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1.
In the age of speech and voice recognition technologies, sign language recognition is an essential part of ensuring equal
access for deaf people. To date, sign language recognition research has mostly ignored facial expressions that arise as part
of a natural sign language discourse, even though they carry important grammatical and prosodic information. One reason is
that tracking the motion and dynamics of expressions in human faces from video is a hard task, especially with the high number
of occlusions from the signers’ hands. This paper presents a 3D deformable model tracking system to address this problem,
and applies it to sequences of native signers, taken from the National Center of Sign Language and Gesture Resources (NCSLGR),
with a special emphasis on outlier rejection methods to handle occlusions. The experiments conducted in this paper validate
the output of the face tracker against expert human annotations of the NCSLGR corpus, demonstrate the promise of the proposed
face tracking framework for sign language data, and reveal that the tracking framework picks up properties that ideally complement
human annotations for linguistic research.
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3.
For deaf persons to have ready access to information and communication technologies (ICTs), the latter must be usable in sign
language (SL), i.e., include interlanguage interfaces. Such applications will be accepted by deaf users if they are reliable
and respectful of SL specificities—use of space and iconicity as the structuring principles of the language. Before developing
ICT applications, it is necessary to model these features, both to enable analysis of SL videos and to generate SL messages
by means of signing avatars. This paper presents a signing space model, implemented within a context of automatic analysis
and automatic generation, which are currently under development.
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4.
Meta modeling is a wide-spread technique to define visual languages, with the UML being the most prominent one. Despite several
advantages of meta modeling such as ease of use, the meta modeling approach has one disadvantage: it is not constructive,
i.e., it does not offer a direct means of generating instances of the language. This disadvantage poses a severe limitation
for certain applications. For example, when developing model transformations, it is desirable to have enough valid instance
models available for large-scale testing. Producing such a large set by hand is tedious. In the related problem of compiler
testing, a string grammar together with a simple generation algorithm is typically used to produce words of the language automatically.
In this paper, we introduce instance-generating graph grammars for creating instances of meta models, thereby overcoming the
main deficit of the meta modeling approach for defining languages.
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5.
We give a brief overview of a logic-based symbolic modeling language PRISM which provides a unified approach to generative
probabilistic models including Bayesian networks, hidden Markov models and probabilistic context free grammars. We include
some experimental result with a probabilistic context free grammar extracted from the Penn Treebank. We also show EM learning
of a probabilistic context free graph grammar as an example of exploring a new area.
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6.
The methods currently available for text entry on small mobile devices exhibit poor performance in terms of input speed, which presents a potential barrier to acceptance and growth. This paper presents an analysis of mobile text entry indicating that the likely solution is a combination of the use of language modelling and careful interaction design and verification. The paper argues that research in augmentative and alternative communication (AAC) is highly relevant to the mobile text entry problem and vice versa, and offers the opportunity to research solutions that will be feasible to implement on future generations of mobile devices. In the design of the system presented in this paper, fewer input buttons, natural language processing (NLP) and multimodal inputs are techniques that have been evaluated and applied. Contrary to initial expectations, analysis and evaluation showed that usability and human factors often are more significant factors in performance than the efficiency of the input method. In the conducted study, simplifications of a text-to-talk system increased productivity by 15%. This provides a strong indication that the best way to increase text production rates in realistic scenarios is to strive for simplicity and clarity in the interaction and user interface, rather than opting for including every possible time-saving feature in the system. Empirical validations of potential simplifications are therefore advocated as a general design methodology. 相似文献
7.
Text search engines are inadequate for indexing and searching XML documents because they ignore metadata and aggregation structure
implicit in the XML documents. On the other hand, the query languages supported by specialized XML search engines are very
complex. In this paper, we present a simple yet flexible query language, and develop its semantics to enable intuitively appealing
extraction of relevant fragments of information while simultaneously falling back on retrieval through plain text search if necessary. Our approach combines and generalizes several available techniques to obtain precise
and coherent results.
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9.
This paper describes the simulated car racing competition that was arranged as part of the 2007 IEEE Congress on Evolutionary
Computation. Both the game that was used as the domain for the competition, the controllers submitted as entries to the competition
and its results are presented. With this paper, we hope to provide some insight into the efficacy of various computational
intelligence methods on a well-defined game task, as well as an example of one way of running a competition. In the process,
we provide a set of reference results for those who wish to use the simplerace game to benchmark their own algorithms. The paper is co-authored by the organizers and participants of the competition.
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10.
We continue the study of (extended) spiking neural P systems with exhaustive use of rules by considering these computing devices
as language generators. Specifically, a step is associated with a symbol according to the number of spikes emitted by the
output neuron and the sequence of these symbols associated with a halting computation constitutes a string. Two cases are
considered: one of them interprets a step when no spike is emitted as a specified symbol, the other interprets such a step
as the empty string. In both cases, it is proved that finite and recursively enumerable languages are characterized by extended
spiking neural P systems working in the exhaustive mode. The relationships with regular languages are also investigated.
