274 research outputs found

    CASA: Category-agnostic Skeletal Animal Reconstruction

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    Recovering the skeletal shape of an animal from a monocular video is a longstanding challenge. Prevailing animal reconstruction methods often adopt a control-point driven animation model and optimize bone transforms individually without considering skeletal topology, yielding unsatisfactory shape and articulation. In contrast, humans can easily infer the articulation structure of an unknown animal by associating it with a seen articulated character in their memory. Inspired by this fact, we present CASA, a novel Category-Agnostic Skeletal Animal reconstruction method consisting of two major components: a video-to-shape retrieval process and a neural inverse graphics framework. During inference, CASA first retrieves an articulated shape from a 3D character assets bank so that the input video scores highly with the rendered image, according to a pretrained language-vision model. CASA then integrates the retrieved character into an inverse graphics framework and jointly infers the shape deformation, skeleton structure, and skinning weights through optimization. Experiments validate the efficacy of CASA regarding shape reconstruction and articulation. We further demonstrate that the resulting skeletal-animated characters can be used for re-animation.Comment: Accepted to NeurIPS 202

    MatriksMovie: Building The Nation Character Through Movie-Based Realistic Mathematics Education

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    The root of RME is Hans Freudenthal’s interpretations, mathematics as human activity and mathematics must be connected to reality. This study developed a mathematics teaching and learning model that includes the characteristics of RME packaged in production and utilization of educational films in the learning process, it is called MATRiKSMovie Activity. Activity theory is based on Vygotsky's cultural-historical psychology and it focuses on understanding human activity and work practices. Practice of problem solving in real life can lead students to reflect, and build nation character. This research question are how to develop and implement a valid, practical and effective model of teaching and learning with movie based RME approach in Senior High Schools and its effect on students character and learning outcomes. Conclusion of this research are model of teaching and learning with movie based RME approach met the criteria of the content and construct validity, practicality, and effectiveness as it resulted in some positive impacts on the pupils at Grade 10 in Senior High Schools, mathematics learning with movie-based RME approach can serve to build student character as well as the civilization of the nation's dignity in order to educate the nation life, activities and process skills of students in mathematics learning with movie based RME approach has provided a positive impacts on the student learning outcomes (cognitive, affective, and psychomotor). Model of teaching and learning with Movie-based RME approach can be applied in learning mathematics and should be developed further by taking into account students' environment, conditions and facilities available. Humanistic mathematics learning should be developed to build the nation character. Keywords: MATRiKSMovie, Realistic Mathematics Education, Movie, the Nation Characte

    Using Geographical Information Systems to Investigate Spatial Patterns in Fossils of Tapirus polkenis from the Gray Fossil Site, Washington County, Tennessee

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    Discovered in 2000, the Gray Fossil Site provides a snapshot of the flora and fauna that lived during late Miocene to early Pliocene time in eastern Tennessee. These fossils occur in sediments consisting of fine-grained clays and sands of lacustrine origin, which were deposited after multiple sinkholes formed in the underlying Knox Group basement carbonates. Three-dimensional nearest neighbor analysis has been applied to fossils of Tapirus polkensis, characterizing the spatial patterns exhibited. These analyses determined the importance of taphonomic and depositional processes that occurred during the sites formation. Six characteristics were analyzed, four at the bone level including carnivore utilization, weathering, abrasion, and arthritis, and two at the specimen level, articulation and age class. Weathering, arthritis, and articulation, show clustered patterns indicating that the site had active predators, it consisted of many microenvironments, and deposition occurred in a passive setting. Although the current state of excavation makes any spatial analyses and taphonomic interpretations difficult, spatial analysis in both dimensions can be accomplished

    Spartan Daily, February 27, 2001

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    Volume 116, Issue 23https://scholarworks.sjsu.edu/spartandaily/9659/thumbnail.jp

    3D Virtual Tour For TAIPING Zoo

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    This project is building the system that would give users to feel virtual world. The main objective of the project is about entertainment, information and educational purposes. At the current situation, the website does not provide the link which directs to view the virtual environment, tour around and entertaining with 3D animals and objects. This project provides user to have more opportunities that they cannot get in the real world like getting closer and discover wild life animals. To provide virtual tour does not require travel but having an experience of moving through the selected areas. The project will really be helpful to users will get information and can think of what is the zoo like before they go to the zoo. A virtual tour is virtual reality simulation of an actually existing location, usually comprising 2D images, a sequence of hyperlinked 3D objects of the real location, as well as other multimedia elements such as sound effects, music, narration and text. To build virtual tour for the whole TAIPING zoo providing the images and information of all animals is quite big task to get done alone. Therefore, it focuses on 5 cages and information about the animals inside each cage, and zoo environment. It will provide the map for user to choose animal that they desire to see. The expectation of this project is that user would feel satisfied with tour around virtual environment and 3D objects, and get information of the animal. With this project, zoo TAIPING would be more interactive and can attract more visitors' attention

