236 research outputs found

    Dyeing in Computer Graphics

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    Model figging of articulated objects

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    本稿では人体や手などに代表される多関節物体の三次元姿勢を画像から推定するモデルフィッティングの技術についてサーベイする。画像によるモデルフィッティングの枠組みを,1)推定に利用される画像特徴,2)画像と照合するモデルの表現と照合のパラメータ空間,3)照合時の評価関数と最適解の探索手法,にわけて多関節物体の三次元姿勢推定に特徴的な要素を上記三つの観点から比較整理することを試みる。In this paper, we present a survey report for the model fitting method to estimate3-D posture of articulated objects such as human body and hand. We decompose the model fitting framework into the following threee lements: 1)image feature, 2)model description and parameter space for model-image matching and 3)matching function and its optimization. From the viewpoint of these three issues, we try to compare the various methods of model fitting to each other and summarize them

    Real-time Human Proxy: An Avatar-based Communication System

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    Abstract: We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtualized human behave as if he/she was present at a distant place. For estimating RHP, we apply it to a simple game and a virtual classroom system. The experimental results shows us that RHP is useful for avatar-based communication

    Real-time Human Proxy: An Avatar-based Communication System

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    We propose a concept of real-time human proxy for avatar-based communication systems, which virtualizes a human in the real world in real-time and which lets the virtualized human behave as if he/she was present at a distant place. For estimating RHP, we apply it to a simple game and a virtual classroom system. The experimental results shows us that RHP is useful for avatar-based communication

    画像認識の適用性向上のための自動知識獲得と並列化に関する研究

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    目次 1 序論 2 画像認識における知識獲得 3 高レベル画像処理における並列処理 4 分散型並列計算機による実時間画像処理 5 プログラミングツールRPV 6 結論 謝辞 参考文献 索引主1-参1システム情報_知能システム工

    Presentation of Human Action Information via Avatar: From the Viewpoint of Avatar-Based Communication

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    Knowledge-Based Intelligent Information and Engineering Systems 9th International Conference, KES 2005, Melbourne, Australia, September 14-16, 2005, Proceedings, Part IIIThis paper describes techniques to present human action information on an avatar-based interaction system, using real-time motion sensing and human action symbolization. Avatar-based interaction systems with computer-generated virtual environments have difficulties in acquiring user’s information, i.e., enough information to represent the user as if he/she were in the environment. This mainly comes of high degrees of freedom of human body and causes the lack of reality. Since it is almost impossible to acquire all the detailed information of human actions or activities, we, instead, recognize, or estimate, what kind of actions have occurred from sensed human motion information and other available information and re-generate detailed and natural actions from the estimated results. In this paper, we describe our approach, Real-time Human Proxy, especially on representing human actions. Also we present experimental results

    Non-verbal Human Communication Using Avatars in a Virtual Space

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    Knowledge-Based Intelligent Information and Engineering Systems 7th International Conference, KES 2003 Oxford, UK, September 3-5, 2003 Proceedings, Part IIDistance learning such as TV-based learning, Internet learning, etc. has become popular in these days. In particular, distance learning on Internet is a promising approach to decrease the geographical barrier of education and to provide a personalized learning framework. However, such distance learning has a problem that participants of the distance learning can not acquire the feeling of reality, or realistic atmosphere of learning, though multi-modal information, or visual and audio information is transferred between learning sites. To solve the problem, or to provide more realistic learning environment for distance learning, we are researching for a virtual environment for distance learning with high reality. Particularly, in this research, we are aiming at construction of a virtual class room, which a teacher and geographically scattered students can attend via the network
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