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1.
A well-annotated dance media is an essential part of a nation’s identity, transcending cultural and language barriers. Many dance video archives suffer from problems concerning authoring and access, because of the complex spatio-temporal relationships that exist between the dancers in terms of movements of their body parts and the emotions expressed by them in a dance. This paper presents a system named DanVideo for semi-automatic authoring and access to dance archives. DanVideo provides methods of annotation and authoring and retrieval tools for choreographers, dancers, and students. We demonstrate how dance media can be semantically annotated and how this information can be used for the retrieval of the dance video semantics. In particular, DanVideo offers an MPEG-7 based semi-automatic authoring tool that takes dance video annotations generated by dance experts and produces MPEG-7 metadata. DanVideo also has a search engine that takes users’ queries and retrieves dance semantics from metadata arranged using tree-embedding technique and based on spatial, temporal and spatio-temporal features of dancers. The search engine also leverages a domain-specific ontology to process knowledge-based queries. We have assessed the dance-video queries and semantic annotations in terms of precision, recall, and fidelity.  相似文献   

2.
This paper presents an ongoing effort toward an online collaborative framework allowing Deaf individuals to author intelligible signs using a dedicated 3D animation authoring interface. The results that are presented mainly focus on the design of a dedicated user interface assisted by novel input devices. This design cannot only benefit the Deaf but also the linguists studying sign language by providing them with a novel kind of study material. This material would consist of a symbolic representation of intelligible sign language animations together with a fine-grained log of the user’s edit actions. Two user studies demonstrate how Leap Motion and Kinect-like devices can be used together for recording and authoring hand trajectories as well as facial animation.  相似文献   

3.
Composition of multiple figure sequences for dance and animation   总被引:1,自引:0,他引:1  
Insights gained from an interdisciplinary study of the creative processes involved in dance composition are the basis for developing computer-based tools to support dance composition and animation. The system that has been developed, Life Forms, provides an interactive hierarchical environment where the user can reduce the complexity of the task by flexibly switching between spatial and temporal views of the composition. Realistic animation of the final result is also available. Life Forms, which is implemented on IRIS and Macintosh workstations, has proven itself to be of real value in dance composition. It is now being tested as the front end of a conventional animation system for use in animating multiple articulated figures.  相似文献   

4.
Multimedia Tools and Applications - In this paper a procedural animation framework is developed and discussed, which consists of a oscillator based Central Pattern Generator (CPG) system. This CPG...  相似文献   

5.
Tango: a framework and system for algorithm animation   总被引:1,自引:0,他引:1  
Stasko  J.T. 《Computer》1990,23(9):27-39
The role of animation in understanding and evaluating programs and developing new programs is discussed. A framework for algorithm animation, called Tango, and a system based on that framework are introduced. Related work is reviewed, and the conceptual framework on which Tango is based is examined. The implementation of the Tango system is described. The first-fit bin-packing algorithm is animated to illustrate how the path-transition paradigm simplifies algorithm animation  相似文献   

6.
Virtual Reality - The advancement in Computer Vision (CV) has evolved drastically from image processing to object recognition, tracking video, restoration of images, three-dimensional (3D) pose...  相似文献   

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8.
We developed a simple system for three-dimensional (3D) authoring and presentation in immersive virtual reality environments. Our system enables a user to create and edit content both through direct manipulation using hand gestures in an immersive environment, and by using a 2D GUI on a PC desktop. The system also exploits various features of 3D information visualization to produce effective and interactive presentations. In a system trial, users found that the system enhanced their experience. The system helps users create 3D educational materials more easily and learn through the materials with greater interest and motivation. Noritaka Osawa received his B.S., M.S. and Ph.D. degrees in information science from the University of Tokyo in 1983, 1985, and 1988 respectively. After working for a software company and the University of Electro-communications, he has been at the National Institute of Multimedia Education since 1998. He has also been jointly appointed at the Graduate University for Advanced Studies since 2001. He now works for them as a Professor. His current research interests include human–computer interfaces using virtual reality technologies, information visualization, and system software. Sangtae Kim received B.A. degree in Visual Communication from YougIn University, Korea, in 1996, and M.A. and Ph.D. degrees in Design, from the University of Tsukuba, 2001, and 2004, respectively. He is currently an Assistant Professor of the institute of Art and Design, The University of Tsukuba, Ibaraki, Japan. His research interests include visual communication, dynamic information graphics, multimedia systems, 3DCG, and Web3D technology. He planned for the MDD (Multi-Dynamic Documentation) project in 2003. At present, he is involved in the development of Web3D contents (Interactive Anatomy system) that uses MDD technology.  相似文献   

9.
An interactive system, SIMILE, for the construction, manipulation and animation of systems dynamics models is described. The system is intended to be used primarily as an educational tool, to allow users to experiment with and develop systems dynamics models. However, the system also may be used for creating films of these models.

