819 resultados para Visual surveillance, Human activity recognition, Video annotation
Resumo:
The aging population in many countries brings into focus rising healthcare costs and pressure on conventional healthcare services. Pervasive healthcare has emerged as a viable solution capable of providing a technology-driven approach to alleviate such problems by allowing healthcare to move from the hospital-centred care to self-care, mobile care, and at-home care. The state-of-the-art studies in this field, however, lack a systematic approach for providing comprehensive pervasive healthcare solutions from data collection to data interpretation and from data analysis to data delivery. In this thesis we introduce a Context-aware Real-time Assistant (CARA) architecture that integrates novel approaches with state-of-the-art technology solutions to provide a full-scale pervasive healthcare solution with the emphasis on context awareness to help maintaining the well-being of elderly people. CARA collects information about and around the individual in a home environment, and enables accurately recognition and continuously monitoring activities of daily living. It employs an innovative reasoning engine to provide accurate real-time interpretation of the context and current situation assessment. Being mindful of the use of the system for sensitive personal applications, CARA includes several mechanisms to make the sophisticated intelligent components as transparent and accountable as possible, it also includes a novel cloud-based component for more effective data analysis. To deliver the automated real-time services, CARA supports interactive video and medical sensor based remote consultation. Our proposal has been validated in three application domains that are rich in pervasive contexts and real-time scenarios: (i) Mobile-based Activity Recognition, (ii) Intelligent Healthcare Decision Support Systems and (iii) Home-based Remote Monitoring Systems.
Resumo:
Saccadic eye movements can be elicited by more than one type of sensory stimulus. This implies substantial transformations of signals originating in different sense organs as they reach a common motor output pathway. In this study, we compared the prevalence and magnitude of auditory- and visually evoked activity in a structure implicated in oculomotor processing, the primate frontal eye fields (FEF). We recorded from 324 single neurons while 2 monkeys performed delayed saccades to visual or auditory targets. We found that 64% of FEF neurons were active on presentation of auditory targets and 87% were active during auditory-guided saccades, compared with 75 and 84% for visual targets and saccades. As saccade onset approached, the average level of population activity in the FEF became indistinguishable on visual and auditory trials. FEF activity was better correlated with the movement vector than with the target location for both modalities. In summary, the large proportion of auditory-responsive neurons in the FEF, the similarity between visual and auditory activity levels at the time of the saccade, and the strong correlation between the activity and the saccade vector suggest that auditory signals undergo tailoring to match roughly the strength of visual signals present in the FEF, facilitating accessing of a common motor output pathway.
Resumo:
Purpose
– Information science has been conceptualized as a partly unreflexive response to developments in information and computer technology, and, most powerfully, as part of the gestalt of the computer. The computer was viewed as an historical accident in the original formulation of the gestalt. An alternative, and timely, approach to understanding, and then dissolving, the gestalt would be to address the motivating technology directly, fully recognizing it as a radical human construction. This paper aims to address the issues.
Design/methodology/approach
– The paper adopts a social epistemological perspective and is concerned with collective, rather than primarily individual, ways of knowing.
Findings
– Information technology tends to be received as objectively given, autonomously developing, and causing but not itself caused, by the language of discussions in information science. It has also been characterized as artificial, in the sense of unnatural, and sometimes as threatening. Attitudes to technology are implied, rather than explicit, and can appear weak when articulated, corresponding to collective repression.
Research limitations/implications
– Receiving technology as objectively given has an analogy with the Platonist view of mathematical propositions as discovered, in its exclusion of human activity, opening up the possibility of a comparable critique which insists on human agency.
Originality/value
– Apprehensions of information technology have been raised to consciousness, exposing their limitations.
Resumo:
A novel, fast automatic motion segmentation approach is presented. It differs from conventional pixel or edge based motion segmentation approaches in that the proposed method uses labelled regions (facets) to segment various video objects from the background. Facets are clustered into objects based on their motion and proximity details using Bayesian logic. Because the number of facets is usually much lower than the number of edges and points, using facets can greatly reduce the computational complexity of motion segmentation. The proposed method can tackle efficiently the complexity of video object motion tracking, and offers potential for real-time content-based video annotation.
