4 resultados para high-level features

em Digital Peer Publishing


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Virtual worlds exploration techniques are used in a wide variety of domains — from graph drawing to robot motion. This paper is dedicated to virtual world exploration techniques which have to help a human being to understand a 3D scene. An improved method of viewpoint quality estimation is presented in the paper, together with a new off-line method for automatic 3D scene exploration, based on a virtual camera. The automatic exploration method is working in two steps. In the first step, a set of “good” viewpoints is computed. The second step uses this set of points of view to compute a camera path around the scene. Finally, we define a notion of semantic distance between objects of the scene to improve the approach.

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The past few years, multimodal interaction has been gaining importance in virtual environments. Although multimodality renders interacting with an environment more natural and intuitive, the development cycle of such an application is often long and expensive. In our overall field of research, we investigate how modelbased design can facilitate the development process by designing environments through the use of highlevel diagrams. In this scope, we present ‘NiMMiT’, a graphical notation for expressing and evaluating multimodal user interaction; we elaborate on the NiMMiT primitives and demonstrate its use by means of a comprehensive example.

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Audio-visual documents obtained from German TV news are classified according to the IPTC topic categorization scheme. To this end usual text classification techniques are adapted to speech, video, and non-speech audio. For each of the three modalities word analogues are generated: sequences of syllables for speech, “video words” based on low level color features (color moments, color correlogram and color wavelet), and “audio words” based on low-level spectral features (spectral envelope and spectral flatness) for non-speech audio. Such audio and video words provide a means to represent the different modalities in a uniform way. The frequencies of the word analogues represent audio-visual documents: the standard bag-of-words approach. Support vector machines are used for supervised classification in a 1 vs. n setting. Classification based on speech outperforms all other single modalities. Combining speech with non-speech audio improves classification. Classification is further improved by supplementing speech and non-speech audio with video words. Optimal F-scores range between 62% and 94% corresponding to 50% - 84% above chance. The optimal combination of modalities depends on the category to be recognized. The construction of audio and video words from low-level features provide a good basis for the integration of speech, non-speech audio and video.

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In this paper we present XSAMPL3D, a novel language for the high-level representation of actions performed on objects by (virtual) humans. XSAMPL3D was designed to serve as action representation language in an imitation-based approach to character animation: First, a human demonstrates a sequence of object manipulations in an immersive Virtual Reality (VR) environment. From this demonstration, an XSAMPL3D description is automatically derived that represents the actions in terms of high-level action types and involved objects. The XSAMPL3D action description can then be used for the synthesis of animations where virtual humans of different body sizes and proportions reproduce the demonstrated action. Actions are encoded in a compact and human-readable XML-format. Thus, XSAMPL3D describtions are also amenable to manual authoring, e.g. for rapid prototyping of animations when no immersive VR environment is at the animator's disposal. However, when XSAMPL3D descriptions are derived from VR interactions, they can accomodate many details of the demonstrated action, such as motion trajectiories,hand shapes and other hand-object relations during grasping. Such detail would be hard to specify with manual motion authoring techniques only. Through the inclusion of language features that allow the representation of all relevant aspects of demonstrated object manipulations, XSAMPL3D is a suitable action representation language for the imitation-based approach to character animation.