    On Body and Soul

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    The notions of “body”and “soul,” within the dual universe of the Marubo from southwestern Amazonia, intersect other contributions to this volume: first, in view of the present concern, from a universalizing perspective, on epistemological issues in Amazonia; and second, in view of a now ever-present relevance of indigenous ontology (here more as the “presentation,” rather than the “investigation” or “account” of the origins of the cosmos and all forms of being therein) vis-à-vis the knowledge, with a particularizing tenor, of the performance of a cognitive ethos. As noções de “corpo” e “alma,” dentro do universo dual dos Marubo do Sudoeste da Amazônia, se achegam a outras contribuições a este volume em vista, primeiro, da presente preocupação, em perspectiva universalizante, com questões epistemológicas na Amazônia; segundo, duma relevância, ora bem perene, da ontologia indígena (aqui mais enquanto “presentificação” que “investigação” ou “relato” das origens do cosmos e de todas as formas de ser que nele se dá) para com o conhecimento, de tendência particularizante, da performance dum ethos cognitivo

    The binary black hole explorer: on-the-fly visualizations of precessing binary black holes

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    Binary black hole mergers are of great interest to the astrophysics community, not least because of their promise to test general relativity in the highly dynamic, strong field regime. Detections of gravitational waves from these sources by LIGO and Virgo have garnered widespread media and public attention. Among these sources, precessing systems (with misaligned black-hole spin/orbital angular momentum) are of particular interest because of the rich dynamics they offer. However, these systems are, in turn, more complex compared to nonprecessing systems, making them harder to model or develop intuition about. Visualizations of numerical simulations of precessing systems provide a means to understand and gain insights about these systems. However, since these simulations are very expensive, they can only be performed at a small number of points in parameter space. We present binaryBHexp, a tool that makes use of surrogate models of numerical simulations to generate on-the-fly interactive visualizations of precessing binary black holes. These visualizations can be generated in a few seconds, and at any point in the 7-dimensional parameter space of the underlying surrogate models. With illustrative examples, we demonstrate how this tool can be used to learn about precessing binary black hole systems.Comment: Matches CQG version. Visualizations available at https://vijayvarma392.github.io/binaryBHex

    Implementasi metode fuzzy state machine untuk mengatur skenario pada game free Indonesian animals