Resumo:
There has been considerable uncertainty about the nature of Pleistocene environments colonised by the first modern humans in Island SE Asia, and about the vegetation of the Last Glacial Maximum (LGM) in the region. Here, the palynology from a series of exposures in the Great Cave of Niah, Sarawak, Malaysian Borneo, spanning a period from ca. 52,000 to 5000 BP is described. Vegetation during this period was climate-driven and often highly unstable. Interstadials are marked by lowland forest, sometimes rather dry and at times by mangroves. Stadials are indicated by taxa characteristic of open environments or, as at the LGM, by highly disturbed rather open forest. Stadials are also characterised by taxa now restricted to 1000-1600 m above sea level, suggesting temperature declines of ca 7-9 C relative to present, by comparison with modern lapse rates. The practice of biomass burning appears associated with the earliest human activity in the cave.
Resumo:
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.
Resumo:
Recent research in Europe, Africa, and Southeast Asia suggests that we can no longer assume a direct and exclusive link between anatomically modern humans and behavioral modernity (the 'human revolution'), and assume that the presence of either one implies the presence of the other: discussions of the emergence of cultural complexity have to proceed with greater scrutiny of the evidence on a site-by-site basis to establish secure associations between the archaeology present there and the hominins who created it. This paper presents one such case study: Niah Cave in Sarawak on the island of Borneo, famous for the discovery in 1958 in the West Mouth of the Great Cave of a modern human skull, the 'Deep Skull,' controversially associated with radiocarbon dates of ca. 40,000 years before the present. A new chronostratigraphy has been developed through a re-investigation of the lithostratigraphy left by the earlier excavations, AMS-dating using three different comparative pre-treatments including ABOX of charcoal, and U-series using the Diffusion-Absorption model applied to fragments of bones from the Deep Skull itself. Stratigraphic reasons for earlier uncertainties about the antiquity of the skull are examined, and it is shown not to be an `intrusive' artifact. It was probably excavated from fluvial-pond-desiccation deposits that accumulated episodically in a shallow basin immediately behind the cave entrance lip, in a climate that ranged from times of comparative aridity with complete desiccation, to episodes of greater surface wetness, changes attributed to regional climatic fluctuations. Vegetation outside the cave varied significantly over time, including wet lowland forest, montane forest, savannah, and grassland. The new dates and the lithostratigraphy relate the Deep Skull to evidence of episodes of human activity that range in date from ca. 46,000 to ca. 34,000 years ago. Initial investigations of sediment scorching, pollen, palynomorphs, phytoliths, plant macrofossils, and starch grains recovered from existing exposures, and of vertebrates from the current and the earlier excavations, suggest that human foraging during these times was marked by habitat-tailored hunting technologies, the collection and processing of toxic plants for consumption, and, perhaps, the use of fire at some forest-edges. The Niah evidence demonstrates the sophisticated nature of the subsistence behavior developed by modern humans to exploit the tropical environments that they encountered in Southeast Asia, including rainforest. (c) 2006 Elsevier Ltd. All rights reserved.
Resumo:
A series of experiments is described, evaluating user recall of visualisations of historical chronology. Such visualisations are widely created but have not hitherto been evaluated. Users were tested on their ability to learn a sequence of historical events presented in a virtual environment (VE) fly-through visualisation, compared with the learning of equivalent material in other formats that are sequential but lack the 3D spatial aspect. Memorability is a particularly important function of visualisation in education. The measures used during evaluation are enumerated and discussed. The majority of the experiments reported compared three conditions, one using a virtual environment visualisation with a significant spatial element, one using a serial on-screen presentation in PowerPoint, and one using serial presentation on paper. Some aspects were trialled with groups having contrasting prior experience of computers, in the UK and Ukraine. Evidence suggests that a more complex environment including animations and sounds or music, intended to engage users and reinforce memorability, were in fact distracting. Findings are reported in relation to the age of the participants, suggesting that children at 11–14 years benefit less from, or are even disadvantaged by, VE visualisations when compared with 7–9 year olds or undergraduates. Finally, results suggest that VE visualisations offering a ‘landscape’ of information are more memorable than those based on a linear model. Keywords: timeline, chronographics
Resumo:
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.
