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Articles 391 - 414 of 414

Full-Text Articles in Artificial Intelligence and Robotics

Cross-Talk: A Shared Parameter Space For Gesturally Extended Human/Machine Improvisation, William Brent, Adam James Wilson Jan 2012

Cross-Talk: A Shared Parameter Space For Gesturally Extended Human/Machine Improvisation, William Brent, Adam James Wilson

Publications and Research

This paper describes Cross-talk, a piece of music and performance system for two instruments augmented with infrared motion-tracking capability, and an artificial software improviser. Cross-talk was commissioned by the Ammerman Center for Arts and Technology at Connecticut College, for the 13th Biennial Symposium on Arts and Technology. The work is part of an ongoing collaboration focused on developing integrated hardware and software performance systems to extend the timbral and expressive capabilities of traditional musical instruments and to generate musical structure in response to information retrieved from human performers in real-time. Artistic motivations and prior related work are presented here, along …


Towards Textually Describing Complex Video Contents With Audio-Visual Concept Classifiers, Chun Chet Tan, Yu-Gang Jiang, Chong-Wah Ngo Dec 2011

Towards Textually Describing Complex Video Contents With Audio-Visual Concept Classifiers, Chun Chet Tan, Yu-Gang Jiang, Chong-Wah Ngo

Research Collection School Of Computing and Information Systems

Automatically generating compact textual descriptions of complex video contents has wide applications. With the recent advancements in automatic audio-visual content recognition, in this paper we explore the technical feasibility of the challenging issue of precisely recounting video contents. Based on cutting-edge automatic recognition techniques, we start from classifying a variety of visual and audio concepts in video contents. According to the classification results, we apply simple rule-based methods to generate textual descriptions of video contents. Results are evaluated by conducting carefully designed user studies. We find that the state-of-the-art visual and audio concept classification, although far from perfect, is able …


Functional Reactive Musical Performers, Justin M. Phillips Dec 2010

Functional Reactive Musical Performers, Justin M. Phillips

Master's Theses

Computers have been assisting in recording, sound synthesis and other fields of music production for quite some time. The actual performance of music continues to be an area in which human players are chosen over computer performers. Musical performance is an area in which personalization is more important than consistency. Human players play with each other, reacting to phrases and ideas created by the players that they are playing with. Computer performers lack the ability to react to the changes in the performance that humans perceive naturally, giving the human players an advantage over the computer performers.

This thesis creates …


Semi-Autonomous Virtual Valet Parking, Arne Suppe, Luis Navarro-Serment, Aaron Steinfeld Nov 2010

Semi-Autonomous Virtual Valet Parking, Arne Suppe, Luis Navarro-Serment, Aaron Steinfeld

Research Collection School Of Computing and Information Systems

Despite regulations specifying parking spots that support wheelchair vans, it is not uncommon for end users to encounter problems with clearance for van ramps. Even if a driver elects to park in the far reaches of a parking lot as a precautionary measure, there is no guarantee that the spot next to their van will be empty when they return. Likewise, the prevalence of older drivers who experience significant difficulty with ingress and egress from vehicles is nontrivial and the ability to fully open a car door is important. This work describes a method and user interaction for low cost, …


Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong Jan 2010

Motion In Augmented Reality Games: An Engine For Creating Plausible Physical Interactions In Augmented Reality Games, Brian Mac Namee, David Beaney, Qingqing Dong

Articles

The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. The Motion in Augmented Reality Games (MARG) engine described in this paper has been developed to allow these kinds of game environments. The paper describes the design and implementation of the MARG engine and presents two proof-of-concept AR games that have been developed using it. Evaluations of these games have been performed and are presented to show that the MARG engine …


Cbtv: Visualising Case Bases For Similarity Measure Design And Selection, Brian Mac Namee, Sarah Jane Delany Jan 2010

Cbtv: Visualising Case Bases For Similarity Measure Design And Selection, Brian Mac Namee, Sarah Jane Delany

Conference papers

In CBR the design and selection of similarity measures is paramount. Selection can benefit from the use of exploratory visualisation- based techniques in parallel with techniques such as cross-validation ac- curacy comparison. In this paper we present the Case Base Topology Viewer (CBTV) which allows the application of different similarity mea- sures to a case base to be visualised so that system designers can explore the case base and the associated decision boundary space. We show, using a range of datasets and similarity measure types, how the idiosyncrasies of particular similarity measures can be illustrated and compared in CBTV allowing …


