scholarly journals A Motion-based User Interface for the Control of Virtual Humans Performing Sports

2011 ◽  
Vol 10 (3) ◽  
pp. 1-8
Author(s):  
Xiubo Liang ◽  
Zhen Wang ◽  
Weidong Geng ◽  
Franck Multon

Traditional human computer interfaces are not intuitive and natural for the choreography of human motions in the field of VR and video games. In this paper we present a novel approach to control virtual humans performing sports with a motion-based user interface. The process begins by asking the user to draw some gestures in the air with a Wii Remote. The system then recognizes the gestures with pre-trained hidden Markov models. Finally, the recognized gestures are employed to choreograph the simulated sport motions of a virtual human. The average recognition rate of the recognition algorithm is more than 90% on our test set of 20 gestures. Results on the interactive simulation of several kinds of sport motions are given to show the efficiency and interestingness of our system, which is easy-to-use especially for novice users

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Louis Asiedu ◽  
Joseph Agyapong Mensah ◽  
Francis Ayiah-Mensah ◽  
Felix O. Mettle

The drift towards face-based recognition systems can be attributed to recent advances in supportive technology and emerging areas of application including voting systems, access control, human-computer interactions, entertainments, and crime control. Despite the obvious advantages of such systems being less intrusive and requiring minimal cooperation of subjects, the performances of their underlying recognition algorithms are challenged by the quality of face images, usually acquired from uncontrolled environments with poor illuminations, varying head poses, ageing, facial expressions, and occlusions. Although several researchers have leveraged on the property of bilateral symmetry to reconstruct half-occluded face images, their approach becomes deficient in the presence of random occlusions. In this paper, we harnessed the benefits of the multiple imputation by the chained equation technique and image denoising using Discrete Wavelet Transforms (DWTs) to reconstruct degraded face images with random missing pixels. Numerical evaluation of the study algorithm gave a perfect (100%) average recognition rate each for recognition of occluded and augmented face images. The study also revealed that the average recognition rate for the augmented face images (75.5811) was significantly lower than the average recognition rate (430.7153) of the occluded face images. MICE augmentation is recommended as a suitable data enhancement mechanism for imputing missing data/pixel of occluded face images.


2013 ◽  
Vol 25 (01) ◽  
pp. 1350006 ◽  
Author(s):  
Chung-Min Wu ◽  
Chueh Yu Chuang ◽  
Ming-Che Hsieh ◽  
Shei-Hsi Chang

This study proposes an Eye input device by electro-oculogram (EOG) recognition for individuals with the motor neuron diseases (MNDs). In this study, the level of the unstable EOG signal is transformed into standard logic level signal by using the baseline tracing algorithm. The standard logic level signal is used as Morse code sequences which is recognized by the sliding fuzzy recognition algorithm embedded in a microprocessor. The result demonstrates that the unstable EOG signals can be successfully transformed into alphanumeric characters and the recognition rate is approximately 99% for the novice users. Accordingly, we designed an inexpensive user computer interface for helping the disabled persons to communicate with others, the user can input text with their eyes to access the computer and household appliances, such as lamps, fans and TV sets.


2014 ◽  
Vol 513-517 ◽  
pp. 1783-1786 ◽  
Author(s):  
Ming Gu

An algorithm based on fuzzy ART neural network which can deal with online-learning and recognition of the known and unknown faces at the same time was designed and realized. Based on structure and learning rule of the fuzzy ART system, face recognition algorithm was designed. The simulation experiment results show that average recognition rate of not fast learning is better than fast learning. Not fast learning is accepted to get 89.83% online and 99.42% offline recognition rate.


2021 ◽  
pp. 1-21
Author(s):  
Borja Bordel ◽  
Ramón Alcarria ◽  
Tomás Robles

Activity recognition technologies only present a good performance in controlled conditions, where a limited number of actions are allowed. On the contrary, industrial applications are scenarios with real and uncontrolled conditions where thousands of different activities (such as transporting or manufacturing craft products), with an incredible variability, may be developed. In this context, new and enhanced human activity recognition technologies are needed. Therefore, in this paper, a new activity recognition technology, focused on Industry 4.0 scenarios, is proposed. The proposed mechanism consists of different steps, including a first analysis phase where physical signals are processed using moving averages, filters and signal processing techniques, and an atomic recognition step where Dynamic Time Warping technologies and k-nearest neighbors solutions are integrated; a second phase where activities are modeled using generalized Markov models and context labels are recognized using a multi-layer perceptron; and a third step where activities are recognized using the previously created Markov models and context information, formatted as labels. The proposed solution achieves the best recognition rate of 87% which demonstrates the efficacy of the described method. Compared to the state-of-the-art solutions, an improvement up to 10% is reported.


