53 research outputs found

    Natural User Interfaces for Virtual Character Full Body and Facial Animation in Immersive Virtual Worlds

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    In recent years, networked virtual environments have steadily grown to become a frontier in social computing. Such virtual cyberspaces are usually accessed by multiple users through their 3D avatars. Recent scientific activity has resulted in the release of both hardware and software components that enable users at home to interact with their virtual persona through natural body and facial activity performance. Based on 3D computer graphics methods and vision-based motion tracking algorithms, these techniques aspire to reinforce the sense of autonomy and telepresence within the virtual world. In this paper we present two distinct frameworks for avatar animation through user natural motion input. We specifically target the full body avatar control case using a Kinect sensor via a simple, networked skeletal joint retargeting pipeline, as well as an intuitive user facial animation 3D reconstruction pipeline for rendering highly realistic user facial puppets. Furthermore, we present a common networked architecture to enable multiple remote clients to capture and render any number of 3D animated characters within a shared virtual environment

    An information statistics approach to zone design in the geography of health outcomes and provision

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    Social scientists and policy makers are usually faced with boundary changes in administrative areas over time. The control of spatial issues deriving from boundary changes is even more important when they affect the organisation and allocation of resources in a national health system. In addition, the problem becomes more acute when the health organisations analyse sensitive data using geographies constructed to serve other administrative purposes. In recent literature, the modifiable nature of areas is reflected in the modifiable areal unit problem (MAUP) and widely acknowledged frameworks for geographical analysis are developed targeting to overcome this problem. The aim of this research is to suggest and develop methodologies supporting the health related studies to provide valuable decisions. In order to achieve this aim the following research objectives have been developed. In this thesis, the crucial objective is to identify how geographical problems are related to health policies exploring available methodologies and suggesting solutions derived from informative statistic measures to unresolved practical issues. Consequently, an automated computer system developed formulating these problems in graph theory context and utilising their components through object oriented algorithms. The test and evaluation of the system is applied in a series of case studies investigating the effects of MAUP in various geographies and aggregation levels. The overall objective provides strategies and valuable practice for using the system as well as suggesting areas of health research that may benefit from the methodology. In the final chapter, the thesis concludes with a summary of findings and limitations for the suggested methodology providing an outline of the research directions for further work into the spatial issues in relation to health research.EThOS - Electronic Theses Online ServiceHellenic State Scholarship Foundation (HSSF)GBUnited Kingdo

    Autonomous agents and avatars in REVERIE’s virtual environment

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    In this paper, we describe the enactment of autonomous agents and avatars in the web-based social collaborative virtual environment of REVERIE that supports natural, human-like behavior, physical interaction and engagement. Represented by avatars, users feel immersed in this virtual world in which they can meet and share experiences as in real life. Like the avatars, autonomous agents that may act in this world are capable of demonstrating human-like non-verbal behavior and facilitate social interaction. We describe how reasoning components of the REVERIE system connect and cooperatively control autonomous agents and avatars representing a user

    Multimodal Affective State Recognition in Serious Games Applications

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    A challenging research issue, which has recently attracted a lot of attention, is the incorporation of emotion recognition technology in serious games applications, in order to improve the quality of interaction and enhance the gaming experience. To this end, in this paper, we present an emotion recognition methodology that utilizes information extracted from multimodal fusion analysis to identify the affective state of players during gameplay scenarios. More specifically, two monomodal classifiers have been designed for extracting affective state information based on facial expression and body motion analysis. For the combination of different modalities a deep model is proposed that is able to make a decision about player’s affective state, while also being robust in the absence of one information cue. In order to evaluate the performance of our methodology, a bimodal database was created using Microsoft’s Kinect sensor, containing feature vectors extracted from users' facial expressions and body gestures. The proposed method achieved higher recognition rate in comparison with mono-modal, as well as early-fusion algorithms. Our methodology outperforms all other classifiers, achieving an overall recognition rate of 98.3%

    A Review of the "Digital Turn" in the New Literacy Studies

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    Digital communication has transformed literacy practices and assumed great importance in the functioning of workplace, recreational, and community contexts. This article reviews a decade of empirical work of the New Literacy Studies, identifying the shift toward research of digital literacy applications. The article engages with the central theoretical, methodological, and pragmatic challenges in the tradition of New Literacy Studies, while highlighting the distinctive trends in the digital strand. It identifies common patterns across new literacy practices through cross-comparisons of ethnographic research in digital media environments. It examines ways in which this research is taking into account power and pedagogy in normative contexts of literacy learning using the new media. Recommendations are given to strengthen the links between New Literacy Studies research and literacy curriculum, assessment, and accountability in the 21st century

    Higher sun exposure in the first trimester is associated with reduced preterm birth:a Scottish population cohort study using linked maternity and meteorological records

