84 research outputs found

    4D (3D Dynamic) statistical models of conversational expressions and the synthesis of highly-realistic 4D facial expression sequences

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    In this thesis, a novel approach for modelling 4D (3D Dynamic) conversational interactions and synthesising highly-realistic expression sequences is described. To achieve these goals, a fully-automatic, fast, and robust pre-processing pipeline was developed, along with an approach for tracking and inter-subject registering 3D sequences (4D data). A method for modelling and representing sequences as single entities is also introduced. These sequences can be manipulated and used for synthesising new expression sequences. Classification experiments and perceptual studies were performed to validate the methods and models developed in this work. To achieve the goals described above, a 4D database of natural, synced, dyadic conversations was captured. This database is the first of its kind in the world. Another contribution of this thesis is the development of a novel method for modelling conversational interactions. Our approach takes into account the time-sequential nature of the interactions, and encompasses the characteristics of each expression in an interaction, as well as information about the interaction itself. Classification experiments were performed to evaluate the quality of our tracking, inter-subject registration, and modelling methods. To evaluate our ability to model, manipulate, and synthesise new expression sequences, we conducted perceptual experiments. For these perceptual studies, we manipulated modelled sequences by modifying their amplitudes, and had human observers evaluate the level of expression realism and image quality. To evaluate our coupled modelling approach for conversational facial expression interactions, we performed a classification experiment that differentiated predicted frontchannel and backchannel sequences, using the original sequences in the training set. We also used the predicted backchannel sequences in a perceptual study in which human observers rated the level of similarity of the predicted and original sequences. The results of these experiments help support our methods and our claim of our ability to produce 4D, highly-realistic expression sequences that compete with state-of-the-art methods

    Supplementing Frequency Domain Interpolation Methods for Character Animation

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    The animation of human characters entails difficulties exceeding those met simulating objects, machines or plants. A person's gait is a product of nature affected by mood and physical condition. Small deviations from natural movement are perceived with ease by an unforgiving audience. Motion capture technology is frequently employed to record human movement. Subsequent playback on a skeleton underlying the character being animated conveys many of the subtleties of the original motion. Played-back recordings are of limited value, however, when integration in a virtual environment requires movements beyond those in the motion library, creating a need for the synthesis of new motion from pre-recorded sequences. An existing approach involves interpolation between motions in the frequency domain, with a blending space defined by a triangle network whose vertices represent input motions. It is this branch of character animation which is supplemented by the methods presented in this thesis, with work undertaken in three distinct areas. The first is a streamlined approach to previous work. It provides benefits including an efficiency gain in certain contexts, and a very different perspective on triangle network construction in which they become adjustable and intuitive user-interface devices with an increased flexibility allowing a greater range of motions to be blended than was possible with previous networks. Interpolation-based synthesis can never exhibit the same motion variety as can animation methods based on the playback of rearranged frame sequences. Limitations such as this were addressed by the second phase of work, with the creation of hybrid networks. These novel structures use properties of frequency domain triangle blending networks to seamlessly integrate playback-based animation within them. The third area focussed on was distortion found in both frequency- and time-domain blending. A new technique, single-source harmonic switching, was devised which greatly reduces it, and adds to the benefits of blending in the frequency domain

    Acquisition and distribution of synergistic reactive control skills

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    Learning from demonstration is an afficient way to attain a new skill. In the context of autonomous robots, using a demonstration to teach a robot accelerates the robot learning process significantly. It helps to identify feasible solutions as starting points for future exploration or to avoid actions that lead to failure. But the acquisition of pertinent observationa is predicated on first segmenting the data into meaningful sequences. These segments form the basis for learning models capable of recognising future actions and reconstructing the motion to control a robot. Furthermore, learning algorithms for generative models are generally not tuned to produce stable trajectories and suffer from parameter redundancy for high degree of freedom robots This thesis addresses these issues by firstly investigating algorithms, based on dynamic programming and mixture models, for segmentation sensitivity and recognition accuracy on human motion capture data sets of repetitive and categorical motion classes. A stability analysis of the non-linear dynamical systems derived from the resultant mixture model representations aims to ensure that any trajectories converge to the intended target motion as observed in the demonstrations. Finally, these concepts are extended to humanoid robots by deploying a factor analyser for each mixture model component and coordinating the structure into a low dimensional representation of the demonstrated trajectories. This representation can be constructed as a correspondence map is learned between the demonstrator and robot for joint space actions. Applying these algorithms for demonstrating movement skills to robot is a further step towards autonomous incremental robot learning

