Search results for: Weighted Skeleton Animation
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 409

Search results for: Weighted Skeleton Animation

409 Implementation of Sprite Animation for Multimedia Application

Authors: Ms. Yi Mon Thant

Abstract:

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Keywords: Weighted Skeleton Animation

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408 3D Star Skeleton for Fast Human Posture Representation

Authors: Sungkuk Chun, Kwangjin Hong, Keechul Jung

Abstract:

In this paper, we propose an improved 3D star skeleton technique, which is a suitable skeletonization for human posture representation and reflects the 3D information of human posture. Moreover, the proposed technique is simple and then can be performed in real-time. The existing skeleton construction techniques, such as distance transformation, Voronoi diagram, and thinning, focus on the precision of skeleton information. Therefore, those techniques are not applicable to real-time posture recognition since they are computationally expensive and highly susceptible to noise of boundary. Although a 2D star skeleton was proposed to complement these problems, it also has some limitations to describe the 3D information of the posture. To represent human posture effectively, the constructed skeleton should consider the 3D information of posture. The proposed 3D star skeleton contains 3D data of human, and focuses on human action and posture recognition. Our 3D star skeleton uses the 8 projection maps which have 2D silhouette information and depth data of human surface. And the extremal points can be extracted as the features of 3D star skeleton, without searching whole boundary of object. Therefore, on execution time, our 3D star skeleton is faster than the “greedy" 3D star skeleton using the whole boundary points on the surface. Moreover, our method can offer more accurate skeleton of posture than the existing star skeleton since the 3D data for the object is concerned. Additionally, we make a codebook, a collection of representative 3D star skeletons about 7 postures, to recognize what posture of constructed skeleton is.

Keywords: computer vision, gesture recognition, skeletonization, human posture representation.

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407 Further the Future: The Exploratory Study in 3D Animation Marketing Trend and Industry in Thailand

Authors: Pawit Mongkolprasit, Proud Arunrangsiwed

Abstract:

Lately, many media organizations in Thailand have started to produce 3D animation, so the quality of personnel should be identified. As an instructor in the school of Animation and Multimedia, the researchers have to prepare the students, suitable for the need of industry. The current study used exploratory research design to establish the knowledge of about this issue, including the required qualification of employees and the potential of animation industry in Thailand. The interview sessions involved three key informants from three well-known organizations. The interview data was used to design a questionnaire for the confirmation phase. The overall results showed that the industry needed an individual with 3D animation skill, computer graphic skills, good communication skills, a high responsibility, and an ability to finish the project on time. Moreover, it is also found that there were currently various kinds of media where 3D animation has been involved, such as films, TV variety, TV advertising, online advertising, and application on mobile device.

Keywords: Animation, marketing trend, animation industry, Thailand animation.

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406 Competitiveness of Animation Industry: The Case of Thailand

Authors: T. Niracharapa

Abstract:

The research studied and examined the competitiveness of the animation industry in Thailand. Data were collected based on articles, related reports and websites, news, research, and interviews of key persons from both public and private sectors. The diamond model was used to analyze the study. The major factor driving the Thai animation industry forward includes a quality workforce, their creativity and strong associations. However, discontinuity in government support, infrastructure, marketing, IP creation and financial constraints were factors keeping the Thai animation industry less competitive in the global market.

Keywords: Animation, competitiveness, digital content, Thailand.

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405 An Efficient 3D Animation Data Reduction Using Frame Removal

Authors: Jinsuk Yang, Choongjae Joo, Kyoungsu Oh

Abstract:

Existing methods in which the animation data of all frames are stored and reproduced as with vertex animation cannot be used in mobile device environments because these methods use large amounts of the memory. So 3D animation data reduction methods aimed at solving this problem have been extensively studied thus far and we propose a new method as follows. First, we find and remove frames in which motion changes are small out of all animation frames and store only the animation data of remaining frames (involving large motion changes). When playing the animation, the removed frame areas are reconstructed using the interpolation of the remaining frames. Our key contribution is to calculate the accelerations of the joints of individual frames and the standard deviations of the accelerations using the information of joint locations in the relevant 3D model in order to find and delete frames in which motion changes are small. Our methods can reduce data sizes by approximately 50% or more while providing quality which is not much lower compared to original animations. Therefore, our method is expected to be usefully used in mobile device environments or other environments in which memory sizes are limited.

Keywords: Data Reduction, Interpolation, Vertex Animation, 3D Animation.

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404 Generalised Slant Weighted Toeplitz Operator

Authors: S. C. Arora, Ritu Kathuria

Abstract:

A slant weighted Toeplitz operator Aφ is an operator on L2(β) defined as Aφ = WMφ where Mφ is the weighted multiplication operator and W is an operator on L2(β) given by We2n = βn β2n en, {en}n∈Z being the orthonormal basis. In this paper, we generalise Aφ to the k-th order slant weighted Toeplitz operator Uφ and study its properties.

Keywords: Slant weighted Toeplitz operator, weighted multiplicationoperator.