2013 ◽  
Vol 18 (2-3) ◽  
pp. 49-60 ◽  
Author(s):  
Damian Dudzńiski ◽  
Tomasz Kryjak ◽  
Zbigniew Mikrut

Abstract In this paper a human action recognition algorithm, which uses background generation with shadow elimination, silhouette description based on simple geometrical features and a finite state machine for recognizing particular actions is described. The performed tests indicate that this approach obtains a 81 % correct recognition rate allowing real-time image processing of a 360 X 288 video stream.


2021 ◽  
Vol 7 (1) ◽  
Author(s):  
Daniel Duncan

Abstract Advances in sociophonetic research resulted in features once sorted into discrete bins now being measured continuously. This has implied a shift in what sociolinguists view as the abstract representation of the sociolinguistic variable. When measured discretely, variation is variation in selection: one variant is selected for production, and factors influencing language variation and change are influencing the frequency at which variants are selected. Measured continuously, variation is variation in execution: speakers have a single target for production, which they approximate with varying success. This paper suggests that both approaches can and should be considered in sociophonetic analysis. To that end, I offer the use of hidden Markov models (HMMs) as a novel approach to find speakers’ multiple targets within continuous data. Using the lot vowel among whites in Greater St. Louis as a case study, I compare 2-state and 1-state HMMs constructed at the individual speaker level. Ten of fifty-two speakers’ production is shown to involve the regular use of distinct fronted and backed variants of the vowel. This finding illustrates HMMs’ capacity to allow us to consider variation as both variant selection and execution, making them a useful tool in the analysis of sociophonetic data.


Algorithms ◽  
2021 ◽  
Vol 14 (1) ◽  
pp. 26
Author(s):  
Yiran Xue ◽  
Rui Wu ◽  
Jiafeng Liu ◽  
Xianglong Tang

Existing crowd evacuation guidance systems require the manual design of models and input parameters, incurring a significant workload and a potential for errors. This paper proposed an end-to-end intelligent evacuation guidance method based on deep reinforcement learning, and designed an interactive simulation environment based on the social force model. The agent could automatically learn a scene model and path planning strategy with only scene images as input, and directly output dynamic signage information. Aiming to solve the “dimension disaster” phenomenon of the deep Q network (DQN) algorithm in crowd evacuation, this paper proposed a combined action-space DQN (CA-DQN) algorithm that grouped Q network output layer nodes according to action dimensions, which significantly reduced the network complexity and improved system practicality in complex scenes. In this paper, the evacuation guidance system is defined as a reinforcement learning agent and implemented by the CA-DQN method, which provides a novel approach for the evacuation guidance problem. The experiments demonstrate that the proposed method is superior to the static guidance method, and on par with the manually designed model method.


Robotics ◽  
2020 ◽  
Vol 10 (1) ◽  
pp. 3
Author(s):  
Tudor B. Ionescu

A novel approach to generic (or generalized) robot programming and a novel simplified, block-based programming environment, called “Assembly”, are introduced. The approach leverages the newest graphical user interface automation tools and techniques to generate programs in various proprietary robot programming environments by emulating user interactions in those environments. The “Assembly” tool is used to generate robot-independent intermediary program models, which are translated into robot-specific programs using a graphical user interface automation toolchain. The generalizability of the approach to list, tree, and block-based programming is assessed using three different robot programming environments, two of which are proprietary. The results of this evaluation suggest that the proposed approach is feasible for an entire range of programming models and thus enables the generation of programs in various proprietary robot programming environments. In educational settings, the automated generation of programs fosters learning different robot programming models by example. For experts, the proposed approach provides a means for generating program (or task) templates, which can be adjusted to the needs of the application at hand on the shop floor.


2014 ◽  
Vol 608-609 ◽  
pp. 459-467 ◽  
Author(s):  
Xiao Yu Gu

The paper researches a recognition algorithm of modulation signal and modulation modes. The modulation modes to be recognized include 2ASK, 2FSK, 2PSK, 4ASK, 4FSK and 4PSK modulation. There are two methods recognizing modulation modes of digital signal, method based on decision theory and pattern-recognition method based on feature extraction. The method based on decision theory is not suitable for recognition with multiple modulation modes. The core of pattern recognition based on feature extraction is selection of feature parameters. So the paper uses the feature parameters with simple calculation, easy to be implemented and high recognition rate as the core. The extraction of feature parameters is based on instant feature of modulation signal after Hilbert transformation.


2014 ◽  
Vol 687-691 ◽  
pp. 3861-3868
Author(s):  
Zheng Hong Deng ◽  
Li Tao Jiao ◽  
Li Yan Liu ◽  
Shan Shan Zhao

According to the trend of the intelligent monitoring system, on the basis of the study of gait recognition algorithm, the intelligent monitoring system is designed based on FPGA and DSP; On the one hand, FPGA’s flexibility and fast parallel processing algorithms when designing can be both used to avoid that circuit can not be modified after designed; On the other hand, the advantage of processing the digital signal of DSP is fully taken. In the feature extraction and recognition, Zernike moment is selected, at the same time the system uses the nearest neighbor classification method which is more mature and has good real-time performance. Experiments show that the system has high recognition rate.


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