156,310 research outputs found

    A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment

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    We describe the design and implementation of a vision based interactive entertainment system that makes use of both involuntary and voluntary control paradigms. Unintentional input to the system from a potential viewer is used to drive attention-getting output and encourage the transition to voluntary interactive behaviour. The iMime system consists of a character animation engine based on the interaction metaphor of a mime performer that simulates non-verbal communication strategies, without spoken dialogue, to capture and hold the attention of a viewer. The system was developed in the context of a project studying care of dementia sufferers. Care for a dementia sufferer can place unreasonable demands on the time and attentional resources of their caregivers or family members. Our study contributes to the eventual development of a system aimed at providing relief to dementia caregivers, while at the same time serving as a source of pleasant interactive entertainment for viewers. The work reported here is also aimed at a more general study of the design of interactive entertainment systems involving a mixture of voluntary and involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho

    Human motion modeling and simulation by anatomical approach

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    To instantly generate desired infinite realistic human motion is still a great challenge in virtual human simulation. In this paper, the novel emotion effected motion classification and anatomical motion classification are presented, as well as motion capture and parameterization methods. The framework for a novel anatomical approach to model human motion in a HTR (Hierarchical Translations and Rotations) file format is also described. This novel anatomical approach in human motion modelling has the potential to generate desired infinite human motion from a compact motion database. An architecture for the real-time generation of new motions is also propose

    Visual Dynamics: Probabilistic Future Frame Synthesis via Cross Convolutional Networks

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    We study the problem of synthesizing a number of likely future frames from a single input image. In contrast to traditional methods, which have tackled this problem in a deterministic or non-parametric way, we propose a novel approach that models future frames in a probabilistic manner. Our probabilistic model makes it possible for us to sample and synthesize many possible future frames from a single input image. Future frame synthesis is challenging, as it involves low- and high-level image and motion understanding. We propose a novel network structure, namely a Cross Convolutional Network to aid in synthesizing future frames; this network structure encodes image and motion information as feature maps and convolutional kernels, respectively. In experiments, our model performs well on synthetic data, such as 2D shapes and animated game sprites, as well as on real-wold videos. We also show that our model can be applied to tasks such as visual analogy-making, and present an analysis of the learned network representations.Comment: The first two authors contributed equally to this wor

    Interpretation of the variability of the <i>β</i> Cephei star <i>Ν</i> Scorpii. I. The multiple character

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    We derive accurate values of the orbital parameters of the close binary β Cephei star Ν Scorpii. Moreover, we present the first determination of the properties of the triple system to which Ν Scorpii belongs. Our analysis is based on a time series of 815 high-resolution spectra, covering a timespan of 14 years. We find a close orbit of 5d.9525days (e=0.26) and a wide orbit of approximately 1082d days (e=0.23). The orbital parameters of the triple star and a spectrum synthesis lead us to conclude that the system is composed of two early-type B stars and a low-mass pre-main-sequence star rather than containing an ultra-massive white dwarf as claimed before. Our proposed configuration is compatible with population synthesis. The radial velocity variations of the primary allow us to confirm the presence of at least one pulsation mode with frequency 4.679410 c d-1 which is subject to the light-time effect in the triple system. A detailed analysis of the complex line-profile variations is described in a subsequent paper

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
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