improvement gap of the more sophisticated methods proposed in recent years

    Synote mobile HTML5 responsive design video annotation application

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    Synote Mobile has been developed as an accessible cross device and cross browser HTML5 webbased collaborative replay and annotation tool to make web-based recordings easier to access, search, manage, and exploit for learners, teachers and others. It has been developed as a new mobile HTML5 version of the award winning open source and freely available Synote which has been used since 2008 by students throughout the world to learn interactively from recordings. While most UK students now carry mobile devices capable of replaying Internet video, the majority of these devices cannot replay Synote’s accessible, searchable, annotated recordings as Synote was created in 2008 when few students had phones or tablets capable of replaying these videos
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