    On-line Time Warping of Human Motion Sequences

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    Some application areas require motions to be time warped on-line as a motion is captured, aligning a partially captured motion to a complete prerecorded motion. For example movement training applications for dance and medical procedures, require on-line time warping for analysing and visually feeding back the accuracy of human motions as they are being performed. Additionally, real-time production techniques such as virtual production, in camera visual effects and the use of avatars in live stage performances, require on-line time warping to align virtual character performances to a live performer. The work in this thesis first addresses a research gap in the measurement of the alignment of two motions, proposing approaches based on rank correlation and evaluating them against existing distance based approaches to measuring motion similarity. The thesis then goes onto propose and evaluate novel methods for on-line time warping, which plot alignments in a forward direction and utilise forecasting and local continuity constraint techniques. Current studies into measuring the similarity of motions focus on distance based metrics for measuring the similarity of the motions to support motion recognition applications, leaving a research gap regarding the effectiveness of similarity metrics bases on correlation and the optimal metrics for measuring the alignment of two motions. This thesis addresses this research gap by comparing the performance of variety of similarity metrics based on distance and correlation, including novel combinations of joint parameterisation and correlation methods. The ability of each metric to measure both the similarity and alignment of two motions is independently assessed. This work provides a detailed evaluation of a variety of different approaches to using correlation within a similarity metric, testing their performance to determine which approach is optimal and comparing their performance against established distance based metrics. The results show that a correlation based metric, in which joints are parameterised using displacement vectors and correlation is measured using Kendall Tau rank correlation, is the optimal approach for measuring the alignment between two motions. The study also showed that similarity metrics based on correlation are better at measuring the alignment of two motions, which is important in motion blending and style transfer applications as well as evaluating the performance of time warping algorithms. It also showed that metrics based on distance are better at measuring the similarity of two motions, which is more relevant to motion recognition and classification applications. A number of approaches to on-line time warping have been proposed within existing research, that are based on plotting an alignment path backwards from a selected end-point within the complete motion. While these approaches work for discrete applications, such as recognising a motion, their lack of monotonic constraint between alignment of each frame, means these approaches do not support applications that require an alignment to be maintained continuously over a number of frames. For example applications involving continuous real-time visualisation, feedback or interaction. To solve this problem, a number of novel on-line time warping algorithms, based on forward plotting, motion forecasting and local continuity constraints are proposed and evaluated by applying them to human motions. Two benchmarks standards for evaluating the performance of on-line time warping algorithms are established, based on UTW time warping and compering the resulting alignment path with that produced by DTW. This work also proposes a novel approach to adapting existing local continuity constraints to a forward plotting approach. The studies within this thesis demonstrates that these time warping approaches are able to produce alignments of sufficient quality to support applications that require an alignment to be maintained continuously. The on-line time warping algorithms proposed in this study can align a previously recorded motion to a user in real-time, as they are performing the same action or an opposing action recorded at the same time as the motion being align. This solution has a variety of potential application areas including: visualisation applications, such as aligning a motion to a live performer to facilitate in camera visual effects or a live stage performance with a virtual avatar; motion feedback applications such as dance training or medical rehabilitation; and interaction applications such as working with Cobots

    Prototyping Models of Climate Change: New Approaches to Modelling Climate Change Data. 3D printed models of Climate Change research created in collaboration with Climate Scientists

