{"title":"Tuning stereo image matching with stereo video sequence processing","authors":"A. Speers, M. Jenkin","doi":"10.1145/2160749.2160792","DOIUrl":"https://doi.org/10.1145/2160749.2160792","url":null,"abstract":"Algorithms for stereo video image processing typicaly assume that the various tasks; calibration, static stereo matching, and egomotion are independent black boxes. In particular, the task of computing disparity estimates is normally performed independently of ongoing egomotion and environmental recovery processes. Can information from these processes be exploited in the notoriously hard problem of disparity field estimation? Here we explore the use of feedback from the environmental model being constructed to the static stereopsis task. A prior estimate of the disparity field is used to seed the stereomatching process within a probabilistic framework. Experimental results on simulated and real data demonstrate the potential of the approach.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133986521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An affective computing approach to develop the game-based adaptive learning material for the elementary students","authors":"Tzu-Wei Tsai, H. Lo, Kai-Shao Chen","doi":"10.1145/2160749.2160752","DOIUrl":"https://doi.org/10.1145/2160749.2160752","url":null,"abstract":"E-learning has been the mainstream in the field of education. Nowadays, many children use the game-based learning materials for leaning. However, the difficulty and frustration of the materials usually decrease learners' pleasure and interests. Learners' facial emotions intuitionally respond to their learning condition. Accordingly, the aim of the study is developing the affective interface of the game-based adaptive learning to enhance children's learning motivation. The various difficulty levels of a puzzle game and learning contents are designed to adapt in accordance to the learner's facial emotion which is recognized and classified by Ekam's FACS. Three groups of the elementary school students are recruited to separately participate in the evaluation experiments. One group is for the adaptive game, another for the adaptive learning content, and the other one is the control group for no adaptive learning. Afterword the subjects use the affective usability scale to evaluate the system. The results reveal the game-based learning system could enhance learners' learning motivation and satisfaction. Conclude that the affective interface developed by facial affective computing is proposed to apply on the adaptive learning.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132766705","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Function-based and circuit-based symbolic music representation, or back to Beethoven","authors":"Andrey Kuznetsov, Evgeny Pyshkin","doi":"10.1145/2160749.2160785","DOIUrl":"https://doi.org/10.1145/2160749.2160785","url":null,"abstract":"In this paper authors make an attempt to rediscover the function-based music representation. Both for automated and manual music analysis, functional way to represent music has some advantages comparing to widely used approaches based on graph, geometric shapes or event-set models, namely: possibility to represent the structure of the music composition, ability to use proper concepts and terms in regards to the musicology, and good visual expression of the music structure with use of functional flow block diagrams.\u0000 The formal model of function-based music representation together with an example of constructing a functional basis is introduced. Some music function transformation procedures are described and analyzed.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122213818","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Daria Vazhenina, I. Kipyatkova, K. Markov, Alexey Karpov
{"title":"State-of-the-art speech recognition technologies for Russian language","authors":"Daria Vazhenina, I. Kipyatkova, K. Markov, Alexey Karpov","doi":"10.1145/2160749.2160763","DOIUrl":"https://doi.org/10.1145/2160749.2160763","url":null,"abstract":"In this paper, we present a review of the latest developments in the Russian speech recognition research. Although the underlying speech technology is mostly language-independent, differences between languages with respect to their structure and grammar have substantial effect on the recognition systems performance. The Russian language has a complicated word formation system, which is characterized by a high degree of inflection and unrigidness of the word order. This greatly reduces the predictive power of the conventional language models and consequently increases the error rate. Current statistical approach to speech recognition requires large amount of both speech and text data. There exist several Russian speech databases and their descriptions are given in this paper. In addition, we describe and compare several speech recognition systems developed in Russia as well as in some other countries. Finally we suggest some promising directions for further research in Russian speech technology.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115963317","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Automated awareness and visualization of online presence","authors":"Chamin Morikawa, K. Aizawa","doi":"10.1145/2160749.2160782","DOIUrl":"https://doi.org/10.1145/2160749.2160782","url":null,"abstract":"We propose a novel framework for facilitating awareness of people's contactability in a networked environment. Image analysis on periodically captured photo bursts estimates a user's presence and activity levels. A graphical mapping combines these two parameters to represent how contactable the user is. A Visualization conveys the contactability of multiple users to their contacts on the network. An interaction strategy combines the above with the ability to actively seek for awareness of contactability. We describe the current status of implementing this framework, and report intermediate results.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"12 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114109319","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
