1,038 research outputs found

    Synthesizing Photorealistic Virtual Humans Through Cross-modal Disentanglement

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    Over the last few decades, many aspects of human life have been enhanced with virtual domains, from the advent of digital assistants such as Amazon's Alexa and Apple's Siri to the latest metaverse efforts of the rebranded Meta. These trends underscore the importance of generating photorealistic visual depictions of humans. This has led to the rapid growth of so-called deepfake and talking-head generation methods in recent years. Despite their impressive results and popularity, they usually lack certain qualitative aspects such as texture quality, lips synchronization, or resolution, and practical aspects such as the ability to run in real-time. To allow for virtual human avatars to be used in practical scenarios, we propose an end-to-end framework for synthesizing high-quality virtual human faces capable of speaking with accurate lip motion with a special emphasis on performance. We introduce a novel network utilizing visemes as an intermediate audio representation and a novel data augmentation strategy employing a hierarchical image synthesis approach that allows disentanglement of the different modalities used to control the global head motion. Our method runs in real-time, and is able to deliver superior results compared to the current state-of-the-art

    Gait Analysis and Rehabilitation Using Web-Based Pose Estimation

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    Gait abnormalities are one of the most common health conditions in the elderly population, with almost one in three people over 60 experiencing symptoms that disrupt their movement [1]. These symptoms can cause disability [2] and present an increased fall risk [3] [4]. Detecting these abnormalities early is, therefore, crucial as it reduces the likelihood of injuries and accidents. Current treatments for gait abnormalities depend on the condition, but many treatment plans commonly incorporate some form of physiotherapy. Clinicians typically deliver physiotherapy in the form of gait assessments and targeted exercises or therapies. Recent research has also shown that virtual reality (VR) treadmill walking, using motion capture technology, can be an effective method of treating certain gait abnormalities [5] [6] [7]. This thesis covers the development of a web-based VR treadmill walking system to make VR physiotherapy cheaper and more accessible. The system uses convolutional neural networks to assess the patient’s gait from an RGB webcam feed and provides them with live feedback on their body position within a VR environment. The system’s gait assessment capabilities are validated by comparing it to a gold standard – the OptiTrack motion capture system. The results demonstrate that the system’s percentage error (ϔ˜%) was much less for temporal gait metrics (0.24 < ϔ˜< 12.40) than it was for spatial ones (70.90 < ϔ˜% < 79.72). Four out of five spatial metrics also had a “very strong correlation” (0.74 < r < 0.86) when compared to the OptiTrack’s metrics, meaning the accuracy could be increased using a gain factor. These findings establish the basis for a similar study with a larger sample size. They also raise the possibility that this system could analyse gait in the clinic and the home without specialist motion capture equipment or facilities

    2017 GREAT Day Program

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    SUNY Geneseo’s Eleventh Annual GREAT Day.https://knightscholar.geneseo.edu/program-2007/1011/thumbnail.jp

    Reframing museum epistemology for the information age: a discursive design approach to revealing complexity

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    This practice-based research inquiry examines the impact of an epistemic shift, brought about by the dawning of the information age and advances in networked communication technologies, on physical knowledge institutions - focusing on museums. The research charts adapting knowledge schemas used in museum knowledge organisation and discusses the potential for a new knowledge schema, the network, to establish a new epistemology for museums that reflects contemporary hyperlinked and networked knowledge. The research investigates the potential for networked and shared virtual reality spaces to reveal new ‘knowledge monuments’ reflecting the epistemic values of the network society and the space of flows. The central practice for this thesis focuses on two main elements. The first is applying networks and visual complexity to reveal multi-linearity and adapting perspectives in relational knowledge networks. This concept was explored through two discursive design projects, the Museum Collection Engine, which uses data visualisation, cloud data, and image recognition within an immersive projection dome to create a dynamic and searchable museum collection that returns new and interlinking constellations of museum objects and knowledge. The second discursive design project was Shared Pasts: Decoding Complexity, an AR app with a unique ‘anti-personalisation’ recommendation system designed to reveal complex narratives around historic objects and places. The second element is folksonomy and co-design in developing new community-focused archives using the community's language to build the dataset and socially tagged metadata. This was tested by developing two discursive prototypes, Women Reclaiming AI and Sanctuary Stories

