905 resultados para Visual surveillance, Human activity recognition, Video annotation


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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.

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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.

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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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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.

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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

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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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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.

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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.

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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.

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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.

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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.

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Cannabis sativa has been associated with contradictory effects upon seizure states despite its medicinal use by numerous people with epilepsy. We have recently shown that the phytocannabinoid cannabidiol (CBD) reduces seizure severity and lethality in the well-established in vivo model of pentylenetetrazoleinduced generalised seizures, suggesting that earlier, small-scale clinical trials examining CBD effects in people with epilepsy warrant renewed attention. Here, we report the effects of pure CBD (1, 10 and 100 mg/kg) in two other established rodent seizure models, the acute pilocarpine model of temporal lobe seizure and the penicillin model of partial seizure. Seizure activity was video recorded and scored offline using model-specific seizure severity scales. In the pilocarpine model CBD (all doses) significantly reduced the percentage of animals experiencing the most severe seizures. In the penicillin model, CBD (�10 mg/kg) significantly decreased the percentage mortality as a result of seizures; CBD (all doses) also decreased the percentage of animals experiencing the most severe tonic–clonic seizures. These results extend the anticonvulsant profile of CBD; when combined with a reported absence of psychoactive effects, this evidence strongly supports CBD as a therapeutic candidate for a diverse range of human epilepsies.

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A common procedure for studying the effects on cognition of repetitive transcranial magnetic stimulation (rTMS) is to deliver rTMS concurrent with task performance, and to compare task performance on these trials versus on trials without rTMS. Recent evidence that TMS can have effects on neural activity that persist longer than the experimental session itself, however, raise questions about the assumption of the transient nature of rTMS that underlies many concurrent (or "online") rTMS designs. To our knowledge, there have been no studies in the cognitive domain examining whether the application of brief trains of rTMS during specific epochs of a complex task may have effects that spill over into subsequent task epochs, and perhaps into subsequent trials. We looked for possible immediate spill-over and longer-term cumulative effects of rTMS in data from two studies of visual short-term delayed recognition. In 54 subjects, 10-Hz rTMS trains were applied to five different brain regions during the 3-s delay period of a spatial task, and in a second group of 15 subjects, electroencephalography (EEG) was recorded while 10-Hz rTMS was applied to two brain areas during the 3-s delay period of both spatial and object tasks. No evidence for immediate effects was found in the comparison of the memory probe-evoked response on trials that were vs. were not preceded by delay-period rTMS. No evidence for cumulative effects was found in analyses of behavioral performance, and of EEG signal, as a function of task block. The implications of these findings, and their relation to the broader literature on acute vs. long-lasting effects of rTMS, are considered.

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This is an interim report on research carried out at the intertidal site of Peterstone Great Wharf, located on the Wentlooge Levels, c. 7 km east of Cardiff. The project is the first detailed survey and excavation of a site originally recorded in 1996-7 as part of a larger survey of the intertidal zone from Cardiff to the Second Severn Crossing. The 1997 survey produced important evidence for prehistoric human activity preserved within four palaeochannels. Significant erosion has taken place since then. A new survey of the foreshore has identified additional palaeochannels not seen in 1997 which form part of a more complex system of inter-cutting channels, many containing wood structures including short lines of timbers on the channel edge. Artefacts include a wooden axe handle, antler artefacts, an animal bone assemblage and some pottery of Beaker and Bronze Age date. The finds are thought to derive from a nearby, possibly eroded, settlement. The channels have trapped artefacts and preserved evidence of a range of activities, including what are interpreted as possible boat landings and fishing structures.