Resumo:
Zur Erholung in die Natur gehen oder doch lieber zur Natursimulation greifen? Intuitiv würden die meisten Menschen der Natur einen größeren Erholungswert zusprechen als einer Natursimulation. Aber ist die Natur tatsächlich erholsamer? In der Naturerholungsforschung (Restorative Environment Research) kommen häufig Natursimulationen zum Einsatz, um die erholsame Wirkung von Natur zu ermitteln. Problematisch ist dabei, dass deren ökologische Validität und Vergleichbarkeit noch nicht empirisch abgesichert ist. Vorliegende Arbeit setzt an dieser methodischen und empirischen Lücke an. Sie überprüft sowohl die ökologische Validität als auch die Vergleichbarkeit von Natursimulationen. Dazu wird die erholsame Wirkung von zwei Natursimulationen im Vergleich zu der physisch-materiellen Natur empirisch untersucht und verglichen. Darüber hinaus werden Aspekte des subjektiven Erlebens und der Bewertung im Naturerholungskontext exploriert. Als bedeutsamer Wirkmechanismus wird die erlebnisbezogene Künstlichkeit/Natürlichkeit angesehen, die sich auf die Erlebnisqualität von Natursimulationen und der physisch-materiellen Natur bezieht: Natursimulationen weisen im Vergleich zur physisch-materiellen Natur eine reduzierte Erlebnisqualität auf (erlebnisbezogene Künstlichkeit), z.B. eine reduzierte Qualität und Quantität der Sinnesansprache. Stellt man einen derartigen Vergleich nicht nur mit der physisch-materiellen Natur, sondern mit unterschiedlichen Natursimulationstypen an, dann zeigen sich auch hier Unterschiede in der erlebnisbezogenen Künstlichkeit. Beispielsweise unterscheidet sich ein Naturfoto von einem Naturfilm durch das Fehlen von auditiven und bewegten Stimuli. Diese erlebnisbezogene Künstlichkeit kann die erholsame Wirkung von Natur - direkt oder indirekt über Bewertungen - hemmen. Als Haupthypothese wird angenommen, dass mit zunehmendem Ausmaß an erlebnisbezogener Künstlichkeit die erholsame Wirkung der Natur abnimmt. Dem kombinierten Feld- und Laborexperiment liegt ein einfaktorielles Vorher-Nachher-Design zugrunde. Den 117 Probanden wurde zunächst eine kognitiv und affektiv belastende Aufgabe vorgelegt, danach folgte die Erholungsphase. Diese bestand aus einem Spaziergang, der entweder in der physisch-materiellen Natur (urbaner Park) oder in einer der beiden audio-visuellen Natursimulationen (videogefilmter vs. computergenerierter Spaziergang durch selbigen urbanen Park) oder auf dem Laufband ohne audio-visuelle Darbietung stattfand. Die erlebnisbezogene Künstlichkeit/Natürlichkeit wurde also wie folgt operationlisiert: die physische Natur steht für die erlebnisbezogene Natürlichkeit. Die beiden Natursimulationen stehen für die erlebnisbezogene Künstlichkeit. Die computergenerierte Version ist im Vergleich zur Videoversion erlebnisbezogen künstlicher, da sie weniger fotorealistisch ist. Die Zuordnung zu einer der vier experimentellen Erholungssettings erfolgte nach dem Zufallsprinzip. Die Effekte von moderater Bewegung wurden in den Natursimulationen durch das Laufen auf dem Laufband kontrolliert. Die Beanspruchungs- bzw. Erholungsreaktionen wurden auf kognitiver (Konzentriertheit, Aufmerksamkeitsleistung) affektiver (3 Befindlichkeitsskalen: Wachheit, Ruhe, gute Stimmung) und physiologischer (Alpha-Amylase) Ebene gemessen, um ein umfassendes Bild der Reaktionen zu erhalten. Insgesamt zeigen die Ergebnisse, dass die beiden Natursimulationen trotz Unterschiede in der erlebnisbezogenen Künstlichkeit/Natürlichkeit zu relativ ähnlichen Erholungsreaktionen führen, wie die physisch-materielle Natur. Eine Ausnahme stellen eine der drei affektiven (Wachheit) und die physiologische Reaktion dar: Probanden der physisch-materiellen Naturbedingung geben an wacher zu sein und weisen - wider erwarten - eine höhere physiologische Erregung auf. Demnach ist die physisch-materielle Natur nicht grundsätzlich erholsamer als die Natursimulationen. Die Hypothese ließ sich somit nicht bestätigen. Vielmehr deuten sich komplexe Erholungsmuster und damit auch unterschiedliche Erholungsqualitäten der Settings an, die einer differenzierten Betrachtung bedürfen. Für die ökologische Validität von Natursimulationen gilt, dass diese nur mit Einschränkung als ökologisch valide bezeichnet werden können, d.h. nur für bestimmte, aber nicht für alle Erholungsreaktionen. Die beiden