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Graphics and Human Computer Interfaces Commons™
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Articles 361 - 390 of 400
Full-Text Articles in Graphics and Human Computer Interfaces
Front Matter: Proceedings Of The Maics 2016 Conference, University Of Dayton
Front Matter: Proceedings Of The Maics 2016 Conference, University Of Dayton
Content presented at the MAICS conference
Front matter contains:
- A list of program chairs and committee members
- Foreword to the proceedings by James P. Buckley, conference chair; Saverio Perugini, general chair
Editors: Phu H. Phung, University of Dayton; Ju Shen, University of Dayton; Michael Glass, Valparaiso University
Factororacle: An Extensible Max External For Investigating Applications Of The Factor Oracle Automaton In Real-Time Music Improvisation, Adam James Wilson
Factororacle: An Extensible Max External For Investigating Applications Of The Factor Oracle Automaton In Real-Time Music Improvisation, Adam James Wilson
Publications and Research
There are several extant software systems designed to generate music in real-time using a factor oracle automaton constructed from the musical input of a human improvisor. The impetus for the design of the factorOracle external is neither a desire to supersede these systems nor introduce novel algorithms for traversing the oracle, but rather to provide a fast, canonical interface for the automaton in Cycling74’s Max and, in future iterations, the Pure Data programming environment. Technical features of the factorOracle software are introduced here.
Oriented Object Proposals, Shengfeng He, Rynson W. H. Lau
Oriented Object Proposals, Shengfeng He, Rynson W. H. Lau
Research Collection School Of Computing and Information Systems
In this paper, we propose a new approach to generate oriented object proposals (OOPs) to reduce the detection error caused by various orientations of the object. To this end, we propose to efficiently locate object regions according to pixelwise object probability, rather than measuring the objectness from a set of sampled windows. We formulate the proposal generation problem as a generative probabilistic model such that object proposals of different shapes (i.e., sizes and orientations) can be produced by locating the local maximum likelihoods. The new approach has three main advantages. First, it helps the object detector handle objects of different …
Using Eye And Head Movements As A Control Mechanism For Tele-Operating A Ground-Based Robot And Its Payload, Kathryn C. Hicks
Using Eye And Head Movements As A Control Mechanism For Tele-Operating A Ground-Based Robot And Its Payload, Kathryn C. Hicks
Computational Modeling & Simulation Engineering Theses & Dissertations
To date, eye and head tracking has been used to indicate users' attention patterns while performing a task or as an aid for disabled persons, to allow hands-free interaction with a computer. The increasing accuracy and the reduced cost of eye- and head-tracking equipment make utilizing this technology feasible for explicit control tasks, especially in cases where there is confluence between the visual task and control.
The goal of this research was to investigate the use of eye-tracking as a more natural interface for the control of a camera-equipped, remotely operated robot in tasks that require the operator to simultaneously …
Brain Machine Interface Using Emotiv Epoc To Control Robai Cyton Robotic Arm, Daniel P. Prince, Mark J. Edmonds, Andrew J. Sutter, Matthew Thomas Cusumano, Wenjie Lu, Vijayan K. Asari
Brain Machine Interface Using Emotiv Epoc To Control Robai Cyton Robotic Arm, Daniel P. Prince, Mark J. Edmonds, Andrew J. Sutter, Matthew Thomas Cusumano, Wenjie Lu, Vijayan K. Asari
Electrical and Computer Engineering Faculty Publications
The initial framework for an electroencephalography (EEG) thought recognition software suite is developed, built, and tested. This suite is designed to recognize human thoughts and pair them to actions for controlling a robotic arm.
Raw EEG brain activity data is collected using an Emotiv EPOC headset. The EEG data is processed through linear discriminant analysis (LDA), where an intended action is identified. The EEG classification suite is being developed to increase the number of distinct actions that can be identified compared to the Emotiv recognition software. The EEG classifier was able to correctly distinguish between two separate physical movements.
Future …
Technology And Gambling: How It Has Changed The Game, Nicholas Hensley
Technology And Gambling: How It Has Changed The Game, Nicholas Hensley
Senior Seminars
No abstract provided.
Facial Expression Analysis Via Transfer Learning, Xiao Zhang
Facial Expression Analysis Via Transfer Learning, Xiao Zhang
Electronic Theses and Dissertations
Automated analysis of facial expressions has remained an interesting and challenging research topic in the field of computer vision and pattern recognition due to vast applications such as human-machine interface design, social robotics, and developmental psychology. This dissertation focuses on developing and applying transfer learning algorithms - multiple kernel learning (MKL) and multi-task learning (MTL) - to resolve the problems of facial feature fusion and the exploitation of multiple facial action units (AUs) relations in designing robust facial expression recognition systems. MKL algorithms are employed to fuse multiple facial features with different kernel functions and tackle the domain adaption problem …
Metalogic Notes, Saverio Perugini
Metalogic Notes, Saverio Perugini
Computer Science Working Papers
A collection of notes, formulas, theorems, postulates and terminology in symbolic logic, syntactic notions, semantic notions, linkages between syntax and semantics, soundness and completeness, quantified logic, first-order theories, Goedel's First Incompleteness Theorem and more.
Statistics Notes, Saverio Perugini
Statistics Notes, Saverio Perugini
Computer Science Working Papers
A collection of terms, definitions, formulas and explanations about statistics.
