985 resultados para Action Representation


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Previous studies have demonstrated that non-demented Parkinson's disease (PD) patients have a specific impairment of verb production compared with noun generation. One interpretation of this deficit suggested the influence of striato-frontal dysfunction on action-related verb processing. The aim of our study was to investigate cerebral changes after motor improvement due to dopaminergic medication on the neural circuitry supporting action representation in the brain as mediated by verb generation and motor imagery in PD patients. Functional magnetic resonance imaging on 8 PD patients in "ON" dopaminergic treatment state (DTS) and in "OFF" DTS was used to explore the brain activity during three different tasks: Object Naming (ObjN), Generation of Action Verbs (GenA) in which patients were asked to overtly say an action associated with a picture and mental simulation of action (MSoA) was investigated by asking subjects to mentally simulate an action related to a depicted object. The distribution of brain activities associated with these tasks whatever DTS was very similar to results of previous studies. The results showed that brain activity related to semantics of action is modified by dopaminergic treatment in PD patients. This cerebral reorganisation concerns mainly motor and premotor cortex suggesting an involvement of the putaminal motor loop according to the "motor" theory of verb processing.

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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.

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In this article, a new methodology is presented to obtain representation models for a priori relation z = u(x1, x2, . . . ,xn) (1), with a known an experimental dataset zi; x1i ; x2i ; x3i ; . . . ; xni i=1;2;...;p· In this methodology, a potential energy is initially defined over each possible model for the relationship (1), what allows the application of the Lagrangian mechanics to the derived system. The solution of the Euler–Lagrange in this system allows obtaining the optimal solution according to the minimal action principle. The defined Lagrangian, corresponds to a continuous medium, where a n-dimensional finite elements model has been applied, so it is possible to get a solution for the problem solving a compatible and determined linear symmetric equation system. The computational implementation of the methodology has resulted in an improvement in the process of get representation models obtained and published previously by the authors.

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O presente trabalho de pesquisa tem por objetivo a análise do processo coletivo no modelo representativo de interesses. Busca-se, inicialmente, além de trazer algumas considerações históricas sobre o direito de conduzir o processo coletivo, estabelecer as distinções que podem e devem ser feitas entre a representação judicial de pessoas, típica das relações interindividuais, e a representação judicial de interesses, aplicável no campo do processo coletivo. A partir desta premissa, será demonstrado que as discussões nefrálgicas incidentes sobre os institutos da legitimidade e da representatividade adequada decorrem da imprópria adoção do modelo representativo de pessoas, no campo do processo coletivo. Ao final, conclui-se que o processo coletivo só terá a utilidade, a efetividade e o alcance estabelecidos pela Carta Constitucional, até mesmo para a denominada ação coletiva passiva, quando perdermos o fascínio pelo individualismo e enfrentarmos o processo coletivo como sendo verdadeiramente um processo de massa e de representação de interesses.