Inside The Selection Box: Visualising Active Learning Selection Strategies, Brian Mac Namee, Rong Hu, Sarah Jane Delany Jan 2010

Inside The Selection Box: Visualising Active Learning Selection Strategies, Brian Mac Namee, Rong Hu, Sarah Jane Delany

Conference papers

Visualisations can be used to provide developers with insights into the inner workings of interactive machine learning techniques. In active learning, an inherently interactive machine learning technique, the design of selection strategies is the key research question and this paper demonstrates how spring model based visualisations can be used to provide insight into the precise operation of various selection strategies. Using sample datasets, this paper provides detailed examples of the differences between a range of selection strategies.


Localizing Volumetric Motion For Action Recognition In Realistic Videos, Xiao Wu, Chong-Wah Ngo, Jintao Li, Yongdong Zhang Oct 2009

Localizing Volumetric Motion For Action Recognition In Realistic Videos, Xiao Wu, Chong-Wah Ngo, Jintao Li, Yongdong Zhang

Research Collection School Of Computing and Information Systems

This paper presents a novel motion localization approach for recognizing actions and events in real videos. Examples include StandUp and Kiss in Hollywood movies. The challenge can be attributed to the large visual and motion variations imposed by realistic action poses. Previous works mainly focus on learning from descriptors of cuboids around space time interest points (STIP) to characterize actions. The size, shape and space-time position of cuboids are fixed without considering the underlying motion dynamics. This often results in large set of fragmentized cuboids which fail to capture long-term dynamic properties of realistic actions. This paper proposes the detection …


Energetic Path Finding Across Massive Terrain Data, Andrew N. Tsui Jun 2009

Energetic Path Finding Across Massive Terrain Data, Andrew N. Tsui

Master's Theses

Before there were airplanes, cars, trains, boats, or bicycles, the primary means of transportation was on foot. Unfortunately, many of the trails used by ancient travelers have long since been abandoned. We present a software tool which can help visualize and predict where these forgotten trails might lie through the use of a human-centered cost metric. By comparing the paths generated by our software with known historical trails, we demonstrate how the tool can indicate likely trails used by ancient travelers. In addition, this new tool provides novel visualizations to better help the user understand alternate paths, effect of terrain, …


Widening The Evaluation Net, Brian Mac Namee, Mark Dunne Jan 2009

Widening The Evaluation Net, Brian Mac Namee, Mark Dunne

Conference papers

Intelligent Virtual Agent (IVA) systems are notoriously difficult to evaluate, particularly due to the subjectivity involved. From the various efforts to develop standard evaluation schemes for IVA systems the scheme proposed by Isbister & Doyle, which evaluates systems across five categories, seems particularly appropriate. To examine how these categories are being used, the evaluations presented in the proceedings of IVA '07 and IVA '08 are summarised and the extent to which the five categories in the Isbister & Doyle scheme are used is highlighted. Finally, to illustrate how the full scheme can be used, an evaluation of an IVA system …


Stepping Off The Stage, Brian Mac Namee, John D. Kelleher Jan 2009

Stepping Off The Stage, Brian Mac Namee, John D. Kelleher

Conference papers

Mixed-reality virtual agents are an attractive solution to the problems associated with human-robot interaction, allowing all the expressiveness of virtual characters to be married with the advantages of a physical artifact which exists in a shared environment with the user. However, common approaches to achieving this restrict the virtual characters appearing on top of, or encompassing the robot. This paper describes the Stepping Off the Stage system in which mixed-reality agents are allowed to step off the robot stage and move to other parts of the environment, offering compelling new interaction possibilities.


