6,767 research outputs found
On the Development of Adaptive and User-Centred Interactive Multimodal Interfaces
Multimodal systems have attained increased attention in recent years, which has made possible important
improvements in the technologies for recognition, processing, and generation of multimodal information.
However, there are still many issues related to multimodality which are not clear, for example, the
principles that make it possible to resemble human-human multimodal communication. This chapter
focuses on some of the most important challenges that researchers have recently envisioned for future
multimodal interfaces. It also describes current efforts to develop intelligent, adaptive, proactive, portable
and affective multimodal interfaces
An original framework for understanding human actions and body language by using deep neural networks
The evolution of both fields of Computer Vision (CV) and Artificial Neural Networks (ANNs) has allowed the development of efficient automatic systems for the analysis of people's behaviour.
By studying hand movements it is possible to recognize gestures, often used by people to communicate information in a non-verbal way.
These gestures can also be used to control or interact with devices without physically touching them. In particular, sign language and semaphoric hand gestures are the two foremost areas of interest due to their importance in Human-Human Communication (HHC) and Human-Computer Interaction (HCI), respectively.
While the processing of body movements play a key role in the action recognition and affective computing fields. The former is essential to understand how people act in an environment, while the latter tries to interpret people's emotions based on their poses and movements;
both are essential tasks in many computer vision applications, including event recognition, and video surveillance.
In this Ph.D. thesis, an original framework for understanding Actions and body language is presented. The framework is composed of three main modules: in the first one, a Long Short Term Memory Recurrent Neural Networks (LSTM-RNNs) based method for the Recognition of Sign Language and Semaphoric Hand Gestures is proposed; the second module presents a solution based on 2D skeleton and two-branch stacked LSTM-RNNs for action recognition in video sequences; finally, in the last module, a solution for basic non-acted emotion recognition by using 3D skeleton and Deep Neural Networks (DNNs) is provided.
The performances of RNN-LSTMs are explored in depth, due to their ability to model the long term contextual information of temporal sequences, making them suitable for analysing body movements.
All the modules were tested by using challenging datasets, well known in the state of the art, showing remarkable results compared to the current literature methods
Affect and believability in game characters:a review of the use of affective computing in games
Virtual agents are important in many digital environments. Designing a character that highly engages users in terms of interaction is an intricate task constrained by many requirements. One aspect that has gained more attention recently is the effective dimension of the agent. Several studies have addressed the possibility of developing an affect-aware system for a better user experience. Particularly in games, including emotional and social features in NPCs adds depth to the characters, enriches interaction possibilities, and combined with the basic level of competence, creates a more appealing game. Design requirements for emotionally intelligent NPCs differ from general autonomous agents with the main goal being a stronger player-agent relationship as opposed to problem solving and goal assessment. Nevertheless, deploying an affective module into NPCs adds to the complexity of the architecture and constraints. In addition, using such composite NPC in games seems beyond current technology, despite some brave attempts. However, a MARPO-type modular architecture would seem a useful starting point for adding emotions
A Survey on Deep Multi-modal Learning for Body Language Recognition and Generation
Body language (BL) refers to the non-verbal communication expressed through
physical movements, gestures, facial expressions, and postures. It is a form of
communication that conveys information, emotions, attitudes, and intentions
without the use of spoken or written words. It plays a crucial role in
interpersonal interactions and can complement or even override verbal
communication. Deep multi-modal learning techniques have shown promise in
understanding and analyzing these diverse aspects of BL. The survey emphasizes
their applications to BL generation and recognition. Several common BLs are
considered i.e., Sign Language (SL), Cued Speech (CS), Co-speech (CoS), and
Talking Head (TH), and we have conducted an analysis and established the
connections among these four BL for the first time. Their generation and
recognition often involve multi-modal approaches. Benchmark datasets for BL
research are well collected and organized, along with the evaluation of SOTA
methods on these datasets. The survey highlights challenges such as limited
labeled data, multi-modal learning, and the need for domain adaptation to
generalize models to unseen speakers or languages. Future research directions
are presented, including exploring self-supervised learning techniques,
integrating contextual information from other modalities, and exploiting
large-scale pre-trained multi-modal models. In summary, this survey paper
provides a comprehensive understanding of deep multi-modal learning for various
BL generations and recognitions for the first time. By analyzing advancements,
challenges, and future directions, it serves as a valuable resource for
researchers and practitioners in advancing this field. n addition, we maintain
a continuously updated paper list for deep multi-modal learning for BL
recognition and generation: https://github.com/wentaoL86/awesome-body-language
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