13,462 research outputs found
Comparison of input devices in an ISEE direct timbre manipulation task
The representation and manipulation of sound within multimedia systems is an important and currently under-researched area. The paper gives an overview of the authors' work on the direct manipulation of audio information, and describes a solution based upon the navigation of four-dimensional scaled timbre spaces. Three hardware input devices were experimentally evaluated for use in a timbre space navigation task: the Apple Standard Mouse, Gravis Advanced Mousestick II joystick (absolute and relative) and the Nintendo Power Glove. Results show that the usability of these devices significantly affected the efficacy of the system, and that conventional low-cost, low-dimensional devices provided better performance than the low-cost, multidimensional dataglove
PRESENCE: A human-inspired architecture for speech-based human-machine interaction
Recent years have seen steady improvements in the quality and performance of speech-based human-machine interaction driven by a significant convergence in the methods and techniques employed. However, the quantity of training data required to improve state-of-the-art systems seems to be growing exponentially and performance appears to be asymptotic to a level that may be inadequate for many real-world applications. This suggests that there may be a fundamental flaw in the underlying architecture of contemporary systems, as well as a failure to capitalize on the combinatorial properties of human spoken language. This paper addresses these issues and presents a novel architecture for speech-based human-machine interaction inspired by recent findings in the neurobiology of living systems. Called PRESENCE-"PREdictive SENsorimotor Control and Emulation" - this new architecture blurs the distinction between the core components of a traditional spoken language dialogue system and instead focuses on a recursive hierarchical feedback control structure. Cooperative and communicative behavior emerges as a by-product of an architecture that is founded on a model of interaction in which the system has in mind the needs and intentions of a user and a user has in mind the needs and intentions of the system
Event-driven displays for manipulator control
The problem of constructing event-related information displays from multidimensional data generated by proximity, force-torque and tactile sensors integrated with the terminal device of a remotely controlled manipulator is considered. Event-driven displays are constructed by using appropriate algorithms acting on sensory data in real time. Event-driven information displays lessen the operator's workload and improve control performance. The paper describes and discusses several event-driven display examples that were implemented in the JPL teleoperator project, including a brief outline of the data handling system which drives the graphics display in real time. The paper concludes with a discussion of future plans to integrate event-driven displays with visual (TV) information
Towards a new ITU-T recommendation for subjective methods evaluating gaming QoE
This paper reports on activities in Study Group 12 of the International Telecommunication Union (ITU-T SG12) to define a new Recommendation on subjective evaluation methods for gaming Quality of Experience (QoE). It first resumes the structure and content of the current draft which has been proposed to ITU-T SG12 in September 2014 and then critically discusses potential gaming content and evaluation methods for inclusion into the upcoming Recommendation. The aim is to start a discussion amongst experts on potential evaluation methods and their limitations, before finalizing a Recommendation. Such a recommendation might in the end be applied by non -expert users, hence wrong decisions in the evaluation design could negatively affect gaming QoE throughout the evaluation
The adaptive advantage of symbolic theft over sensorimotor toil: Grounding language in perceptual categories
Using neural nets to simulate learning and the genetic algorithm to simulate evolution in a toy world of mushrooms and mushroom-foragers, we place two ways of acquiring categories into direct competition with one another: In (1) "sensorimotor toil,â new categories are acquired through real-time, feedback-corrected, trial and error experience in sorting them. In (2) "symbolic theft,â new categories are acquired by hearsay from propositions â boolean combinations of symbols describing them. In competition, symbolic theft always beats sensorimotor toil. We hypothesize that this is the basis of the adaptive advantage of language. Entry-level categories must still be learned by toil, however, to avoid an infinite regress (the âsymbol grounding problemâ). Changes in the internal representations of categories must take place during the course of learning by toil. These changes can be analyzed in terms of the compression of within-category similarities and the expansion of between-category differences. These allow regions of similarity space to be separated, bounded and named, and then the names can be combined and recombined to describe new categories, grounded recursively in the old ones. Such compression/expansion effects, called "categorical perception" (CP), have previously been reported with categories acquired by sensorimotor toil; we show that they can also arise from symbolic theft alone. The picture of natural language and its origins that emerges from this analysis is that of a powerful hybrid symbolic/sensorimotor capacity, infinitely superior to its purely sensorimotor precursors, but still grounded in and dependent on them. It can spare us from untold time and effort learning things the hard way, through direct experience, but it remain anchored in and translatable into the language of experience
Digital Color Imaging
This paper surveys current technology and research in the area of digital
color imaging. In order to establish the background and lay down terminology,
fundamental concepts of color perception and measurement are first presented
us-ing vector-space notation and terminology. Present-day color recording and
reproduction systems are reviewed along with the common mathematical models
used for representing these devices. Algorithms for processing color images for
display and communication are surveyed, and a forecast of research trends is
attempted. An extensive bibliography is provided
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Olfaction-enhanced multimedia: Perspectives and challenges
This is the post-print version of the Article. The official published version can be accessed from the link below - Copyright @ 2011 Springer VerlagOlfactionâor smellâis one of the last challenges which multimedia and multimodal applications have to conquer. Enhancing such applications with olfactory stimuli has the potential to create a more complexâand richerâuser multimedia experience, by heightening the sense of reality and diversifying user interaction modalities. Nonetheless, olfaction-enhanced multimedia still remains a challenging research area. More recently, however, there have been initial signs of olfactory-enhanced applications in multimedia, with olfaction being used towards a variety of goals, including notification alerts, enhancing the sense of reality in immersive applications, and branding, to name but a few. However, as the goal of a multimedia application is to inform and/or entertain users, achieving quality olfaction-enhanced multimedia applications from the usersâ perspective is vital to the success and continuity of these applications. Accordingly, in this paper we have focused on investigating the user perceived experience of olfaction-enhanced multimedia applications, with the aim of discovering the quality evaluation factors that are important from a userâs perspective of these applications, and consequently ensure the continued advancement and success of olfaction-enhanced multimedia applications
Fast Color Space Transformations Using Minimax Approximations
Color space transformations are frequently used in image processing,
graphics, and visualization applications. In many cases, these transformations
are complex nonlinear functions, which prohibits their use in time-critical
applications. In this paper, we present a new approach called Minimax
Approximations for Color-space Transformations (MACT).We demonstrate MACT on
three commonly used color space transformations. Extensive experiments on a
large and diverse image set and comparisons with well-known multidimensional
lookup table interpolation methods show that MACT achieves an excellent balance
among four criteria: ease of implementation, memory usage, accuracy, and
computational speed
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