Forked:A Demonstration Of Physics Realism In Augmented Reality, David Beaney, Brian Mac Namee Jan 2009

Forked:A Demonstration Of Physics Realism In Augmented Reality, David Beaney, Brian Mac Namee

Conference papers

In making fully immersive augmented reality (AR) applications, real and virtual objects will have to be seen to physically interact together in a realistic and believable way. This paper describes Forked! a system that has been developed to show how physical interactions between real and virtual objects can be simulated re- alistically and believably through appropriate use of a physics en- gine. The system allows users control a robotic forklift to manipu- late virtual crates in an AR environment. The paper also describes a evaluation experiment in which it is shown that the physical inter- actions between the forklift and …


Video Event Detection Using Motion Relativity And Visual Relatedness, Feng Wang, Yu-Gang Jiang, Chong-Wah Ngo Oct 2008

Video Event Detection Using Motion Relativity And Visual Relatedness, Feng Wang, Yu-Gang Jiang, Chong-Wah Ngo

Research Collection School Of Computing and Information Systems

Event detection plays an essential role in video content analysis. However, the existing features are still weak in event detection because: i) most features just capture what is involved in an event or how the event evolves separately, and thus cannot completely describe the event; ii) to capture event evolution information, only motion distribution over the whole frame is used which proves to be noisy in unconstrained videos; iii) the estimated object motion is usually distorted by camera movement. To cope with these problems, in this paper, we propose a new motion feature, namely Expanded Relative Motion Histogram of Bag-ofVisual-Words …


Rushes Video Summarization By Object And Event Understanding, Feng Wang, Chong-Wah Ngo Sep 2007

Rushes Video Summarization By Object And Event Understanding, Feng Wang, Chong-Wah Ngo

Research Collection School Of Computing and Information Systems

This paper explores a variety of visual and audio analysis techniques in selecting the most representative video clips for rushes summarization at TRECVID 2007. These techniques include object detection, camera motion estimation, keypoint matching and tracking, audio classification and speech recognition. Our system is composed of two major steps. First, based on video structuring, we filter undesirable shots and minimize the inter-shot redundancy by repetitive shot detection. Second, a representability measure is proposed to model the presence of objects and four audio-visual events: motion activity of objects, camera motion, scene changes, and speech content, in a video clip. The video …


Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee Jan 2007

Using Computer Vision To Create A 3d Representation Of A Snooker Table For Televised Competition Broadcasting, Hao Guo, Brian Mac Namee

Conference papers

The Snooker Extraction and 3D Builder (SE3DB) is designed to be used as a viewer aid in televised snooker broadcasting. Using a single camera positioned over a snooker table, the system creates a virtual 3D model of the table which can be used to allow audiences view the table from any angle. This would be particularly useful in allowing viewers to determine if particular shots are possible or not. This paper will describe the design, development and evaluation of this system. Particular focus in the paper will be given to the techniques used to recognise and locate the balls on …


Rapid Prototyping For The Design Of Virtual Worlds, Prabhu V. Krishnan Apr 2005

Rapid Prototyping For The Design Of Virtual Worlds, Prabhu V. Krishnan

Electrical & Computer Engineering Theses & Dissertations

Development of Virtual Reality (VR) applications is challenging where application developers are required to have expertise in the target VR technologies along with the problem domain expertise. New VR technologies impose a significant learning curve to even the most experienced VR developer. The proposed solution relies on synthesis to automate the migration of a VR application to a new unfamiliar VR platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) was developed, that serves as a superset/model representation of the target virtual world. Input modules were developed to populate the framework with the capabilities of the virtual world …


Trends. War On Personality And Personality And War: Comments On Nass And Lee (2002), Ibpp Editor Sep 2002

Trends. War On Personality And Personality And War: Comments On Nass And Lee (2002), Ibpp Editor

International Bulletin of Political Psychology

This Trends article discusses another article – Identity and deconstruction, by Clifford Nass and Kwan Min Yee – published in volume 3 (2002) of Archives of Psychiatry & Psychotherapy in which the authors demonstrate that people reliably attribute personality characteristics to computer-synthesized speech, exploring the ramifications in a political psychological context.