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    INDONESIA: Untuk menampilkan beberapa objek, Augmented Reality membutuhkan animasi agar lebih menarik. Terdapat suatu masalah ketika menggunakan banyak animasi untuk satu objek yaitu penampilan karakter yang tidak sesuai dan pergerakan animasi pertarungan yang terlalu cepat, sehingga masalah tersebut dapat diatasi dengan pengolahan animasi menggunakan Finite State Machine. Selain itu, jika hanya menambahkan Finite State Machine tidak dapat menyelesaikan masalah ketika terdapat beberapa perilaku yang berbeda. Dalam studi sebelumnya, beberapa konsep menggabungkan Finite State Machine dengan fuzzy yang dapat membuat manajemen animasi lebih terkontrol. Sehingga dalam penelitian ini menggunakan Finite State Machine untuk mengontrol animasi pada Augmented Reality. Pada penelitian ini menggunakan 4 marker dan maksimal melakukan scan sebanyak 2 marker yang kemudian untuk proses penentuan pengambilan keputusan animasi objek akan dipilih dengan nilai fuzzy. Berdasarkan hasil pengujian diperoleh persentase sebesar 70,83% untuk pengujian akurasi marker berdasarkan jarak, sudut, dan pencahayaan. Sedangkan pengujian yang membandingkan antara Fuzzy State Machine dan rules diperoleh persentase sebesar 96,29%. ENGLISH: For displaying some object, Augmented Reality needs animations to make it more attractive. It will make some problems when we used a lot of animation for one object it will display characters that are not suitable and the movement of the battle animation is too fast, so we need to manage the animation with Finite State Machine. Furthermore, only adding Finite State Machine stop does not solve the problem when we used several different behaviors. In a recent study, several concepts combining Finite State Machine with fuzzy make animation management more controllable. So in this study, we try to use Finite State Machine to control the animation on ar. We used 4 markers and we scan 2 markers of them maka the object animation will be selected by the value of fuzzy. Based on the test results obtained a percentage of 70.83% for testing marker accuracy based on distance, angle, and lighting. While the test that compares the Fuzzy State Machine and the rules obtained a percentage of 96.29%. ARABIC: لعرض بعض العناصر ، يتطلب الواقع المعزز رسومًا متحركة لجعله أكثر تشويقًا. هناك مشكلة عند استخدام العديد من الرسوم المتحركة لكائن واحد ، وهي ظهور الشخصيات غير المتطابقة وحركة الرسوم المتحركة القتالية سريعة جدًا ، بحيث يمكن التغلب على هذه المشكلة عن طريق معالجة الرسوم المتحركة باستخدام آلة الدولة المحدودة. بالإضافة إلى ذلك ، فإن إضافة آلة الحالة المحدودة ببساطة لا يمكن أن تحل المشكلة عندما يكون هناك العديد من السلوكيات المختلفة. في الدراسات السابقة ، تجمع بعض المفاهيم بين آلة الحالة المحدودة والغامض مما يجعل إدارة الرسوم المتحركة أكثر قابلية للتحكم. لذلك في هذه الدراسة باستخدام آلة الحالة المحدودة للتحكم في الرسوم المتحركة في الواقع المعزز. في هذه الدراسة باستخدام 4 علامات وبحد أقصى 2 علامات تم مسحها ضوئيًا ، ثم بالنسبة لعملية اتخاذ القرار ، سيتم تحديد كائن الرسوم المتحركة بقيمة غامضة. بناءً على نتائج الاختبار تم الحصول على نسبة 70.83٪ لاختبار دقة العلامة بناءً على المسافة والزاوية والإضاءة. بينما حصل الاختبار الذي يقارن آلة الدولة الضبابية والقواعد على نسبة 96.29٪

    Timing Relationships between Speech and Co-Verbal Gestures in Spontaneous French

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    International audienceSeveral studies have described the links between gesture and speech in terms of timing, most of them concentrating on the production of hand gestures during speech or during pauses (Beattie & Aboudan, 1994; Nobe, 2000). Other studies have focused on the anticipation, synchronization or delay of gestures regarding their co-occurrence with speech (Schegloff, 1984; McNeill, 1992, 2005; Kipp, 2003; Loehr, 2004; Chui, 2005; Kida & Faraco, 2008; Leonard and Cummins, 2009) and we would like to participate in the debate in the present paper. We studied the timing relationships between iconic gestures and their lexical affiliates (Kipp, Neff et al., 2001) in a corpus of French conversational speech involving 6 speakers and annotated both in Praat (Boersma & Weenink, 2009) and Anvil (Kipp, 2001). The timing relationships we observed concerned the position of the gesture stroke as compared to that of the lexical affiliate and the Intonation Phrase, as well as the position of the gesture Phrase as regards that of the Intonation Phrase. The main results show that although gesture and speech are co-occurring, gestures generally start before the related speech segment

    Timing Relationships between Speech and Co-Verbal Gestures in Spontaneous French

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    International audienceSeveral studies have described the links between gesture and speech in terms of timing, most of them concentrating on the production of hand gestures during speech or during pauses (Beattie & Aboudan, 1994; Nobe, 2000). Other studies have focused on the anticipation, synchronization or delay of gestures regarding their co-occurrence with speech (Schegloff, 1984; McNeill, 1992, 2005; Kipp, 2003; Loehr, 2004; Chui, 2005; Kida & Faraco, 2008; Leonard and Cummins, 2009) and we would like to participate in the debate in the present paper. We studied the timing relationships between iconic gestures and their lexical affiliates (Kipp, Neff et al., 2001) in a corpus of French conversational speech involving 6 speakers and annotated both in Praat (Boersma & Weenink, 2009) and Anvil (Kipp, 2001). The timing relationships we observed concerned the position of the gesture stroke as compared to that of the lexical affiliate and the Intonation Phrase, as well as the position of the gesture Phrase as regards that of the Intonation Phrase. The main results show that although gesture and speech are co-occurring, gestures generally start before the related speech segment
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