共查询到20条相似文献,搜索用时 46 毫秒
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一个聋哑人辅助教学系统 总被引:4,自引:0,他引:4
为促进聋哑人与正常人之间的交流,本文设计并实现了一个聋哑人辅助教学系统.该系统的功能是能够在文本的驱动下实时合成一个有表情,有口型,有手势动作的三维虚拟“图形人”.对于用户任意输入的一段文本,系统首先将其切分成词的序列,然后顺次驱动“图形人”根据当前词蕴涵的感情色彩做出相应的表情,同时作出该词发音时的相应口型并打出对应于当前词的哑语手势.本系统可以直接应用于聋哑人辅助教学. 相似文献
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林凡 《计算机光盘软件与应用》2012,(15):191-192
人脸表情动画是计算机图形学的重要研究领域之一,在影视和游戏中的虚拟人的应用促进了它的发展,它主要研究若干种典型表情的产生以及利用已有表情产生中间过渡表情。本文主要介绍了表情动画的研究现状,并且设计实现了基于文本驱动的人脸表情变化系统。 相似文献
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针对强噪声环境下语音端点检测问题,本文提出了一种利用唇动特征检测语音端点的新方法.首先进行人脸和嘴唇检测,然后分别用PCA法或DCT法对嘴部特征进行提取,再用概率神经网络进行唇动分类和识别.实验表明,在强噪声的环境下利用视觉通道的唇动特征进行语音端点检测是可行的. 相似文献
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针对说话人识别技术多基于语音的现状,文章提出了一种新颖的基于唇动的说话人识别技术。通过离散余弦变换,从说话人讲话时的图像序列提取那些既反映说话人嘴部生理特性也反映了说话人唇动的行为特性的视觉特征。基于这些特征,为说话人建立静态-动态混合模型,其中使用半连续隐马尔可夫模型为说话人建立动态模型。在一个小型的视觉语料库上,我们分别对说话人辨认系统和确认系统进行实现。对说话人辨认系统,其文本有关与文本无关模式的正确率分别达到了100%和99.7%;对说话人确认系统,文本有关与文本无关模式的等错误率分别为0.09%与0.33%。 相似文献
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虚拟人运动的可控性和逼真性是虚拟现实应用中追求的重要目标,为了实现对虚拟人的灵活控制,合成出逼真的运动序列,提出了基于参数化运动合成的运动图方法.运动图的结点中存储了具有明确含义的控制参数,通过改变控制参数合成不同的运动片段,可以实现对虚拟人的灵活控制;提出了一种改进的运动融合方法,运动图的边将不同运动片段进行融合,有效的避免了脚步滑动和根关节朝向抖动的产生.根据用户对交互控制和路径轨迹的不同应用需求设计实验,实验结果表明,方法不仅具有较高的控制精度,而且合成的运动序列逼真自然. 相似文献
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Understanding facial expressions in image sequences is an easy task for humans. Some of us are capable of lipreading by interpreting
the motion of the mouth. Automatic lipreading by a computer is a challenging task, with so far limited success. The inverse
problem of synthesizing real looking lip movements is also highly non-trivial. Today, the technology to automatically generate
an image series that imitates natural postures is far from perfect.
We introduce a new framework for facial image representation, analysis and synthesis, in which we focus just on the lower
half of the face, specifically the mouth. It includes interpretation and classification of facial expressions and visual speech
recognition, as well as a synthesis procedure of facial expressions that yields natural looking mouth movements.
