29 resultados para text-to-scene

em Deakin Research Online - Australia


Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper presents parts-of-speech tagging as a first step towards an autonomous text-to-scene conversion system. It categorizes some freely available taggers, according to the techniques used by each in order to automatically identify word-classes. In addition, the performance of each identified tagger is verified experimentally. The SUSANNE corpus is used for testing and reveals the complexity of working with different tagsets, resulting in substantially lower accuracies in our tests than in those reported by the developers of each tagger. The taggers are then grouped to form a voting system to attempt to raise accuracies, but in no cases do the combined results improve upon the individual accuracies. Additionally a new metric, agreement, is tentatively proposed as an indication of confidence in the output of a group of taggers where such output cannot be validated.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.

Three types of entity are extracted from fiction books to describe the scene, namely Avatars, Areas and Objects. We present a novel method for modeling the temporal aspect of a fiction story using multiple time-line representations after which the information extracted regarding entities and time-lines is used to formulate constraints. A constraint solving technique based on interval arithmetic is used to ensure that the behaviour of the entities satisfies the constraints over multiple universally quantified time intervals. This approach is demonstrated by finding solutions to multiple time-based constraints, and represents a new contribution to the field of Text-to-Scene conversion. An example of the automatically produced graphical output is provided in support of our constraint-based conversion scheme.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

We present methods for automatically constructing representations of fiction books in a range of modalities: audibly, graphically and as 3D virtual environments. The correspondence between the sequential ordering of events against the order of events presented in the text is used to correctly resolve the dynamic interactions for each representation. Synthesised audio created from the fiction text is used to calibrate the base time-line against which the other forms of media are correctly aligned. The audio stream is based on speech synthesis using the text of the book, and is enhanced using distinct voices for the different characters in a book. Sound effects are included automatically. The graphical representation represents the text (as subtitles), identifies active characters and provides visual feedback of the content of the story. Dynamic virtual environments conform to the constraints implied by the story, and are used as a source of further visual content. These representations are all aligned to a common time-line, and combined using sequencing facilities to provide a multimodal version of the original text.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only high-level human direction.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Recent advancements in Text-to-Scene research have lead to the development of systems which automatically extract key concepts from the text of a fiction book and generate computer animated movies depicting the story. Extracting such annotations from raw fiction text is a laborious process and so in this work we evaluate appropriate candidates to serve as the basis for the required annotations for generating interactive virtual worlds.

We validate our choice by generating adventure games: inter-active virtual worlds which create a stylized representation of the environment described in the text, populate it with characters related to the story and define game goals related to the plot of the fiction story. Our prototype produces a fully playable game, making use of an existing open-source game engine.

The process is evaluated using user tests in which participants are asked to measure the accuracy with which the game represents the events, characters and goals described in the story. The response indicates that the chosen annotation set is sufficient to define a game that is a plausibly acceptable representation of the text.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper describes a strategy for automatically converting fiction text into 3D animations. It assumes the existence of fiction text annotated with avatar, object, setting, transition and relation annotations, and presents a transformation process that converts annotated text into quantified constraint systems, the solutions to which are used in the population of 3D environments. Constraint solutions are valid over temporal intervals, ensuring that consistent dynamic behaviour is produced. A substantial level of automation is achieved, while providing opportunities for creative manual intervention in animation process. The process is demonstrated using annotated examples drawn from popular fiction text that are converted into animation sequences, confirming that the desired results can be achieved with only highlevel human direction.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

The 'Event' considered here is my 'abduction' as a child by my parents out of the Netherlands as part of the post war European migration to Australia in the 1950s. The migrant exists in many ways in-between cultures and this also holds for the migrant child. This event created a traumatic split in me as an eight year old boy. It was one that occurred to many children of migrants who left Europe post WWII. The migration in turn engaged with an unspoken racist complicity with Australia's 'White Australia Policy'. The 'white' Dutch were a good fit for this migration and thus the focus here applies to both 1950s Australia and the Netherlands. This article deals with how I expressed the two aspects of dislocation and racism made evident by this event through my art in a collaborative exhibition The Unwanted Land (see Figure 1). As this art is primarily visual, I have included a photo gallery of 28 images at the end of this text to reference and support this discussion.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

This paper argues that Janet Frame’s 1988 novel, The Carpathians, can be read as a series of manoeuvres operating at the frontiers of exegesis and fiction. The overall effect of these manoeuvres is to interrogate the conditions of an exegetical (or literary critical) engagement with Frame’s writings. In particular, The Carpathians drills down into the metaphorics of one of the key notions of literary criticism: critical distance. Critical distance is a catch phrase of exegesis, as well as of literary criticism, because it serves to appropriately position the exegete (like the literary critic) as both near to and distant from the object of study: the literary text. However, Frame’s fictional/Scientific concept of the Gravity Star deconstructs the metaphorics of distance and, by extension, critical distance itself, by suggesting a para-doxical relationship of propinquity and remoteness. The Gravity Star is ‘both relatively close and seven billion light years away.’ Thus, Frame introduces chaos into language and logic, with the dual effect of undermining exegetical activity (which depends on the  metaphorics linked to critical distance) and of creatively multiplying the meanings of The Carpathians. In this way, Frame’s novel replaces conventional exegesis with creative exegesis. My paper also looks at the games Frame plays, in this novel and in Towards Another Summer (2007), with Roland Barthes’s notion of the ‘death of the Author.’ Like critical distance, the Author is a prop for exegesis that certain manoeuvres of writing can undermine, thus allowing the literary text to reproduce itself on an interior plane.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

