The finite element method has been increasingly adopted to study the biomechanical behavior of biologic structures. Once the finite element mesh has been generated from CT data set, the assignment of bone tissuepsilas...
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The finite element method has been increasingly adopted to study the biomechanical behavior of biologic structures. Once the finite element mesh has been generated from CT data set, the assignment of bone tissuepsilas material properties to each element is a fundamental step in the generation of individualized or subject-specific finite element models. The aim of this work is to simulate the inhomogeneity and anisotropy of the femur using the finite element method. A program is developed to read a CT data set as well as the finite element mesh generated from it, and to assign to each element of the mesh the material properties derived from the bone tissue density at the element location. Moreover, the transversely isotropy of femur is simulated by taking into account the principal material orientation for each element.
This paper describes a novel control architecture, B 3 IA, designed to address the challenges of developing autonomous robot systems for use as behavior intervention tools for children with autism spectrum disorders (...
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This paper describes a novel control architecture, B 3 IA, designed to address the challenges of developing autonomous robot systems for use as behavior intervention tools for children with autism spectrum disorders (ASD). Our goal is to create a system that can be easily adapted for use by non-roboticists engaged in ASD therapy. B 3 IA is a behavior-based architecture for control of socially assistive robots using human-robot interaction in the ASD context. We hypothesize that the organization of a robot control architecture is important to the success of a robot-assisted intervention, because the success of such intervention hinges on the behavior of the robot. We detail the organization of B 3 IA and present preliminary results from experiments that begin to experimentally test this hypothesis.
This paper presents a MapReduce algorithm for computing pairwise document similarity in large document collections. MapReduce is an attractive framework because it allows us to decompose the inner products involved in...
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Recent advanced interface technologies allow the user to interact with different spaces such as virtual reality (VR), augmented reality (AR) and ubiquitous computing (UC) spaces. Previously, humancomputerinteraction...
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Recent advanced interface technologies allow the user to interact with different spaces such as virtual reality (VR), augmented reality (AR) and ubiquitous computing (UC) spaces. Previously, humancomputerinteraction (HCI) issues in VR, AR and UC have been largely carried out in separate communities. Here, we combine these three interaction spaces into a single interaction space, called tangible space. We propose the VARU framework which is designed for rapid prototyping of a tangible space application. It is designed to provide extensibility, flexibility and scalability. Depending on the available resources, the user could interact with either the virtual, physical or mixed environment. By having the VR, AR and UC spaces in a single platform, it gives us the possibility to explore different types of collaboration across the different spaces. As a result, we present our prototype application which is built using the VARU framework.
In this paper, two techniques based on the optimization of end-to-end distortions in presence of channel errors, are proposed to enhance the error resiliency of the multi-hypothesis coded videos. First, an error resil...
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In this paper, two techniques based on the optimization of end-to-end distortions in presence of channel errors, are proposed to enhance the error resiliency of the multi-hypothesis coded videos. First, an error resilient motion estimation algorithm is introduced for a given hypothesis-weighting vector to consider the error resiliency, in addition to the traditional coding efficiency. Second, based on the availability of MVs, the proposed adaptive hypothesis-weighting algorithm makes error resiliency adaptive to video contents, frame by frame. Experiment results show that both techniques are capable of improving PSNR performance by up to 1 dB when the packet loss rate is 15%.
In this paper, we present a Sound Source Localization (SSL) with robot auditory system for a network-based intelligent service robots that give a service in variety places. The main goal of this paper is to analysis p...
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In this paper, we present a Sound Source Localization (SSL) with robot auditory system for a network-based intelligent service robots that give a service in variety places. The main goal of this paper is to analysis performance of SSL algorithm in real environment for robot. We gathered the sound databases in museum, conference hall and restaurant for SSL experiments. These places will be served by intelligent robot in actually. With using these databases, we compared some of SSL algorithms and searched that we can use the SLL for intelligent robot in real environment. Algorithms for calculating time delay are based on the advanced cross correlation and GCC (Generalized Cross-Correlation)-PHAT(Phase Transform) by frequency characteristics for calculating time delay estimation. The robot platform used in this work is wever-R2, which is a network-based intelligent service robot developed at Intelligent Robot Research Division in ETRI.
This paper presents a MapReduce algorithm for computing pairwise document similarity in large document collections. MapReduce is an attractive framework because it allows us to decompose the inner products involved in...
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Video slicing-a variant of slit scanning in photography-extracts a scan line from a video frame and successively adds that line to a composite image over time. The composite image becomes a time line, where its visual...
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ISBN:
(纸本)9781605581415
Video slicing-a variant of slit scanning in photography-extracts a scan line from a video frame and successively adds that line to a composite image over time. The composite image becomes a time line, where its visual patterns reflect changes in a particular area of the video stream. We extend this idea of video slicing by allowing users to draw marks anywhere on the source video to capture areas of interest. These marks, which we call slit-tears, are used in place of a scan line, and the resulting composite timeline image provides a much richer visualization of the video data. Depending on how tears are placed, they can accentuate motion, small changes, directional movement, and relational patterns. Copyright 2008 ACM.
This paper presents an emotional exchange framework for a socially interactive robot. The purpose of emotional exchange in social interaction between a robot and people is to make people feel that the robot is a belie...
This paper presents an emotional exchange framework for a socially interactive robot. The purpose of emotional exchange in social interaction between a robot and people is to make people feel that the robot is a believable living assistant, not a mere machine for information translation. Our emotional exchange framework is composed of the emotion recognition, generation, and expression systems. A user's emotion is recognized by multi-modality such as voice, dialogue, and touch. The robot's emotion is generated according to a psychological theory about cognitive emotions caused by the social interaction within people. Furthermore, the emotion intensity is regulated by the loyalty level of a robot to various users. The generated emotion is dynamically expressed by facial expression, gesture, and the musical sound of the robot. The proposed system, which is composed of all the three components that are necessary for a full emotional interaction cycle, is implemented in the real robot system and tested. The proposed framework can be a cornerstone for the design of emotion interaction and generation systems for robots.
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