A model is represented pictorially as a graph, where nodes represent components and edges show relations between these components. One is able to graphically create and modify a particular model. In executing or running a model, the graphic configuration is itself animated; this animation may take place at a display terminal, or the system output may be routed to a microfilm plotter to produce a film of the model.

At the terminal, the execution may be speeded up or slowed down; also one may step through the model (with respect to time), or examine the state of the model at any point in the simulation. Plots of the values of selected variables against time may also be obtained. In addition, changes to a model, or in a model's parameters, can be easily made and the effects of these changes can be immediately seen.

A number of short films have been produced by the system. These include a film which illustrates certain aspects of feedback loops and another showing the effect of specific parameters on a model of an influenza epidemic.  相似文献   


10.
This paper describes a computer graphics system that enables users to define virtual marionette puppets, operate them using relatively simple hardware input devices, and display the scene from a given viewpoint on the computer screen. This computerized marionette theater has the potential to become a computer game for children, an interaction tool over the Internet, enabling the creation of simultaneously viewed and operated marionette show by users on the World Wide Web, and, most importantly, a versatile and efficient professional animation system.  相似文献   

11.
电子商务及其安全体系   总被引:6,自引:0,他引:6  
在介绍电子商务的基础上,讨论了有关电子商务安全体系的手段和标准,进而对中国电子商务的发展提出了一些建议。  相似文献   

12.
We propose an integrated set of methods for designing and animating bodies whose deformable flesh coats an articulated skeleton. The proposed methods provide good automatic positioning of the ‘skin’ after movements, and automatic deformation after collisions with rigid or deformable objects (dynamic or static). The response to collisions includes a feedback from the flesh to the skeleton, whose movement is adequately modified. Moreover, coating the skeleton gives an easy solution to closed loop collisions and angle constraints control. Our model is modular and gives some high level control to the user.  相似文献   

13.
In the past few years, we witnessed a rapid progress in service-oriented computing (SOC), which represents a new computing paradigm. SOC changes the way we develop and use software and hardware. Major enabling techniques, including service-oriented architecture (SOA), service-oriented enterprise (SOE), service-oriented infrastructure (SOI), Web services (WS), and associated protocols and standards are being established. This paper focuses on the system engineering issues and how these engineering issues manifested in SOA development processes. SOSE differs from traditional system engineering because it emphasizes on reusability, dynamic and adaptive nature, and unique model-driven approach.  相似文献   

14.
Designing and creating complex and interactive animation is still a challenge in the field of virtual reality, which has to handle various aspects of functional requirements (e.g. graphics, physics, AI, multimodal inputs and outputs, and massive data assets management). In this paper, a semantic framework is proposed to model the construction of interactive animation and promote animation assets reuse in a systematic and standardized way. As its ontological implementation, two domain-specific ontologies for the hand-gesture-based interaction and animation data repository have been developed in the context of Chinese traditional shadow play art. Finally, prototype of interactive Chinese shadow play performance system using deep motion sensor device is presented as the usage example.  相似文献   

15.
16.
This study introduces the development of a Web‐based assessment system, the Web‐based Assessment and Test Analyses (WATA) system, and examines its impacts on teacher education. The WATA system is a follow‐on system, which applies the Triple‐A Model (assembling, administering, and appraising). Its functions include (1) an engine for teachers to administer and manage testing, (2) an engine for students to apply tests, and (3) an engine for generating test results and analyses for teachers. Two studies were undertaken to assess the usefulness and potential benefits of the WATA system for teacher education. In the first study, 47 in‐service teachers were asked to assess the functions of the WATA system. The results indicated that they were satisfied with the Triple‐A Model of the WATA system. In the second study, 30 pre‐service teachers were required to use the WATA system during the teacher‐training program. After 4 months of experience in using the WATA system, the pre‐service teachers' perspectives of assessment have been changed significantly. The findings of these two studies might provide some guidance to help those who are interested in the development of Web‐based assessment and intend to infuse information technology into teacher education.  相似文献   