Natursimulationen führen ebenfalls trotz Unterschiede in der erlebnisbezogenen Künstlichkeit zu ähnlichen Erholungsreaktionen und können somit als gleichwertig behandelt werden. Erstaunlicherweise kommt es hier zu ähnlichen Erholungsreaktionen, obwohl die bestehenden Unterschiede von den Probanden wahrgenommen und die erlebnisbezogen künstlichere computergenerierte Version negativer bewertet wird. Aufgrund der nicht erwartungskonformen Ergebnisse muss das Erklärungskonzept der erlebnisbezogenen Künstlichkeit/Natürlichkeit infrage gestellt werden. Alternative Erklärungskonzepte für die Ergebnisse („Ungewissheit“, mentale räumliche Modelle), die sich andeutenden unterschiedlichen Erholungsqualitäten der Settings, methodische Einschränkungen sowie die praktische Bedeutung der Ergebnisse werden kritisch diskutiert.
Resumo:
Understanding how biological visual systems perform object recognition is one of the ultimate goals in computational neuroscience. Among the biological models of recognition the main distinctions are between feedforward and feedback and between object-centered and view-centered. From a computational viewpoint the different recognition tasks - for instance categorization and identification - are very similar, representing different trade-offs between specificity and invariance. Thus the different tasks do not strictly require different classes of models. The focus of the review is on feedforward, view-based models that are supported by psychophysical and physiological data.
Resumo:
The physiotherapist professional activities, in the beginning were focused only in the clinical field, nowadays it has many different action fields including Physical Activity. Physical activity can be viewed from two dimensions: one biological, which is defined as any activity which requires energy expenditure involving the combined action of multiple systems; on the other side social, understood as a human activity concerning subjectivity conditions influenced by the environment where the individual and the community are developed. Given these dimensions as well as national and international benchmarks this paper’s objective is to present a series of reflections that the authors have done regarding the physiotherapist professional performance in the field of physical activity and the large possibilities derived from their practice in this field.
Resumo:
Pollution by toxic compounds is one of the most relevant environmental damages to ecosystems produced by human activity and, therefore, it must be considered in environmental protection and restoration of contaminated sites. According to this purposes, the main goal of this doctoral thesis has been to analyse the impact of several chlorophenols and heavy metals on the microbial communities of two typical Mediterranean soils. The ecological risk concentrations of each pollutant, which have been determined according to respirometric activity and changes in the microbial community composition, and the factors that influence on their effective toxic concentrations (bioavailable pollutants) have been analysed in order to predict their potential impact on different soil ecosystems and provide scientific data for the regulation of the soil protection policies. Moreover, resistant microorganisms with pollutant removal capacities have been isolated from artificially contaminated soil microcosms and tested in axenic cultures, to infer their potential usefulness for bioremediation.
Resumo:
The efficacy of explicit and implicit learning paradigms was examined during the very early stages of learning the perceptual-motor anticipation task of predicting ball direction from temporally occluded footage of soccer penalty kicks. In addition, the effect of instructional condition on point-of-gaze during learning was examined. A significant improvement in horizontal prediction accuracy was observed in the explicit learning group; however, similar improvement was evident in a placebo group who watched footage of soccer matches. Only the explicit learning intervention resulted in changes in eye movement behaviour and increased awareness of relevant postural cues. Results are discussed in terms of methodological and practical issues regarding the employment of implicit perceptual training interventions. (c) 2005 Elsevier B.V. All rights reserved.