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    Prototyping Models of Climate Change: New Approaches to Modelling Climate Change Data, identifies a gap in existing knowledge on the topic of 3D Printed, three dimensional creative visualisations of data on the impact of climate change. Communication, visualisation and dissemination of scientific research data to the general-public is a priority of science organisations. Creative visualisation projects that encourage meaningful cross-disciplinary collaboration are urgently needed, from a communication standpoint and, to act as models for agile responsive means of addressing climate change. Three-dimensional creative visualisations can give audiences alternate and more direct means of understanding information by engaging visual and haptic experience. This project contributes new knowledge in the field by way of an innovative framework and praxis for the communication and dissemination of climate change information across the disciplines of contemporary art, design and science. The focus is on projects that can effectively and affectively, communicate climate science research between the disciplines and the general-public. The research generates artefacts using 3D printing techniques. A contribution to new knowledge is the development of systems and materials for 3D printing that embody principles of sustainable fabrication. The artefacts or visualisations produced as part of the research project are made from sustainable materials that have been rigorously developed and tested. Through a series of collaborations with climate scientists, the research investigates methodologies and techniques for modelling and fabricating three-dimensional artefacts that represent climate change data. The collaborations and the research outputs are evaluated using boundary object theory. Expanding on existing boundary object categories, the research introduces new categories with parameters specifically designed to evaluate creative practice- science collaborations and their outputs

    A Social Dimension for Digital Architectural Practice

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    Merged with duplicate record 10026.1/1296 on 14.03.2017 by CS (TIS)This thesis proceeds from an analysis of practice and critical commentary to claim that the opportunities presented to some architectural practices by the advent of ubiquitous digital technology have not been properly exploited. The missed opportunities, it claims, can be attributed largely to the retention of a model of time and spaces as discrete design parameters, which is inappropriate in the context of the widening awareness of social interconnectedness that digital technology has also facilitated. As a remedy, the thesis shows that some social considerations essential to good architecture - which could have been more fully integrated in practice and theory more than a decade ago - can now be usefully revisited through a systematic reflection on an emerging use of web technologies that support social navigation. The thesis argues through its text and a number of practical projects that the increasing confidence and sophistication of interdisciplinary studies in geography, most notably in human geography, combined with the technological opportunities of social navigation, provide a useful model of time and space as a unified design parameter. In so doing the thesis suggests new possibilities for architectural practices involving social interaction. Through a literature review of the introduction and development of digital technologies to architectural practice, the thesis identifies the inappropriate persistence of a number of overarching concepts informing architectural practice. In a review of the emergence and growth of 'human geography' it elaborates on the concept of the social production of space, which it relates to an analysis of emerging social navigation technologies. In so doing the thesis prepares the way for an integration of socially aware architecture with the opportunities offered by social computing. To substantiate its claim the thesis includes a number of practical public projects that have been specifically designed to extend and amplify certain concepts, along with a large-scale design project and systematic analysis which is intended to illustrate the theoretical claim and provide a model for further practical exploitation

    Sonic Analysis for Machine Learning: Multi-Layer Perceptron Training using Spectrograms

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    This thesis presents efforts to lay the foundations for an Artificial-Intelligence musical compositional system conceived on similar principles to DeepDream, a revolutionary computer vision process. This theoretical system would be designed to engage in stylistic feature transfer between existing musical pieces, and eventually to compose original music either autonomously or in collaboration with human musicians and composers. In this thesis, construction of the analysis and feature recognition systems necessary for this long-term goal is achieved through the use of neural networks. Originally, DeepDream came about as a way of visualising the weights inside neural network layers – matrices of variables containing the data that determines what information the network has learned – for better understanding of training and trouble-shooting of such networks that have been trained to classify images. This approach spawned an unexpectedly artistic process whereby feature recognition could be used to alter images in a dreamlike fashion, akin to seeing shapes in clouds. The proposed musical version of this process involves analysing sound files and generating spectrograms – pictures of the sound that could be manipulated in much the same ways as regular images. As described in this thesis, a sizeable bank of sound samples has been gathered – of individual musical notes from a selection of instruments – in pursuit of this application of the DeepDream architecture. These samples are curated, edited and analysed to produce spectrograms that make up a dataset for neural network training. Using the Python programming language and its machine learning library ‘Scikit Learn’, a rudimentary deep learning system is constructed to be trained on the sample spectrograms and learn to classify them. Once this is complete, additional tests are performed to determine the validity and effectiveness of the approach
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