We present the first known result for named entity recognition (NER) in realistic large-vocabulary spoken Chinese. We establish this result by applying a maximum entropy model, currently the single best known approach...
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作者:
Katia SycaraJohn MylopoulisRobotics Institute
School of Computer Science Human-Computer Interaction Institute Language Technologies Institute (LTI) Center for Advanced Learning and Discovery Carnegie Mellon University Newell-Simon Hall 1602D CMU Pittsburgh PA 15213 USA Department of Computer Science
University of Toronto 40 St. George St. Bahen Building Rm. 7266 Toronto Ont. Canada M5S 2E4
In this paper, low-complexity block-constrained trellis coded quantization (BC-TCQ) structures are introduced, and a predictive BC-TCQ encoding method is developed for quantization of line spectrum frequencies (LSF) p...
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In this paper, low-complexity block-constrained trellis coded quantization (BC-TCQ) structures are introduced, and a predictive BC-TCQ encoding method is developed for quantization of line spectrum frequencies (LSF) parameters for wideband speech coding applications. The performance is compared to the linear predictive coding (LPC) vector quantizers used in the AMR-WB (ITU-G.722.2) speech coding standard, demonstrating reduction in spectral distortion and significant reduction in encoding complexity.
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulati...
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ISBN:
(纸本)0769521126
After a basic theory on the passivity condition for the sampled-data system has been reviewed, passivity conditions on each subsystem of haptic simulation have been investigated. In addition, the virtual wall simulation is analytically analyzed with the passivity conditions and derived the previously well known stability condition (b > KT/2 + B). Based on this, we propose a novel energy bounding algorithm for stable haptic interaction control. The proposed energy bounding algorithm restricts the energy that is generated by the zero-order hold within the energy consumable by the physical damping in a haptic device and makes the virtual environment and controller passive. This algorithm, therefore, guarantees the passivity condition of the haptic simulation. While the virtual coupling algorithm restricts the actuator force with respect to the penetration depth, the proposed energy bounding algorithm restricts the change of actuator force and eventually restricts generated energy by the zero-order hold. Therefore, much stiffer contact simulation can be implemented.
The aim of this paper is to analyze whether the use of the cortical activity estimated from noninvasive EEG recordings could be useful to detect mental states related to the imagination of limb movements. Estimation o...
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We seek to improve the experience of using pen computing devices by augmenting them with haptic, tactile feedback displays. We present the design of the haptic display for pen computers, and explore interaction techni...
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In this paper, we propose the human behavior detection and activity support environment Vivid Room. Behavior in Vivid Room is detected by numerous sensors built into the room, i.e., magnet sensors for doors and drawer...
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This paper presents a prototype implementation of a physically interactive fitness game called Shadow Boxer. The game is controlled by body movements and it utilizes a web camera to detect the player's movements. ...
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ISBN:
(纸本)1581138571
This paper presents a prototype implementation of a physically interactive fitness game called Shadow Boxer. The game is controlled by body movements and it utilizes a web camera to detect the player's movements. A user study was conducted to study the playability and the effectiveness of the game as an exercising method. The results showed that playing the game significantly increased the participants' heart rate and for most of the participants, the heart rate was at the optimal exercise level after playing the game. Thus, the game can be effectively used as an exercise method. Generally, the participants enjoyed playing the game and thought of it as a possible method for training. Additionally, the study revealed ideas for improving the game experience and the usability of the interface. Copyright 2004 ACM.
The perceptual satisfaction of a user watching video on a tiny mobile device is constrained by the display capability and network bandwidth. To maximize the user's perceptual satisfaction in this constrained envir...
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The perceptual satisfaction of a user watching video on a tiny mobile device is constrained by the display capability and network bandwidth. To maximize the user's perceptual satisfaction in this constrained environment, we propose a new method to represent the video content adaptively in real-time on tiny devices according to the user's attention. First, a sampling based dynamic attention model is proposed to obtain and maintain the user's attention in the video streams. Second, based on the most attended regions and sequences extracted, the attention based representation is introduced to achieve a higher perceptual satisfaction on a small display. Experiments with users show the effectiveness of our proposed method in a video surveillance application.
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