Virtual cognitive model for Miyazawa Kenji based on speech and facial images recognition

Author: Hamido Fujita, Jun Hakura and Masaki Kurematsu

 

Abstract: In this paper we a representing a virtual interactive model based on cognitive model of Miyazawa Kenji. We created a computer model based on cognitive thinking of Kenji literature on story telling. The user can interact in real time with Virtual Kenji. The facial gestures been collected and analyzed through Motion capture system consists of six camera. These six cameras set to collect all emotional facial gestures of people who read and practice an recorded assigned Kenji manuscripts for experiment. Each person has 50 markers of 5 mm size attached to all parts of the face (lips, mouth, eyebrow, moustache, eyelash, forehead). The emotional linkage between these facials parts and cognitive emotion been analyzed and recorded. We have proposed a database; called as Facial recognition database based on FACS model, Also we have correspondingly, speech synthesis part that would analyze the emotional part of human speech. These synthesized two parts are been re-constructed on hologram that represents the cognitively the character of Kenji virtual model who has a face with gestures harmonize with a speech and facial images generated by the system. Also, the system interacts with the human user based on collected observed response on human user and inference by the system in real time. Download...

Labeling of Gestures in SmartKom − Concept of the Coding System

Author: Silke Steininger

 

The SmartKom project is concerned with the development of an intelligent computer−user interface that allows a user to communicate almost naturally with an adaptive and self−explanatory dialogue system. Among other things the system will be able to analyze the gestural input of the user. To train a gesture analyzer, data is required, preferably realistic data. One of the tasks of our institute in the project is the collection and annotation of such data. Since the machine does not yet exist the data collection is done with help of so called Wizard of Oz−experiments: The system is simulated by humans (the "wizards") and the subjects are made believe that they interact with an existing machine. We record the subjects (video and audio) as they solve short tasks. The recordings are labeled off−line with respect to the gestures that the subjects used. Download...

 

Evaluating Software Support for Video Data Capture and Analysis in Collaborative Design Studies

Author: Linda Candy, Zafer Bilda, Mary Lou Maher and John S. Gero

 

Abstract: In order to understand the implications of introducing new digital tools into design practice, research into how designers work collaboratively using both traditional and digital media is being undertaken. For that purpose it is necessary to gather large quantities of empirical data and this poses problems as to how to manage and analyse that data effectively. This paper describes the evaluation of a software system for capturing and analysing video data in the context of collaborative design studies. These studies will generate large amounts of data and support for its management and analysis is vital to the successful completion of the work. In order to find a match to our specific requirements, we conducted a survey from which the software application, INTERACT was identified. A study of its use and suitability was carried out in conditions as near as possible to the intended research. We found that INTERACT met our requirements and provided significant efficiency gains for the analysis of the data. Download...

Comparing Collaborative Design Behavior in Remote Sketching and 3D Virtual Worlds

Author: Mary Lou Maher, Zafer Bilda and David Marchant

 

Abstract: The aim of this study is to compare two architects’ collaborative design behaviour while using a shared whiteboard application in one design session and a 3D virtual world in a second design session. Our preliminary analysis shows that designers spend more time discussing design ideas while sketching and more time creating the design model and inspecting spatial relationships while in a 3D virtual world. Download...


Example using the MangoldVision Eye Tracker in Augmented Reality Based E-Commerce Platform

Authors: Min-Chai Hsieh and Hao-Chiang Lin

 

This Taiwanese presentation shows an example of using the MangoldVision Eye Tracker in studies on an augmented reality based e-commerce platform. Download...

 

Studies on Visual Illusion Figures using the MangoldVision Eye Tracker

Authors: Mei-Chi Chen and Hao-Chiang Lin

This Taiwanese presentation shows an application of the MangoldVision Eye Tracker in psychological studies on Visual Illusion Figures. Download...

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