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11.
Quantitative usability requirements are a critical but challenging, and hence an often neglected aspect of a usability engineering process. A case study is described where quantitative usability requirements played a key role in the development of a new user interface of a mobile phone. Within the practical constraints of the project, existing methods for determining usability requirements and evaluating the extent to which these are met, could not be applied as such, therefore tailored methods had to be developed. These methods and their applications are discussed. 相似文献
12.
The complexity of group dynamics occurring in small group interactions often hinders the performance of teams. The availability
of rich multimodal information about what is going on during the meeting makes it possible to explore the possibility of providing
support to dysfunctional teams from facilitation to training sessions addressing both the individuals and the group as a whole.
A necessary step in this direction is that of capturing and understanding group dynamics. In this paper, we discuss a particular
scenario, in which meeting participants receive multimedia feedback on their relational behaviour, as a first step towards
increasing self-awareness. We describe the background and the motivation for a coding scheme for annotating meeting recordings
partially inspired by the Bales’ Interaction Process Analysis. This coding scheme was aimed at identifying suitable observable
behavioural sequences. The study is complemented with an experimental investigation on the acceptability of such a service.
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13.
Awareness systems have attracted significant research interest for their potential to support interpersonal relationships.
Investigations of awareness systems for the domestic environment have suggested that such systems can help individuals stay
in touch with dear friends or family and provide affective benefits to their users. Our research provides empirical evidence
to refine and substantiate such suggestions. We report our experience with designing and evaluating the ASTRA awareness system,
for connecting households and mobile family members. We introduce the concept of connectedness and its measurement through
the Affective Benefits and Costs of communication questionnaire (ABC-Q). We inform results that testify the benefits of sharing
experiences at the moment they happen without interrupting potential receivers. Finally, we document the role that lightweight,
picture-based communication can play in the range of communication media available.
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14.
We present a study of using camera-phones and visual-tags to access mobile services. Firstly, a user-experience study is described in which participants were both observed learning to interact with a prototype mobile service and interviewed
about their experiences. Secondly, a pointing-device task is presented in which quantitative data was gathered regarding the speed and accuracy with which participants aimed and clicked
on visual-tags using camera-phones. We found that participants’ attitudes to visual-tag-based applications were broadly positive,
although they had several important reservations about camera-phone technology more generally. Data from our pointing-device
task demonstrated that novice users were able to aim and click on visual-tags quickly (well under 3 s per pointing-device
trial on average) and accurately (almost all meeting our defined speed/accuracy tradeoff of 6% error-rate). Based on our findings,
design lessons for camera-phone and visual-tag applications are presented.
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15.
Listening to music on personal, digital devices whilst mobile is an enjoyable, everyday activity. We explore a scheme for
exploiting this practice to immerse listeners in navigation cues. Our prototype, ONTRACK, continuously adapts audio, modifying
the spatial balance and volume to lead listeners to their target destination. First we report on an initial lab-based evaluation
that demonstrated the approach’s efficacy: users were able to complete tasks within a reasonable time and their subjective
feedback was positive. Encouraged by these results we constructed a handheld prototype. Here, we discuss this implementation
and the results of field-trials. These indicate that even with a low-fidelity realisation of the concept, users can quite
effectively navigate complicated routes.
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16.
Ohne Zusammenfassung
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17.
We document the influence on programming language semantics of the Platonism/formalism divide in the philosophy of mathematics.
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18.
This article presents a metamodeling study for Live Sequence Charts (LSCs) and Message Sequence Charts (MSCs) with an emphasis
on code generation. The article discusses specifically the following points: the approach to building a metamodel for MSCs
and LSCs, a metamodel extension from MSC to LSC, support for model-based code generation, and finally action model and domain-specific
data model integration. The metamodel is formulated in metaGME, the metamodel language for the Generic Modeling Environment.
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19.
The paper reflects on the unique experience of social and technological development in Lithuania since the regaining of independence
as a newly reshaped society constructing a distinctive competitive IST-based model at global level. This has presented Lithuanian
pattern of how to integrate different experiences and relations between generations in implementing complex information society
approaches. The resulting programme in general is linked to the Lisbon objectives of the European Union. The experience of
transitional countries in Europe, each different but facing some common problems, may be useful to developing countries in
Africa.
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20.
There are only a few ethical regulations that deal explicitly with robots, in contrast to a vast number of regulations, which
may be applied. We will focus on ethical issues with regard to “responsibility and autonomous robots”, “machines as a replacement
for humans”, and “tele-presence”. Furthermore we will examine examples from special fields of application (medicine and healthcare,
armed forces, and entertainment). We do not claim to present a complete list of ethical issue nor of regulations in the field
of robotics, but we will demonstrate that there are legal challenges with regard to these issues.
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