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403 Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

Authors: Miho Tsukamoto

Abstract:

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Keywords: Animation, Change, Doraemon, Gadgets, Manga, Technology.

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402 Temporally Coherent 3D Animation Reconstruction from RGB-D Video Data

Authors: Salam Khalifa, Naveed Ahmed

Abstract:

We present a new method to reconstruct a temporally coherent 3D animation from single or multi-view RGB-D video data using unbiased feature point sampling. Given RGB-D video data, in form of a 3D point cloud sequence, our method first extracts feature points using both color and depth information. In the subsequent steps, these feature points are used to match two 3D point clouds in consecutive frames independent of their resolution. Our new motion vectors based dynamic alignement method then fully reconstruct a spatio-temporally coherent 3D animation. We perform extensive quantitative validation using novel error functions to analyze the results. We show that despite the limiting factors of temporal and spatial noise associated to RGB-D data, it is possible to extract temporal coherence to faithfully reconstruct a temporally coherent 3D animation from RGB-D video data.

Keywords: 3D video, 3D animation, RGB-D video, Temporally Coherent 3D Animation.

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401 Weighted Composition Operators Acting between Kind of Weighted Bergman-Type Spaces and the Bers-Type Space

Authors: Amnah E. Shammahy

Abstract:

In this paper, we study the boundedness and compactness of the weighted composition operator Wu,φ, which is induced by an holomorphic function u and holomorphic self-map φ, acting between the NK-space and the Bers-type space Hα on the unit disk.

Keywords: Weighted composition operators, NK-space, Bers-type space.

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400 Animation of Objects on the Website by Application of CSS3 Language

Authors: Vladimir Simovic, Matija Varga, Robert Svetlacic

Abstract:

Scientific work analytically explores and demonstrates techniques that can animate objects and geometric characters using CSS3 language by applying proper formatting and positioning of elements. This paper presents examples of optimum application of the CSS3 descriptive language when generating general web animations (e.g., billiards and movement of geometric characters, etc.). The paper presents analytically, the optimal development and animation design with the frames within which the animated objects are. The originally developed content is based on the upgrading of existing CSS3 descriptive language animations with more complex syntax and project-oriented work. The purpose of the developed animations is to provide an overview of the interactive features of CSS3 descriptive language design for computer games and the animation of important analytical data based on the web view. It has been analytically demonstrated that CSS3 as a descriptive language allows inserting of various multimedia elements into websites for public and internal sites.

Keywords: Animation recording, web page graphics, HTML5 forms, Cascading Style Sheets 3 - CSS3, man-computer interaction, KML animation presenting format, GML, Google Earth Professional.

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399 EMOES: Eye Motion and Ocular Expression Simulator

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce, a new interactive 3D simulation system of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). The system is comprised of: (1) a physiologically accurate parameterized 3D model of the eyes, eyelids, and eyebrow regions; and (2) a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D eye simulation system, created using state-of-the-art computer animation technology and 'optimized' for use with an interactive and web deliverable platform, is, to our knowledge, the most advanced/realistic available so far for applications to character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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398 3D Rendering of American Sign Language Finger-Spelling: A Comparative Study of Two Animation Techniques

Authors: Nicoletta Adamo-Villani

Abstract:

In this paper we report a study aimed at determining the most effective animation technique for representing ASL (American Sign Language) finger-spelling. Specifically, in the study we compare two commonly used 3D computer animation methods (keyframe animation and motion capture) in order to ascertain which technique produces the most 'accurate', 'readable', and 'close to actual signing' (i.e. realistic) rendering of ASL finger-spelling. To accomplish this goal we have developed 20 animated clips of fingerspelled words and we have designed an experiment consisting of a web survey with rating questions. 71 subjects ages 19-45 participated in the study. Results showed that recognition of the words was correlated with the method used to animate the signs. In particular, keyframe technique produced the most accurate representation of the signs (i.e., participants were more likely to identify the words correctly in keyframed sequences rather than in motion captured ones). Further, findings showed that the animation method had an effect on the reported scores for readability and closeness to actual signing; the estimated marginal mean readability and closeness was greater for keyframed signs than for motion captured signs. To our knowledge, this is the first study aimed at measuring and comparing accuracy, readability and realism of ASL animations produced with different techniques.

Keywords: 3D Animation, American Sign Language, DeafEducation, Motion Capture.

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397 Dynamic Visualization on Student's Performance, Retention and Transfer of Procedural Learning

Authors: Fauzy M. Wan, Reem S.A. Baragash

Abstract:

This study examined the effects of two dynamic visualizations on 60 Malaysian primary school student-s performance (time on task), retention and transference. The independent variables in this study were the two dynamic visualizations, the video and the animated instructions. The dependent variables were the gain score of performance, retention and transference. The results showed that the students in the animation group significantly outperformed the students in the video group in retention. There were no significant differences in terms of gain scores in the performance and transference among the animation and the video groups, although the scores were slightly higher in the animation group compared to the video group. The conclusion of this study is that the animation visualization is superior compared to the video in the retention for a procedural task.