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    Background: Preterm birth (birth at <37 weeks gestation) is the leading cause of death in children under 5-years-old, and prevention is a global public health issue. Seasonal patterns of preterm birth have been reported, but factors underlying this have been poorly described. Sun exposure is an important environmental variable that has risks and benefits for human health, but the effects of sun exposure on pregnancy duration and preterm birth are unknown.Objectives: To determine the association between available sun exposure and preterm birth.Methods: We performed a population-based data-linkage study of 556,376 singleton births (in 397,370 mothers) at or after 24 weeks gestation, in Scotland between 2000 and 2010. Maternity records were linked to available sun exposure from meteorological records, by postcode. Logistic regression analysis was used to explore the relationship between available sunshine and preterm birth at <37 weeks gestation. Exploratory analyses included a subgroup analysis of spontaneous and indicated preterm births and a sibling analysis in sib pairs discordant for preterm birth.Results: The rate of preterm birth was 6% (32,958/553,791 live births). Increased available sun exposure in the first trimester of pregnancy was associated with a reduced risk of preterm birth, with evidence of a dose-response. Compared with the lowest quartile of sun exposure, the highest quartile of sun exposure was associated with a reduced odds ratio (OR) of preterm birth of 0.90 (95% Confidence Interval (CI) 0.88–0.94 p < 0.01) on univariable analysis and OR of 0.91 (95% CI 0.87, 0.93 p < 0.01) after adjustment for second trimester sunlight exposure, parity, maternal age, smoking status, and deprivation category. No association was seen between preterm birth and second trimester available sun exposure or combined first and second trimester exposure. Similar patterns were seen on sibling analysis and within both the indicated and spontaneous preterm subgroups.Discussion: Available sun exposure in the first trimester of pregnancy is associated with a protective effect on preterm birth <37 weeks gestation. This opens up new mechanisms, and potential therapeutic pathways, for preterm birth prevention

    Socioeconomic differences in recruitment and sickness absence in a large NHS health organisation: a cross-sectional study

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    OBJECTIVE: This study investigates the distribution of the workforce of one large National Health Service (NHS) employer in relation to socioeconomic deprivation and how sickness absence rates varied across these levels of deprivation. DESIGN: Share of the working age population that was employed at the NHS organisation mapped by area deprivation. The study used negative binomial regression models to investigate the extent to which wage level, occupational group and area deprivation were associated with sickness absence among employees. SETTING: The study used electronic staff records (2018–2019) of a large NHS organisation in the North West of England. RESULTS: In the most deprived areas, an additional person per 1000 working age population were employed at this NHS organisation compared with the most affluent areas. Employees from the most deprived quintile had 1.41 (95% CI 1.16 to 1.70) times the higher sickness rates than the employees from the least deprived quintile, when adjusting for age and sex. These differences were largely explained by differences in wage levels and occupation groups, with the lowest wage employees having 2.5 (95% CI 1.87 to 3.42) times the sickness absence rate as the highest wage group and the nursing and midwifery employees having 1.8 (95% CI 1.50 to 2.24) times the sickness absence rate as the administrative and clerical group. CONCLUSION: This large NHS organisation employed people disproportionately from deprived areas. They were considerably more likely to experience sickness absence compared with people from affluent areas. This appears to be because they were more likely to be in lower wage employment and employed in nursing and nursing assistant. Workplace health policies need to target these workers, adapting to their needs while enabling improvements in their working conditions, pay and career progression

    A framework for human-like behavior in an immersive virtual world

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    Just as readers feel immersed when the story-line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their life-long observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real

    Tools for user interaction in immersive environments

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    REVERIE -- REal and Virtual Engagement in Realistic Immersive Environments -- is a large scale collaborative project co-funded by the European Commission targeting novel research in the general domain of Networked Media and Search Systems. The project aims to bring about a revolution in 3D media and virtual reality by developing technologies for safe, collaborative, online environments that can enable realistic interpersonal communication and interaction in immersive environments. To date, project partners have been developing component technologies for a variety of functionalities related to the aims of REVERIE prior to integration into an end-to-end system. In this demo submission, we first introduce the project in general terms, outlining the high-level concept and vision before briefly describing the suite of demonstrations that we intend to present at MMM 2014

    Does better than expected life expectancy in areas of disadvantage indicate health resilience? Stakeholder perspectives and possible explanations.

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    Some places have better than expected health trends despite being disadvantaged in other ways. Thematic analysis of qualitative data from stakeholders (N = 25) in two case studies of disadvantaged local authorities the North West and South East of England assessed explanations for the localities' apparent health resilience. Participants identified ways of working that might contribute to improved life expectancy, such as partnering with third sector, targeting and outcome driven action. Stakeholders were reluctant to assume credit for better-than-expected health outcomes. External factors such as population change, national politics and finances were considered crucial. Local public health stakeholders regard their work as important but unlikely to cause place-centred health resilience
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