D. Nakano, Jonathan Lam, B. Kapralos, K. Kanev, K. Collins, A. Hogue, M. Jenkin
{"title":"A framework for sound localization experiments and automation","authors":"D. Nakano, Jonathan Lam, B. Kapralos, K. Kanev, K. Collins, A. Hogue, M. Jenkin","doi":"10.1145/2160749.2160779","DOIUrl":"https://doi.org/10.1145/2160749.2160779","url":null,"abstract":"Table-top computing has been growing in popularity slowly for the last decade and is poised to make in-roads into the consumer market soon, opening up another new market for the games industry. However, before surface computers become widely accepted, there are many questions with respect to sound production and reception for these devices that need to be explored. Here, we describe two experiments that examine sound localization on a horizontal (table-top computer) surface. In the first experiment we collect \"ground truth\" data regarding physical sound source localization by employing a computer controlled grid of 25 equally spaced loudspeakers. In the second experiment we investigate virtual sound source localization using bilinear interpolation amplitude panning method and a modified quadraphonic loudspeaker configuration whereby four loudspeakers are positioned at each corner of the surface in a manner such that they emanate sound in an \"upwards\" direction. Obtained results indicate that sound localization of virtual sound sources on a horizontal surface is prone to errors and this is confirmed with our physical sound source \"ground truth\" data.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128466529","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Variational formulation of the log-aesthetic curve","authors":"K. Miura, S. Usuki, R. Gobithaasan","doi":"10.1145/2160749.2160793","DOIUrl":"https://doi.org/10.1145/2160749.2160793","url":null,"abstract":"The log-aesthetic curves include the logarithmic (equiangular) spiral, clothoid, and involute curves. Although most of them are expressed only by an integral form of the tangent vector, it is possible to interactively generate and deform them and they are expected to be utilized for practical use of industrial and graphical design. We reformulate the LA curve with variational principle in order to analyze its properties.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132326003","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
C. Brosda, J. Daemen, Sascha Djuderija, Stephan Joeres, Oleg Langer, A. Schweitzer, Andreas Wilhelm, J. Herder
{"title":"TouchPlanVS lite: a tablet-based tangible multitouch planning system for virtual TV studio productions","authors":"C. Brosda, J. Daemen, Sascha Djuderija, Stephan Joeres, Oleg Langer, A. Schweitzer, Andreas Wilhelm, J. Herder","doi":"10.1145/2160749.2160764","DOIUrl":"https://doi.org/10.1145/2160749.2160764","url":null,"abstract":"This paper presents a mobile approach of integrating tangible user feedback in today's virtual TV studio productions. We describe a tangible multitouch planning system, enabling a single user to prepare and customize scene flow and settings. Users can view and interact with virtual objects by using a tangible user interface on a capacitive multitouch surface. In a 2D setting created TV scenes are simultaneously rendered as separate view using a production/target renderer in 3D. Thereby the user experiences a closer reproduction of a final production and set assets can be reused. Subsequently, a user can arrange scenes on a timeline while maintaining different versions/sequences. The system consists of a tablet and a workstation, which does all application processing and rendering. The tablet is just an interface connected via wireless LAN.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130409725","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Multiprogram stabilization of equilibrium positions for a nonlinear dynamic system","authors":"Yakov Shakhov","doi":"10.1145/2160749.2160774","DOIUrl":"https://doi.org/10.1145/2160749.2160774","url":null,"abstract":"In this paper, we consider the problem of multiprogram stable controls synthesis for dynamic systems. We solve the problem for nonlinear systems based on Zubov's approach (a multiprogram control as Hermite's interpolative polynomial) that provides constraining of multiprogram controls. The theorem of a sufficient condition for control synthesis in a nonlinear system is formulated. Control synthesis for a model of the mathematical pendulum is presented as an example. Equilibrium positions of the system are considered in a capacity of a program motion set.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127199994","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Employment of 3D printing for enhanced kanji learning","authors":"K. Kanev, Itaru Oido, R. Yoshioka, N. Mirenkov","doi":"10.1145/2160749.2160784","DOIUrl":"https://doi.org/10.1145/2160749.2160784","url":null,"abstract":"Learning of kanji is a complex process that requires significant time and effort for understanding fundamentals of kanji construction, developing adequate writing skills, retention of proper meaning and language use, etc. Research presented in this work addresses earlier stages of kanji learning where basic understanding of kanji composition takes place and tangible associations are being established. Written kanji are essentially flat and thus resemble alphabet characters and numerals but in contrast to them many kanji and kanji components are derived from and thus directly associated with existing physical artifacts and notions. For novice kanji learners, however, it is usually very hard to analyze and map kanji and kanji components to existing artifacts. We attempt to facilitate this process by introducing various tangible kanji representations and bringing flat, written kanji back to the tangible 3D world where learners can get proper touch and feel of them. We report on the design and development of different spatial kanji models and construction sets for kanji learning experiments and research.","PeriodicalId":407345,"journal":{"name":"Joint International Conference on Human-Centered Computer Environments","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127986466","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}