    Systemic Circular Economy Solutions for Fiber Reinforced Composites

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    This open access book provides an overview of the work undertaken within the FiberEUse project, which developed solutions enhancing the profitability of composite recycling and reuse in value-added products, with a cross-sectorial approach. Glass and carbon fiber reinforced polymers, or composites, are increasingly used as structural materials in many manufacturing sectors like transport, constructions and energy due to their better lightweight and corrosion resistance compared to metals. However, composite recycling is still a challenge since no significant added value in the recycling and reprocessing of composites is demonstrated. FiberEUse developed innovative solutions and business models towards sustainable Circular Economy solutions for post-use composite-made products. Three strategies are presented, namely mechanical recycling of short fibers, thermal recycling of long fibers and modular car parts design for sustainable disassembly and remanufacturing. The validation of the FiberEUse approach within eight industrial demonstrators shows the potentials towards new Circular Economy value-chains for composite materials

    Chatbots for Modelling, Modelling of Chatbots

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    Tesis Doctoral inédita leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior, Departamento de Ingeniería Informåtica. Fecha de Lectura: 28-03-202

    Moving usable security research out of the lab: evaluating the use of VR studies for real-world authentication research

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    Empirical evaluations of real-world research artefacts that derive results from observations and experiments are a core aspect of usable security research. Expert interviews as part of this thesis revealed that the costs associated with developing and maintaining physical research artefacts often amplify human-centred usability and security research challenges. On top of that, ethical and legal barriers often make usability and security research in the field infeasible. Researchers have begun simulating real-life conditions in the lab to contribute to ecological validity. However, studies of this type are still restricted to what can be replicated in physical laboratory settings. Furthermore, historically, user study subjects were mainly recruited from local areas only when evaluating hardware prototypes. The human-centred research communities have recognised and partially addressed these challenges using online studies such as surveys that allow for the recruitment of large and diverse samples as well as learning about user behaviour. However, human-centred security research involving hardware prototypes is often concerned with human factors and their impact on the prototypes’ usability and security, which cannot be studied using traditional online surveys. To work towards addressing the current challenges and facilitating research in this space, this thesis explores if – and how – virtual reality (VR) studies can be used for real-world usability and security research. It first validates the feasibility and then demonstrates the use of VR studies for human-centred usability and security research through six empirical studies, including remote and lab VR studies as well as video prototypes as part of online surveys. It was found that VR-based usability and security evaluations of authentication prototypes, where users provide touch, mid-air, and eye-gaze input, greatly match the findings from the original real-world evaluations. This thesis further investigated the effectiveness of VR studies by exploring three core topics in the authentication domain: First, the challenges around in-the-wild shoulder surfing studies were addressed. Two novel VR shoulder surfing methods were implemented to contribute towards realistic shoulder surfing research and explore the use of VR studies for security evaluations. This was found to allow researchers to provide a bridge over the methodological gap between lab and field studies. Second, the ethical and legal barriers when conducting in situ usability research on authentication systems were addressed. It was found that VR studies can represent plausible authentication environments and that a prototype’s in situ usability evaluation results deviate from traditional lab evaluations. Finally, this thesis contributes a novel evaluation method to remotely study interactive VR replicas of real-world prototypes, allowing researchers to move experiments that involve hardware prototypes out of physical laboratories and potentially increase a sample’s diversity and size. The thesis concludes by discussing the implications of using VR studies for prototype usability and security evaluations. It lays the foundation for establishing VR studies as a powerful, well-evaluated research method and unfolds its methodological advantages and disadvantages

    Using Visual Effects as a Means of Establishing or Reinforcing Scale in 3D Visual Works

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    In 3D animation, visual effects help to establish and reinforce the scale of different characters and objects that are otherwise unclear. In the Fall of 2022, I taught a class about visual effects to several students. At the time, I had difficulty explaining the importance of properly scaling your 3D effects in order to add realism. With physically based effects, we must respect the laws of physics to create a visually realistic and understandable visual effect. Going through several of my previous projects, I found that I had made mistakes with scaling several of my effects. With this paper, I set out to revise and improve several of my effects projects from the past by correcting scale and adding supplementary effects to help convey scale. I then used these projects to render animations that I use to teach the importance of scale in effects by using some of my mistakes in the past
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