This paper presents an approach to articulatory inversion using audio and video of the user's face, requiring no special markers. The video is stabilized with respect to the face, and the mouth region cropped out....
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ISBN:
(纸本)9781604234497
This paper presents an approach to articulatory inversion using audio and video of the user's face, requiring no special markers. The video is stabilized with respect to the face, and the mouth region cropped out. The mouth image is projected into a learned independent component subspace to obtain a low-dimensional representation of the mouth appearance. The inversion problem is treated as one of regression;a non-linear regressor using relevance vector machines is trained with a dataset of simultaneous images of a subject's face, acoustic features and positions of magnetic coils glued to the subjects's tongue. The results show the benefit of using both cues for inversion. We envisage the inversion method to be part of a pronunciation training system with articulatory feedback. audio-visual to articulatory inversion.
Recent research suggests design pre-patterns, structured collections of evidence-based research and design knowledge, provide a useful resource for design activities in emerging application domains. This paper extends...
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ISBN:
(纸本)1595933417
Recent research suggests design pre-patterns, structured collections of evidence-based research and design knowledge, provide a useful resource for design activities in emerging application domains. This paper extends previous research by exploring the impact of pre-patterns and tools to support pre-pattern exploration for the domain of ubiquitous computing in the home. We conducted an empirical study of 44 designers engaged in a two hour concentrated brainstorming and design task for the home of the future. Our results show pre-patterns are an easily adopted resource for designers that can impact even the earliest of design activities. We also provide insights for future development of pre-patterns based on designer feedback. Copyright 2006 ACM.
Higher Education (HE) is increasingly globalised, involving partnerships between institutions in different countries. There is little research available on such educational partnerships in HE. Just like learning exper...
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Higher education (HE) is increasingly globalised, involving partnerships between institutions in different countries. There is little research available on such educational partnerships in HE. Just like learning exper...
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Higher education (HE) is increasingly globalised, involving partnerships between institutions in different countries. There is little research available on such educational partnerships in HE. Just like learning experiences themselves, each educational partnership is unique but we propose a set of six factors to consider, which might help formulate the dimensions of future research. We reflect here on 6 years of partnerships between our university and colleges both in our own country (Scotland, UK) and Malaysia to deliver IT degree programmes, enabling a our student experience to be shared by non-traditional learners who cannot study in Edinburgh, due to work, family, financial and other commitments. Users' stories help us understand and meet stakeholders' needs, and plan future research. What emerges is evidence of an equivalent set of learning experiences, despite the geographic and cultural distances
In this paper, we argue firstly that researchers in critical computing should address the specific information and communication technology (ICT) needs and activities of those agencies concerned with emancipatory issu...
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This paper describes Mocha, an open mobile S/W platform and application developed by Samsung Electronics. Mocha's key features are its efficiency (it fits in regular phones), its portability (it covers different s...
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This paper describes Mocha, an open mobile S/W platform and application developed by Samsung Electronics. Mocha's key features are its efficiency (it fits in regular phones), its portability (it covers different stack/OS/chipsets for CDMA, EV-DO, GSM/GPRS, and UMTS), its modularity and configurability (it meets customers' varying needs), its extensibility (it can he adapted to include new features and interfaces), its interoperability based on de-facto standards such as OMA, 3GPP, 3GPP2, CDG; and its security (it can withstand the attack of malicious applications). Among these key features, in this paper, we outline the multimedia messaging service (MMS) that inspired this system and then describe its design, architecture, and prototype implementation.
作者:
Surakka, VeikkoIlli, MarkoIsokoski, PoikaResearch Group for Emotions
Sociality and Computing Tampere Unit for Computer— Human Interaction Department of Computer and Information Sciences University of Tampere Department of Clinical Neurophysiology Tampere University Hospital Tampere FIN-33014 P.O. Box 2000 FIN-33521 Finland Research Group for Emotions
Sociality and Computing Tampere Unit for Computer— Human Interaction Department of Computer and Information Sciences University of Tampere Tampere FIN-33014 Finland
The present aim was to study a new technique for human—computerinteraction. It combined the use of two modalities, voluntary gaze direction and voluntary facial muscle activation for object pointing and selection. F...
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This demonstration presents findings from two studies on presence that use a new technology for developing photorealistic virtual environments. Our studies have used a combination of qualitative and quantitative measu...
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Previous research has indicated that smooth rotation of geographic terrain between two- and three-dimensional (2D and 3D) views aids task switching. However, the time taken to show the smooth rotation may also provide...
Previous research has indicated that smooth rotation of geographic terrain between two- and three-dimensional (2D and 3D) views aids task switching. However, the time taken to show the smooth rotation may also provide a terrain preview for a post-rotation judgment. To test this possibility, we examined a situation where preview was provided but smooth transition violated. Twenty-four participants made judgments about the properties of two points placed on 2D or 3D displays of terrain. Participants performed the tasks in pairs of trials, switching tasks and displays between trials. In the continuous transition condition, the display rotated in depth and in azimuth from one display format to the other. In the discrete transition condition, the azimuth rotation was in the opposite direction, and then the terrain ”snapped” to the final orientation. The results showed that response time after transition was less for the continuous condition. We argue that smooth transition to the correct position provided improved visual momentum between displays.
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