Tools For Jawi Character Recognition, Hassan Nur Hassinah Jan 2000

Tools For Jawi Character Recognition, Hassan Nur Hassinah

Student Works (2000-2009)

Huruf jawi terdiri daripada 36 huruf. Ia merupakan huruf-huruf yang kebanyakannya lahir daripada huruf arab.Tulisannya adalah unik kerana mempunyai aksara yang bersambung dalam sesuatu perkataan. lni menyebabkan pengecaman terhadap tulisan jawi tangan menjadi lebih kompleks apabila aksara perlu dipecahkan. Selain itu, perwakilan bagi sesuatu aksara jawi mempunyai bentuk yang berlainan bergantung kepada kedudukannya dalam perkataan. Perisian alatan teknikal iaitu MATLAB digunakan untuk membina atatan yang terdiri daripada pemprosesan imej, pensegmenan, dan pengecaman aksara jawi. Input adatah satu perkataan jawi yang diimbas. lmej dalam bentuk digitaJ akan melalui pemprosesan imej untuk tujuan pengurangan kebisingan dan peningkatan kualiti. lmej seterusnya dipecabkan kepada …


Homepage For Medical Image Processing, Nawot Nomansia Jan 2000

Homepage For Medical Image Processing, Nawot Nomansia

Student Works (2000-2009)

Homepage for Medical image Processing is a web site development project done to fulfills the requirement of Bachelor of Information Technology course. This homepage is about the current research in medical image processing area done by the research group in Neural Network Lab at Faculty of Computer Science and Intonation Technology University of Malaya. The architecture of this homepage based on client-server architecture model. Nowadays, many researchers use the Internet to storing, retrieving, and displaying information in a networked environment. Those who offer information through the Web must establish a homepage, a text and graphical screen display that usually welcomes …


Interactive 3d Human-Head Multimedia System, Ahmad Shah Reezal Jan 2000

Interactive 3d Human-Head Multimedia System, Ahmad Shah Reezal

Student Works (2000-2009)

This document was organized in order to give to the reader or user a complete overview about the upcoming project, in the sense that the user should learn the theoretical concepts first and then be aware of how the concepts be applied, being presented meanwhile, some introduction, literation research, methodology, system analysis, system design, system development, system testing, the discussion on the problems occur and examples related with "Interactive 30 human Head Multimedia System". My advisor and supervisor for this thesis is Pn. Nurul Fazmidar Mohd. Noor and the moderator is Dr. Phang Keat Keong. The topic I chose is …


Rucker, Rudy Rucker May 1996

Rucker, Rudy Rucker

SWITCH

In this article, Rudy Rucker shares his thoughts on hacking. He summarizes it as normal actions, such as building a car, or kneading clay. He compares hacking to things that are buildable by hand, and views creating computer programs the same way. One of the benefits of creating your own computer programs is that you can customize themn however you want. However customizing software on your own is extremely time consuming. He then goes into further detail about artificial life and how hyperspace works. Hacking bends the cyber reality that we are accustomed to, and modifying programs outside of what …


Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad May 1996

Artificial Love Life Is As Real As The Real Thing, Professor S. Farsad

SWITCH

This article explains how an experiment by two human subjects stimulates love compared to artificial life. Professor Farsad’s experiment consisted of seven procedures from Stendhal’s work on romantic love, Love (1822). Both this article and experiment aimed to answer the question; Can artificial life feel love in romance?


Virtual Celluoid, Switch Staffs Sep 1995

Virtual Celluoid, Switch Staffs

SWITCH

The article is an analysis of the author’s research pertaining to films relating to or containing the concept of virtual reality. The author lists several films such as Johnny Mnemnonic, Virtuosity, The Net, and Disclosure and provides a brief synopsis and review of each movie. Each film explains the concept of virtual reality through differing plots and methods such as cyberspace, progressive software, and artificial intelligence. The author also gives their own insight into and ratings of the films, explaining what they think is the most relatable in terms of overall storyline as well as how realisticly the movie portrays …


Vr Products, P.D. Quick Sep 1995

Vr Products, P.D. Quick

SWITCH

The article is an analysis of the author’s experience testing several virtual reality items at Siggraph, an annual convention displaying computer machinery and interactive technology products. The author explains each device and how they work, the company behind the invention, as well as how it can help with future technological advancements. Several products are explained in more depth; the i-Glasses by Virtual I/O, Red Planet by Virtual World Entertainment Inc., Venturer S-2 by Thomson Entertainment Systems, and several more. Each item explores virtual reality in differing ways such as interactive video games, more user-friendly 3D modeling, and virtual movie theater …