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Il a été suggéré que la similarité physique entre un observateur et une action observée facilite la perception et la compréhension d’action. Par exemple, l’observation d’un acteur exécutant des gestes de la main ayant une signification culturelle est associée à une augmentation de l’excitabilité corticospinale lorsque les deux individus sont de la même ethnicité (Molnar-Szakacs et al., 2007). La perception tactile serait également facilitée lorsqu’un individu regarde un modèle de sa propre race être touché (Serino et al., 2009), tandis que des études en imagerie cérébrale fonctionnelle suggèrent la présence d’activations plus importantes dans le cortex cingulaire lorsqu’un sujet observe une personne de son propre groupe racial ressentir de la douleur (Xu et al., 2009). Certaines études ont lié ces résultats à un mécanisme de résonance motrice, possiblement associé au système des neurones miroirs (SNM), suggérant que la représentation de l’action dans les aires motrices est facilitée par la similarité physique. Toutefois, la grande majorité des stimuli utilisés dans ces études comportent une composante émotionnelle ou culturelle pouvant masquer les effets purement moteurs liant la similarité physique à un mécanisme de résonance motrice. De plus, la sélectivité de l’activation du SNM face à des stimuli biologiques a récemment été remise en question en raison de biais méthodologiques. La présente thèse présente trois études visant à évaluer l’effet de la similarité physique et des caractéristiques biologiques d’un mouvement sur la résonance motrice à l’aide de mesures comportementales et neurophysiologiques. À cet effet, l’imitation automatique de mouvements de la main, l’excitabilité corticospinale et la désynchronisation du rythme électroencéphalographique mu ont servi de marqueurs de l’activité du SNM. Dans les trois études présentées, la couleur de la peau et l’aspect biologique du stimulus observé ou imité ont été systématiquement manipulés. Nos données confirment la sélectivité du SNM pour le mouvement biologique en démontrant une réponse imitative plus rapide et une désynchronisation du rythme mu plus prononcée lors de la présentation de stimuli biologiques comparativement à des stimuli non-biologiques répliquant les aspects physiques du mouvement humain. Les deux mêmes mesures montrent une réponse neurophysiologique et comportementale équivalente lorsque l’action est exécutée par un agent de couleur similaire ou dissimilaire au participant. Nous rapportons aussi un effet surprenant de la similarité physique sur l’excitabilité corticospinale, où l’observation d’une action exécutée par un agent de couleur différente est associée à une activation plus grande du cortex moteur primaire droit de participants de sexe féminin. Prises dans leur ensemble, ces données suggèrent que la similarité physique avec une action observée ne module généralement pas l’activité du SNM au niveau des aires sensorimotrices en l’absence de composantes culturelles et émotionnelles. De plus, les résultats présentés suggèrent que le SNM est sélectif au mouvement biologique plutôt qu’à l’aspect kinématique du mouvement.

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L’action humaine dans une séquence vidéo peut être considérée comme un volume spatio- temporel induit par la concaténation de silhouettes dans le temps. Nous présentons une approche spatio-temporelle pour la reconnaissance d’actions humaines qui exploite des caractéristiques globales générées par la technique de réduction de dimensionnalité MDS et un découpage en sous-blocs afin de modéliser la dynamique des actions. L’objectif est de fournir une méthode à la fois simple, peu dispendieuse et robuste permettant la reconnaissance d’actions simples. Le procédé est rapide, ne nécessite aucun alignement de vidéo, et est applicable à de nombreux scénarios. En outre, nous démontrons la robustesse de notre méthode face aux occultations partielles, aux déformations de formes, aux changements d’échelle et d’angles de vue, aux irrégularités dans l’exécution d’une action, et à une faible résolution.

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The objective of this work was to access and understand the teaching social representation (MOSCOVICI, 2005) for the teachers of the children education and fundamental education at Queimadas city, Paraíba. We assume that one representation that allows the teacher to name its profession and to act on it, is a derivative of regularities that are expressed by means of a habitus (BOURDIEU, 1983a), generative matrix of perception and action. This teaching habitus is originated from the experiences and the trajectories of social and professional life of the group. Therefore, from some variables, we tried to access the profile of the group of teachers studied and to get closer of their life style to understand their profession choice and the teaching social representation for this group. In this research, it was used four data sources: a) the questionnaires of characterization; b) the questionnaires of practices and meanings; c) the experience reports and; d) the interviews in depth. The analysis of the data collected was done by means of the simple statistics (frequency), the intersection of variables through cross tables and, the thematic analysis of the contents. The results show that there is a lightly homogeneous group in terms of its social origin and its life style, moreover, they conduct to an overlap between this origin/style and the professional choice. On the other hand, the teacher representation is multi-dimensional such that, all dimensions intercept and articulate with each other to provide a concise teacher representation. They are four dimensions: love and care, help and donation, teaching and learning and, sacrifice and hope. The elements of the teacher representation are substantiated in the schemes of perception and appreciation of the group, in the regularities and life experiences in the context of religion, family, gender and profession. In these regularities we find the elements that comprise the teaching habitus which drives perception and action, representation and daily practice of these teachers. The teaching social representation is still perceived as a threshold for the professional identity of the group of teachers considered. We also observed that there are signs of changes in the practices used by these professionals since they graduate from the course of pedagogy. However, it is not possible to say that these changes are isolated or they lead to a transformation in the teaching habitus or the teaching social representation

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Human action recognition is an important problem in computer vision, which has been applied to many applications. However, how to learn an accurate and discriminative representation of videos based on the features extracted from videos still remains to be a challenging problem. In this paper, we propose a novel method named low-rank representation based action recognition to recognize human actions. Given a dictionary, low-rank representation aims at finding the lowestrank representation of all data, which can capture the global data structures. According to its characteristics, low-rank representation is robust against noises. Experimental results demonstrate the effectiveness of the proposed approach on several publicly available datasets.