17.
The advent of Big Data era drives data analysts from different domains to use data mining techniques for data analysis. However, performing data analysis in a specific domain is not trivial; it often requires complex task configuration, onerous integration of algorithms, and efficient execution in distributed environments. Few efforts have been paid on developing effective tools to facilitate data analysts in conducting complex data analysis tasks. In this paper, we design and implement FIU-Miner, a Fast, Integrated, and User-friendly system to ease data analysis. FIU-Miner allows users to rapidly configure a complex data analysis task without writing a single line of code. It also helps users conveniently import and integrate different analysis programs. Further, it significantly balances resource utilization and task execution in heterogeneous environments. Case studies of real-world applications demonstrate the efficacy and effectiveness of our proposed system.  相似文献   

18.
The evolution of digital technology has placed cartography in a dialog on questions concerning the new abilities, its form and prospective. The cartographic presentation in three dimensions has as a basic feature: the simulation with the natural ability of understanding the space.One of the problems that arose in virtual environments refers to the use of scale in relation to the analysis and the study of space. This relation of geographic analysis and cartographic tools is strictly defined in traditional cartography, but in the virtual cartographic environment the rules of optical understanding and measurement of space are defined by an arbitrary free moving of the sight, that prescribes the natural vision and therefore the perception of the specific space.In close relation with the cartographic motion is the cartographic visualization of the time and the relevant techniques: splitting of time, creation of motion frames, timing, rapidity, motion pattern, etc.The specific work describes, through specific examples that focus mainly on urban areas, methodological and technical approaches concerning the concept of time and scale problems in virtual cartography, but mainly contributes in the ongoing scientific dialogue concerning the theoretical documentation of Virtual Cartography.Finally,we regard Computational Intelligence as a comprehensive and effective algorithmic platform for mechanisms of Virtual Reality.  相似文献   

19.
Network analysis is powerful in building formal network models of various computational systems or social systems and obtaining their functions and performance exactly because of simplicity of binary relations in networks. Traditionally, it takes lots of effort in network analysis because network analysis was performed by the use of lots of numerical data in batch processing form. Effective network analysis activity, satisfying the system requirements based on consideration for such traditional manner with high cost, requires semiautomatic or computer aided man-machine facilities with interactive editing, analysis, and result viewing functions. We have developed Graphical Editing and Analysis system for Network System (Geans) on DEC PDP-11/34 minicomputer with a graphic display which enables us to edit or modify various network representations and analyze their qualitative and quantitative property, smoothly and interactively with the use of graphics and data abstraction. Geans is composed of a network editing system with effective use of a graphic display, a network data management system with systematic use of network data abstraction, a network analysis system with construction of shared library routines and specific object problem oriented routines, and a node/arc shape definition system. Geans has been applied to various network models such as a transportation analysis problem, PERT/CPM planning, Petri Net analysis and a guidance system for an urban railway network, and moreover it is being applied to other analysis areas as evolving itself.  相似文献   

20.
This paper presents a course-centered ontology for assisting learning support systems to embody the relations among knowledge points and also among the learning materials for those knowledge points. An “individual-class-individual” ontology design (first an individual-class design, then an innovative design about relations among bottom individuals), was applied to the construction of a course-centered ontology for an existing Japanese grammar course. Furthermore, a customizable language learning support system was built to manipulate the course-centered ontology to provide an interface for the learning objects arrangement which displays the visual representation of knowledge points and their relations. The intention underlying the development of the system is to encourage instructors to orient their teaching materials to specific knowledge points and even directly to relations between knowledge points. With these orientations, the learning support system is able to provide an environment in which learners can readily distinguish between related knowledge points. Finally, based on the result of a preliminary evaluation, a study to explore the impact of learning styles and learning habits on learning performance was conducted to further evaluate our ontology-based learning support system. The results of the study suggest three main points: (a) the experimental students who learned with our system achieved significantly better learning achievement than those who just did self-study with textbooks after studying the same target contents for 60 mins; (b) the learning achievement of experimental group was not related to either their learning style in Sequential/Global dimension or their habit of “learning from comparison”; (c) in terms of the learning perception of experimental group, compared to “Sequential learners”, most “Global learners” had a stronger feeling that the comparison function is useful in improving their learning performance, and the learners who don't habitually “learning from comparison” were more likely to suffer from lack of the attention and feel more pressure than those who do habitually “learning from comparison”.  相似文献   

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