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This paper proposes a framework for the design of serious games in the area of revenue management. At this time, there is little systematic consideration of simulation-based serious games and their set-up available in this field. The suggested framework regards games as structured in three layered stages and explicates decisions influencing their design and focus. These decisions are structured according...
In this work, we propose a system that has the ability to reproduce imitated motions of human during continuous and online observation with a humanoid robot. In order to achieve this goal, the problems for imitation have to be solved. In this paper, we treat two main issues. One is mapping between different kinematic structures and the other is computing humanoid body pose that satisfies the static...
In this work, we present a new technique to speed up 3D shape retrieval. Instead of performing an exhaustive search over the whole database, which implies a systematic comparison of the query object with all 3D objects in the database, we restrict the pattern matching to a subset of “good candidates” (the most similar to the query). Assuming that the database has been partitioned into several classes,...
Skeleton animation motion data is the connection of motion capture and computer skeleton animation technologies. This paper presents a method which creates standard motion data file in real time. First, get original coordinate data of human skeleton joints by Kinect, Then, calculate the original coordinate data to get rotation angles and save them as the standard BVH motion capture file, Finally,...
This paper proposes a system to recognize quasi-periodic human actions from monocular video sequences. First, each input video frame is analyzed and estimated to generate the best 3D human model pose which consists of a set of 3D coordinates of specific human joints. Next, these 3D coordinates for each frame are converted into corresponding 3D geometric relational features (GRFs), which describe the...
Reconstruction of ancient artifacts from fragments found at archaeological sites is a tedious task that requires a great human effort and that, during decades, has been manual. In this paper, a new technique is introduced to face, automatically, this kind of problems. Taking as input data 3D models of the fragments, and using a characterization based in hierarchical depth maps, the rigid transformation...
Today, Virtual Reality (VR) technology has been applied in various fields, and the effects of inducing VR contents in humans have been studied. Generally, VR contents mainly consist of visual stimulation and it is considered that it influences the recognition mechanisms in the human brain, the behaviors in the human body and so on. In this research, in order to construct a methodology of VR content...
In this paper, a new model based optimal motion controller for driving simulators is presented. Models of human perception systems in combination with a simulator dynamic model are used in the design of the optimal controller. The basic idea of the new approach is based on minimizing the difference between the perceived signals in the vehicle and the perceived signals in the simulator. In addition,...
Recently, 3D body shape information is widely effective in various applications and markets such as apparel industry or health management. However, existing techniques to obtain 3D body shape have been highly expensive and complex, or not performed modeling despite required anatomical information. We propose a simple system for obtaining 3D body shape using only a few photos captured by users themselves...
We propose a mathematical model for optimizing pixel aspect ratio for the best 3D estimation in both stereo-based 3D reconstruction and 3D viewing applications. We analyze the 3D reconstruction through a 3D display medium and reduce the whole process to a single stereo system so that a unified model can be applied to both direct reconstruction from stereo images and indirect reconstruction through...
There is an increasing need of easy and affordable technologies to automatically generate virtual 3D models from their real counterparts. In particular, 3D human reconstruction has driven the creation of many clever techniques, most of them based on the visual hull (VH) concept. Such techniques do not require expensive hardware; however, they tend to yield 3D humanoids with realistic bodies but mediocre...
This paper proposes a method for alignment of human brain magnetic resonance (MR) image sequences in the brain based on a 3D human brain model (triangulated mesh). The brain model is composed of four components, namely, cerebrum, cerebellum, brain stem and pituitary gland which are represented by four different colors. Synthesized image sequences (cross-sections) are extracted from the model at regular...
Human reliability is an essential quality of Computer Aided Design (CAD) in new product development (NPD). Based on the proposals of the German VDI 2221 guideline for CAD product development, a semiotic human-machine model is adapted to examine human reliability in new product development, especially regarding time constraints. For this goal, a CAD experiment (n=116) with three VDI-2221 compliant...
In this doctoral consortium paper I describe the theme of my research, the model-based generation of consistent emotional turn taking behavior in virtual human conversations and the evaluation of this behavior. My goal is to investigate and generate convincing social behavior in embodied conversational agents.
The implications of exposure to electromagnetic waves for human health are a subject of rising concern. Numerical simulations using anatomically realistic computational human models have recently been performed for electromagnetic dosimetry simulation. However, most of these computational models are reference (average) models. In this study, we present a shape-deformable human model to which we applied...
TRPV5 and TRPV6 channels are related to vigorous regulations under physiological, pathological, and therapeutic conditions. This study aims to predict the 3D structures of the TRPV channels by developing homology models based on the chosen multiple sequence alignment. In this study, we compared the results of the sequence alignments from three multiple sequence alignment programs; CLUSTALW, MAFFT...
Attention and emotions are two major functions underlying human behavior. Evidence shows that these two processes interact extensively in the human brain. In fields such as human-computer interactions and artificial intelligence, computational models of attention and emotions have been developed to be included in cognitive agent architectures. However, these have been implemented as two separated...
For smart home researchers, it is essential to test activity recognition algorithms with various sets of sensory data. However, diverse sensory datasets are not always available due to several constraints, including limited budgets. Consequently, smart home simulators have recently grown in importance. However, there is still a need for realistic synthetic sensory data. This paper presents a simulator,...
Most of current 3D face reconstruction methods based on 2D image are complex. In this paper, a novel and efficient method on the basis of geometric transformation is presented. The method is composed of two aspects, pose estimation and 3D model reconstruction. For the first part, an improved Active Shape Model(ASM) algorithm is used to detect the feature points of the face in the image, and the frontal...
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