So you want to be a Journalist? Unplugged is a fully revised guide to the world of journalism. This new edition of Bruce Grundy's guide for journalists takes us through new media's impact on the structure and practice of journalism today, with its 24-hour news cycle of multi-platform, interactive media audiences. The book contains instructions on writing for news media as well as practical advice on all facets of reporting. Skills involved in finding information, interviewing, writing news and features, research and investigation, basic subbing, layout and design are covered, along with the essentials of grammar, the law, and practical tips on ethical and professional behaviour. New to the second edition: • online journalism incorporated throughout the text • vignettes and case studies that bring the text to life • examples from Australian, New Zealand and international media • extended section on ethics • extensively updated research section, to help students recognise quality internet research • extensive companion website including further writing practice

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Dominant discourses construct boys and girls as two homogenous groups in need of particular, and uniform, kinds of interventions (Martino, Mills, & Lingard, 2005, Mills, Martino, & Lingard, 2004; Jones & Myhill, 2004). The boys and girls themselves, however, tell a much more complex story and challenge us to consider very different implications for addressing gender conformity and, more broadly, diversity in schools. In this chapter, the voices of students are used as text to explicate, first, how issues of gender, sexuality, social class, ethnicity and the body are implicated and interweave in girls’ and boys’ social experiences of schooling; and second, what the implications of this interweaving might be for addressing diversity in schools (Connell, 1995; 2002; Martino, 1999, 2000; Pallotta-Chiarolli, 1995, 1998, 2000, 2005). This work draws on and elaborates further our previous published research that investigates issues of gender and schooling. It locates such research within the broader international context of studies conducted into issues of gender and schooling that document student perspectives and voice (Fine & Weiss, 2003; Ferguson, 2001; Renold, 2003; Mac an Ghaill, 1994; Lees, 1993; Ornstein, 1995; Thorne, 1993; Mills, 2001; Hey, 1997; Willis,1977; Walker, 1988). The use of student voice as text is considered within that broader context and highlights the significance of gender regimes and power relations in students’ lives at school (Martino & Pallotta-Chiarolli, 2005; 2003; 2002; 2001; Pallotta-Chiarolli, 1998). We illustrate the extent to which the risky business of ‘fitting in’ involves negotiations around normative and transgressive masculinities and femininities and how such practices intersect with sexuality, race/culture, class, and geographical location (see James, 2003; Kumashiro, 2002).

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This chapter describes the use of a graphical humane interface - a Virtual Salesperson. The face of the Virtual Salesperson is a generic Facial Animation Engine developed at the University of Genova in Italy and uses a 3-D computer graphics model based on the MPEG-4 standard supplemented by Cyberware scans for facial detail. The appearance of the head may be modified by Facial Definition Parameters to more accurately model the required visage allowing one model to represent many different Talking Heads. The “brain” of the Virtual Salesperson, developed at Curtin University, integrates natural language parsing, text to speech synthesis, and artificial intelligence systems to produce a “bot” capable of helping a user through a question/answer sales enquiry. The Virtual Salesperson is a specific example of a generic Human Computer Interface - a Talking Head.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This study explored deaf employees' adoption of videocommunication-via-the Internet, allowing sign language use between deaf people, and between deaf and hearing people via Video Relay Interpreting service. Major findings included a paradigm shift from text to video communication; and, a divergence from typical adoption theory, with government intervention required to prime the adoption of videocommunication by deaf people in Australia.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A diverse and hybrid text which interweaves poetry and prose to form a series of meditations on the theme of the hidden stories which lurk behind literary masks. It proposes: If fiction has a nature, then its nature is to hide just as soon as it utters the words we cannot speak. This composition also explicates the hidden stories that have brought this text to fruition.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

This paper presents a comparative evaluation of popular multi-label classification methods on several multi-label problems from different domains. The methods include multi-label k-nearest neighbor, binary relevance, label power set, random k-label set ensemble learning, calibrated label ranking, hierarchy of multi-label classifiers and triple random ensemble multi-label classification algorithms. These multi-label learning algorithms are evaluated using several widely used MLC evaluation metrics. The evaluation results show that for each multi-label classification problem a particular MLC method can be recommended. The multi-label evaluation datasets used in this study are related to scene images, multimedia video frames, diagnostic medical report, email messages, emotional music data, biological genes and multi-structural proteins categorization.