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In this paper we present a solution to the problem of action and gesture recognition using sparse representations. The dictionary is modelled as a simple concatenation of features computed for each action or gesture class from the training data, and test data is classified by finding sparse representation of the test video features over this dictionary. Our method does not impose any explicit training procedure on the dictionary. We experiment our model with two kinds of features, by projecting (i) Gait Energy Images (GEIs) and (ii) Motion-descriptors, to a lower dimension using Random projection. Experiments have shown 100% recognition rate on standard datasets and are compared to the results obtained with widely used SVM classifier.

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My thesis consists of a creative work plus an exegesis. This exegesis uses case study research to investigate three Brisbane-based media organisations and the role they play in encouraging social inclusion and other positive social change for specific disadvantaged and stigmatised minority groups. Bailey, Cammaerts and Carpentier’s theoretical approach to alternative media forms the basis of this research. Bailey et al. (2008, p. 156) view alternative media organisations as having four important roles, two media-centred and two society-centred, which must all be considered to best understand them: • serving their communities • acting as an alternative to mainstream media discourses • promoting and advocating democratisation in the media and through the media in society • functioning as a crossroads in civil society. The first case study, about community radio station 4RPH (Radio for the Print Handicapped), centres on promoting social inclusion for people with a print disability through access to printed materials (primarily mainstream print media) in an audio format. The station also provides important opportunities for members of this group to produce media and, to a lesser extent, provides disability-specific information and discussions. The second case study, about gay print and online magazine Queensland Pride, focuses on promoting social inclusion and combating the discrimination and repression of people who identify as lesbian, gay, bisexual or transgender. Central issues include the representation (including sexualised representation) of a subculture and niche target market, and the impact of commercialisation on this free publication. The third case study, about community radio station 98.9FM, explores the promotion of social inclusion for peoples whose identity, cultures, issues, politics and contributions are often absent or misrepresented in the mainstream media. This radio station provides “a first level of service” (Meadows & van Vuuren, 1998, p. 104) to these people, but also informs and entertains those in the majority society. The findings of this research suggest that there are two key mechanisms that help these media organisations to effect social change: first, strengthening the minority community and serving its needs, and second, fostering connections with the broader society.

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Coate and Loury (1993) suggest the impact of affirmative action on a negative stereotype is theoretically ambiguous leading to either: a benign equilibrium in which affirmative action eradicates the negative stereotype and leads to equal proportional representation of the two groups; or alternatively a patronising equilibrium in which the stereotype persists. The current paper examines this theoretical ambiguity within the context of a laboratory experiment. Although benign and patronising equilibria are equally plausible in theory, the laboratory experiments easily replicate most features of the benign equilibrium, but diverge from the theoretically predicted patronising equilibrium.

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Spatio-Temporal interest points are the most popular feature representation in the field of action recognition. A variety of methods have been proposed to detect and describe local patches in video with several techniques reporting state of the art performance for action recognition. However, the reported results are obtained under different experimental settings with different datasets, making it difficult to compare the various approaches. As a result of this, we seek to comprehensively evaluate state of the art spatio- temporal features under a common evaluation framework with popular benchmark datasets (KTH, Weizmann) and more challenging datasets such as Hollywood2. The purpose of this work is to provide guidance for researchers, when selecting features for different applications with different environmental conditions. In this work we evaluate four popular descriptors (HOG, HOF, HOG/HOF, HOG3D) using a popular bag of visual features representation, and Support Vector Machines (SVM)for classification. Moreover, we provide an in-depth analysis of local feature descriptors and optimize the codebook sizes for different datasets with different descriptors. In this paper, we demonstrate that motion based features offer better performance than those that rely solely on spatial information, while features that combine both types of data are more consistent across a variety of conditions, but typically require a larger codebook for optimal performance.