904 resultados para facial animation


Relevância:

10.00% 10.00%

Publicador:

Resumo:

The correspondence problem in computer vision is basically a matching task between two or more sets of features. In this paper, we introduce a vectorized image representation, which is a feature-based representation where correspondence has been established with respect to a reference image. This representation has two components: (1) shape, or (x, y) feature locations, and (2) texture, defined as the image grey levels mapped onto the standard reference image. This paper explores an automatic technique for "vectorizing" face images. Our face vectorizer alternates back and forth between computation steps for shape and texture, and a key idea is to structure the two computations so that each one uses the output of the other. A hierarchical coarse-to-fine implementation is discussed, and applications are presented to the problems of facial feature detection and registration of two arbitrary faces.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The problem of automatic face recognition is to visually identify a person in an input image. This task is performed by matching the input face against the faces of known people in a database of faces. Most existing work in face recognition has limited the scope of the problem, however, by dealing primarily with frontal views, neutral expressions, and fixed lighting conditions. To help generalize existing face recognition systems, we look at the problem of recognizing faces under a range of viewpoints. In particular, we consider two cases of this problem: (i) many example views are available of each person, and (ii) only one view is available per person, perhaps a driver's license or passport photograph. Ideally, we would like to address these two cases using a simple view-based approach, where a person is represented in the database by using a number of views on the viewing sphere. While the view-based approach is consistent with case (i), for case (ii) we need to augment the single real view of each person with synthetic views from other viewpoints, views we call 'virtual views'. Virtual views are generated using prior knowledge of face rotation, knowledge that is 'learned' from images of prototype faces. This prior knowledge is used to effectively rotate in depth the single real view available of each person. In this thesis, I present the view-based face recognizer, techniques for synthesizing virtual views, and experimental results using real and virtual views in the recognizer.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A method will be described for finding the shape of a smooth apaque object form a monocular image, given a knowledge of the surface photometry, the position of the lightsource and certain auxiliary information to resolve ambiguities. This method is complementary to the use of stereoscopy which relies on matching up sharp detail and will fail on smooth objects. Until now the image processing of single views has been restricted to objects which can meaningfully be considered two-dimensional or bounded by plane surfaces. It is possible to derive a first-order non-linear partial differential equation in two unknowns relating the intensity at the image points to the shape of the objects. This equation can be solved by means of an equivalent set of five ordinary differential equations. A curve traced out by solving this set of equations for one set of starting values is called a characteristic strip. Starting one of these strips from each point on some initial curve will produce the whole solution surface. The initial curves can usually be constructed around so-called singular points. A number of applications of this metod will be discussed including one to lunar topography and one to the scanning electron microscope. In both of these cases great simplifications occur in the equations. A note on polyhedra follows and a quantitative theory of facial make-up is touched upon. An implementation of some of these ideas on the PDP-6 computer with its attached image-dissector camera at the Artificial intelligence Laboratory will be described, and also a nose-recognition program.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper describes an experiment developed to study the performance of virtual agent animated cues within digital interfaces. Increasingly, agents are used in virtual environments as part of the branding process and to guide user interaction. However, the level of agent detail required to establish and enhance efficient allocation of attention remains unclear. Although complex agent motion is now possible, it is costly to implement and so should only be routinely implemented if a clear benefit can be shown. Pevious methods of assessing the effect of gaze-cueing as a solution to scene complexity have relied principally on two-dimensional static scenes and manual peripheral inputs. Two experiments were run to address the question of agent cues on human-computer interfaces. Both experiments measured the efficiency of agent cues analyzing participant responses either by gaze or by touch respectively. In the first experiment, an eye-movement recorder was used to directly assess the immediate overt allocation of attention by capturing the participant’s eyefixations following presentation of a cueing stimulus. We found that a fully animated agent could speed up user interaction with the interface. When user attention was directed using a fully animated agent cue, users responded 35% faster when compared with stepped 2-image agent cues, and 42% faster when compared with a static 1-image cue. The second experiment recorded participant responses on a touch screen using same agent cues. Analysis of touch inputs confirmed the results of gaze-experiment, where fully animated agent made shortest time response with a slight decrease on the time difference comparisons. Responses to fully animated agent were 17% and 20% faster when compared with 2-image and 1-image cue severally. These results inform techniques aimed at engaging users’ attention in complex scenes such as computer games and digital transactions within public or social interaction contexts by demonstrating the benefits of dynamic gaze and head cueing directly on the users’ eye movements and touch responses.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

http://ijl.oxfordjournals.org/cgi/reprint/ecp022?ijkey=FWAwWPvILuZDT1S&keytype=ref

Relevância:

10.00% 10.00%

Publicador:

Resumo:

One finding of user studies is that information on meaning tends to be what diction¬ary users want most from their dictionaries. This is consistent with the traditional image of the dictionary as a repository of meanings of words, and this is also borne out in definitions of the item DICTIONARY itself as given in dictionaries. While this popular view has not changed much, the growing role of electronic dictionaries can change the lexicographers' approach to meaning repre¬sentation. Traditionally, paper dictionaries have explained words with words, using either a defi¬nition or an equivalent, and occasionally a line-drawn picture. However, a prominent feature of the electronic medium is its multimodality, and this offers potential for the description of meaning. While it is much easier to include pictorial content, electronic dictionaries can also hold media objects which paper cannot carry, such as audio, animation or video. Publishers are drawn by the attraction of these new options, but are they always functionally useful for the dictionary users? In this article, the existing evidence is examined, and informed guesses are offered where evidence is not yet available.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Projeto de Pós-Graduação/Dissertação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Mestre em Medicina Dentária

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A novel method for 3D head tracking in the presence of large head rotations and facial expression changes is described. Tracking is formulated in terms of color image registration in the texture map of a 3D surface model. Model appearance is recursively updated via image mosaicking in the texture map as the head orientation varies. The resulting dynamic texture map provides a stabilized view of the face that can be used as input to many existing 2D techniques for face recognition, facial expressions analysis, lip reading, and eye tracking. Parameters are estimated via a robust minimization procedure; this provides robustness to occlusions, wrinkles, shadows, and specular highlights. The system was tested on a variety of sequences taken with low quality, uncalibrated video cameras. Experimental results are reported.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Intelligent assistive technology can greatly improve the daily lives of people with severe paralysis, who have limited communication abilities. People with motion impairments often prefer camera-based communication interfaces, because these are customizable, comfortable, and do not require user-borne accessories that could draw attention to their disability. We present an overview of assistive software that we specifically designed for camera-based interfaces such as the Camera Mouse, which serves as a mouse-replacement input system. The applications include software for text-entry, web browsing, image editing, animation, and music therapy. Using this software, people with severe motion impairments can communicate with friends and family and have a medium to explore their creativity.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

We introduce Active Hidden Models (AHM) that utilize kernel methods traditionally associated with classification. We use AHMs to track deformable objects in video sequences by leveraging kernel projections. We introduce the "subset projection" method which improves the efficiency of our tracking approach by a factor of ten. We successfully tested our method on facial tracking with extreme head movements (including full 180-degree head rotation), facial expressions, and deformable objects. Given a kernel and a set of training observations, we derive unbiased estimates of the accuracy of the AHM tracker. Kernels are generally used in classification methods to make training data linearly separable. We prove that the optimal (minimum variance) tracking kernels are those that make the training observations linearly dependent.