Our image analysis and synthesis processes are based on a parametrization of the mouth configuration set of images. These
images are represented as points on a two-dimensional flat manifold that enables us to efficiently define the pronunciation
of each word and thereby analyze or synthesize the motion of the lips. We present some examples of automatic lips motion synthesis
and lipreading, and propose a generalization of our solution to the problem of lipreading different subjects. 相似文献
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一种快速、鲁棒的唇动检测与定位方法 总被引:6,自引:0,他引:6
提出了一种利用唇色在彩色空间分布信息和唇在人脸区域的几何分布特性进行快速、鲁棒的唇动检测与定位的方法。在该方法中,首先提出采用有约束的Fisher变换进行嘴唇图像增强;然后利用嘴唇在人脸区域的几何分布特性,来提高唇动定位的速度和准确性,唇动定位主要利用两种几何分布特性:(1)利用唇的区域面积和人脸的区域面积比值变化范围不大这一特性自适应确定区分唇色和肤色的值。(2)利用外唇参数与内唇参数之间有近似线性关系的假设,用外唇参数预测内唇参数,克服内唇定位经常陷于局部最小、定位不准的缺陷。实验证明,该唇动检测与定位系统无论从速度还是从可靠性、准确性都能满足应用的要求。 相似文献
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A general approach for generating optimal movements of actuatedmulti-jointed systems is presented. The method is based on theimplementation of the Pontryagin Maximum Principle (PMP) used as amathematical optimization tool. It applies to mechanical systems withkinematic tree-like topology such as serial robots, walking machines,and articulated biosystems. Emphasis is put on the choice of anappropriate dynamic model of the multibody system, together with thechoice of relevant performance criteria to be minimized for generatingthe optimal motion. It is shown that the Hamiltonian formalism isperfectly suitable to deal with the optimization problem using the PMP.On the other hand, prominence is given to performance criteria ensuringsoft and efficient functioning of the articulated systems. Two computingtechniques for solving the optimization problem are presented. Threenumerical simulations demonstrate the applicability of the method. 相似文献
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Masaki Oshita 《Computer Graphics Forum》2008,27(7):1909-1918
Creating long motion sequences is a time‐consuming task even when motion capture equipment or motion editing tools are used. In this paper, we propose a system for creating a long motion sequence by combining elementary motion clips. The user is asked to first input motions on a timeline. The system then automatically generates a continuous and natural motion. Our system employs four motion synthesis methods: motion transition, motion connection, motion adaptation, and motion composition. Based on the constraints between the feet of the animated character and the ground, and the timing of the input motions, the appropriate method is determined for each pair of overlapped or sequential motions. As the user changes the arrangement of the motion clips, the system interactively changes the output motion. Alternatively, the user can make the system execute an input motion as soon as possible so that it follows the previous motion smoothly. Using our system, users can make use of existing motion clips. Because the entire process is automatic, even novices can easily use our system. A prototype system demonstrates the effectiveness of our approach. 相似文献
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基于Web的CAI系统开发与实现 总被引:4,自引:0,他引:4
文中介绍了适用于远程教学环境的《计算机网络》课件的系统设计思想及部分实现技术。该课件的特点是界面较好,方便实用,且其中的动态演示构件具有强大的人机交互功能。 相似文献
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艺术体操动作辅助编排系统 总被引:1,自引:0,他引:1
针对艺术体操个人项目与集体项目编排的特点,采用运动捕获技术、运动编辑和合成技术以及音乐特征提取等技术,开发了艺术体操动作辅助编排系统.该系统可以对个人和集体动作编排的整个流程进行辅助,从而缩短动作编排时间,拓宽教练员创作空间,提高动作编排质量. 相似文献
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计算机教学刷卡系统用于计算机实验室教学管理,具有很高的实用性与现实意义。本文从发展、应用、结构和效果几方面.并结合实际使用叙述了该系统的基本特点。 相似文献
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Animated virtual human characters are a common feature in interactive graphical applications, such as computer and video games, online virtual worlds and simulations. Due to dynamic nature of such applications, character animation must be responsive and controllable in addition to looking as realistic and natural as possible. Though procedural and physics-based animation provide a great amount of control over motion, they still look too unnatural to be of use in all but a few specific scenarios, which is why interactive applications nowadays still rely mainly on recorded and hand-crafted motion clips. The challenge faced by animation system designers is to dynamically synthesize new, controllable motion by concatenating short motion segments into sequences of different actions or by parametrically blending clips that correspond to different variants of the same logical action. In this article, we provide an overview of research in the field of example-based motion synthesis for interactive applications. We present methods for automated creation of supporting data structures for motion synthesis and describe how they can be employed at run-time to generate motion that accurately accomplishes tasks specified by the AI or human user. 相似文献