Games People Play: Exploring Depaul's Top-Rated Computer Game Development Program
Games People Play: Exploring Depaul's Top-Rated Computer Game Development Program
DePaul Magazine
In March 2014, the Princeton Review, in conjunction with PC Gamer magazine, named the top 25 schools to study game design in the United States and Canada. DePaul's undergraduate program ranked 20th, a considerable leap from 2013’s honorable mention. The graduate program came in at 12th. DePaul's strong ranking reflects the game development program's extension of its basic game development, software engineering and programming to include art, design and storytelling, as well as computer graphics technology, networking, artificial intelligence and human-computer interaction. Examples of the award-winning games developed by students and now marketed by such going concerns as Sony PlayStation …
Exploring Customer Specific Kpi Selection Strategies For An Adaptive Time Critical User Interface, Ingo Keck, Robert J. Ross
Exploring Customer Specific Kpi Selection Strategies For An Adaptive Time Critical User Interface, Ingo Keck, Robert J. Ross
Conference papers
Rapid growth in the number of measures available to describe customer-organization relationships has presented a serious challenge for Business Intelligence (BI) interface developers as they attempt to provide business users with key customer information without requiring users to painstakingly sift through many interface windows and layers. In this paper we introduce a prototype Intelligent User Interface that we have deployed to partially address this issue. The interface builds on machine learning techniques to construct a ranking model of Key Performance Indicators (KPIs) that are used to select and present the most important customer metrics that can be made available to …
Symmetry Robust Descriptor For Non-Rigid Surface Matching, Zhiyuan Zhang, Kangkang Yin, Kelvin W. C. Foong
Symmetry Robust Descriptor For Non-Rigid Surface Matching, Zhiyuan Zhang, Kangkang Yin, Kelvin W. C. Foong
Research Collection School Of Computing and Information Systems
In this paper, we propose a novel shape descriptor that is robust in differentiating intrinsic symmetric points on geometric surfaces. Our motivation is that even the state-of-theart shape descriptors and non-rigid surface matching algorithms suffer from symmetry flips. They cannot differentiate surface points that are symmetric or near symmetric. Hence a left hand of one human model may be matched to a right hand of another. Our Symmetry Robust Descriptor (SRD) is based on a signed angle field, which can be calculated from the gradient fields of the harmonic fields of two point pairs. Experiments show that the proposed shape …
Traveltant: Social Interaction Based Personalized Recommendation System, Sultan Dawood Alfarhood
Traveltant: Social Interaction Based Personalized Recommendation System, Sultan Dawood Alfarhood
Graduate Theses and Dissertations
Trip planning is a time consuming task that most people do before going to any destination. Traveltant is an intelligent system that analyzes a user's Social network and suggests a complete trip plan detailed for every single day based on the user's interests extracted from the Social network. Traveltant also considers the interests of friends the user interacts with most by building a ranked friends list of interactivity, and then uses the interests of those people in this list to enrich the recommendation results. Traveltant provides a smooth user interface through a Windows Phone 7 application while doing most of …
Misheard Me Oronyminator: Using Oronyms To Validate The Correctness Of Frequency Dictionaries, Jennifer G. Hughes
Misheard Me Oronyminator: Using Oronyms To Validate The Correctness Of Frequency Dictionaries, Jennifer G. Hughes
Master's Theses
In the field of speech recognition, an algorithm must learn to tell the difference between "a nice rock" and "a gneiss rock". These identical-sounding phrases are called oronyms. Word frequency dictionaries are often used by speech recognition systems to help resolve phonetic sequences with more than one possible orthographic phrase interpretation, by looking up which oronym of the root phonetic sequence contains the most-common words.
Our paper demonstrates a technique used to validate word frequency dictionary values. We chose to use frequency values from the UNISYN dictionary, which tallies each word on a per-occurance basis, using a proprietary text corpus, …
Visual Semantic Segmentation And Its Applications, Jizhou Gao
Visual Semantic Segmentation And Its Applications, Jizhou Gao
Theses and Dissertations--Computer Science
This dissertation addresses the difficulties of semantic segmentation when dealing with an extensive collection of images and 3D point clouds. Due to the ubiquity of digital cameras that help capture the world around us, as well as the advanced scanning techniques that are able to record 3D replicas of real cities, the sheer amount of visual data available presents many opportunities for both academic research and industrial applications. But the mere quantity of data also poses a tremendous challenge. In particular, the problem of distilling useful information from such a large repository of visual data has attracted ongoing interests in …
Agent-Based Virtual Humans In Co-Space: An Evaluative Study, Yilin Kang, Ah-Hwee Tan, Fiona Fui-Hoon Nah
Agent-Based Virtual Humans In Co-Space: An Evaluative Study, Yilin Kang, Ah-Hwee Tan, Fiona Fui-Hoon Nah
Research Collection School Of Computing and Information Systems
Co-Space refers to interactive virtual environment modelled after the real world in terms of look-and-feel, functionalities and services. We have developed a 3D virtual world named Nanyang Technological University (NTU) CoSpace populated with virtual human characters. Three key requirements of realistic virtual humans in the virtual world have been identified, namely (1) autonomy: agents can function on their own; (2) interactivity: agents can interact naturally with players; and (3) personality: agents can exhibit human traits and characteristics. Working towards these challenges, we propose a brain-inspired agent architecture that integrates goal-directed autonomy, natural language interaction and human-like personality. We conducted an …
Cross-Talk: A Shared Parameter Space For Gesturally Extended Human/Machine Improvisation, William Brent, Adam James Wilson
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
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
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
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
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
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
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
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
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, …
Forked:A Demonstration Of Physics Realism In Augmented Reality, David Beaney, Brian Mac Namee
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 …
Stepping Off The Stage, Brian Mac Namee, John D. Kelleher
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.
Widening The Evaluation Net, Brian Mac Namee, Mark Dunne
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 …
Video Event Detection Using Motion Relativity And Visual Relatedness, Feng Wang, Yu-Gang Jiang, Chong-Wah Ngo
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
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 …