Keywords: Dynamic visualization, Procedural Task, Retention, Transference

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396 3D Simulator of Ocular Motion and Expression

Authors: Nicoletta Adamo-Villani, Gerardo Beni, Jeremy White

Abstract:

We introduce a new interactive 3D simulator of ocular motion and expressions suitable for: (1) character animation applications to game design, film production, HCI (Human Computer Interface), conversational animated agents, and virtual reality; (2) medical applications (ophthalmic neurological and muscular pathologies: research and education); and (3) real time simulation of unconscious cognitive and emotional responses (for use, e.g., in psychological research). Using state-of-the-art computer animation technology we have modeled and rigged a physiologically accurate 3D model of the eyes, eyelids, and eyebrow regions and we have 'optimized' it for use with an interactive and web deliverable platform. In addition, we have realized a prototype device for realtime control of eye motions and expressions, including unconsciously produced expressions, for application as in (1), (2), and (3) above. The 3D simulator of eye motion and ocular expression is, to our knowledge, the most advanced/realistic available so far for applications in character animation and medical pedagogy.

Keywords: 3D animation, HCI, medical simulation, ocularmotion and expression.

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395 PEIBM- Perceiving Emotions using an Intelligent Behavioral Model

Authors: Maryam Humayun, Zafar I. Malik, Shaukat Ali

Abstract:

Computer animation is a widely adopted technique used to specify the movement of various objects on screen. The key issue of this technique is the specification of motion. Motion Control Methods are such methods which are used to specify the actions of objects. This paper discusses the various types of motion control methods with special focus on behavioral animation. A behavioral model is also proposed which takes into account the emotions and perceptions of an actor which in turn generate its behavior. This model makes use of an expert system to generate tasks for the actors which specify the actions to be performed in the virtual environment.

Keywords: Behavioral animation, emotion, expert system, perception.

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394 Dependent Weighted Aggregation Operators of Hesitant Fuzzy Numbers

Authors: Jing Liu

Abstract:

In this paper, motivated by the ideas of dependent weighted aggregation operators, we develop some new hesitant fuzzy dependent weighted aggregation operators to aggregate the input arguments taking the form of hesitant fuzzy numbers rather than exact numbers, or intervals. In fact, we propose three hesitant fuzzy dependent weighted averaging(HFDWA) operators, and three hesitant fuzzy dependent weighted geometric(HFDWG) operators based on different weight vectors, and the most prominent characteristic of these operators is that the associated weights only depend on the aggregated hesitant fuzzy numbers and can relieve the influence of unfair hesitant fuzzy numbers on the aggregated results by assigning low weights to those “false” and “biased” ones. Some examples are given to illustrated the efficiency of the proposed operators.

Keywords: Hesitant fuzzy numbers, hesitant fuzzy dependent weighted averaging(HFDWA) operators, hesitant fuzzy dependent weighted geometric(HFDWG) operators.

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393 Innovation Policy and Development of Creative Industries: Case Study of Lithuanian Animation Industry

Authors: Tomas Mitkus, Vaida Nedzinskaitė-Mitkė

Abstract:

The objective of this study is to identify and explore how adequate is modern innovation support mechanism to developed creative industries. We argue that current development and support strategy for creative industries, although acknowledge high correlation between innovation and creativity, do not seek to improve conditions to promote systematic innovation development in the creative sector. Using the Lithuanian animation industry as a case study, this paper will examine innovation contribution to creativity and, for that matter, the competitiveness of animation enterprises. This paper proposes insights that contribute to theoretical and practical discussions on how creative profile companies build national and international competitiveness through innovations. The conclusions suggest that development of creative industries could greatly benefit if policymakers would implement tools that would encourage creative profile enterprises to invest in to development of innovation at a constant rate.

Keywords: Creative industries, animation, innovation, innovation policy, management.

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392 The Intuitionistic Fuzzy Ordered Weighted Averaging-Weighted Average Operator and its Application in Financial Decision Making

Authors: Shouzhen Zeng

Abstract:

We present a new intuitionistic fuzzy aggregation operator called the intuitionistic fuzzy ordered weighted averaging-weighted average (IFOWAWA) operator. The main advantage of the IFOWAWA operator is that it unifies the OWA operator with the WA in the same formulation considering the degree of importance that each concept has in the aggregation. Moreover, it is able to deal with an uncertain environment that can be assessed with intuitionistic fuzzy numbers. We study some of its main properties and we see that it has a lot of particular cases such as the intuitionistic fuzzy weighted average (IFWA) and the intuitionistic fuzzy OWA (IFOWA) operator. Finally, we study the applicability of the new approach on a financial decision making problem concerning the selection of financial strategies.

Keywords: Intuitionistic fuzzy numbers, Weighted average, OWA operator, Financial decision making

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391 Real-Time Visual Simulation and Interactive Animation of Shadow Play Puppets Using OpenGL

Authors: Tan Kian Lam, Abdullah Zawawi bin Haji Talib, Mohd. Azam Osman

Abstract:

This paper describes a method of modeling to model shadow play puppet using sophisticated computer graphics techniques available in OpenGL in order to allow interactive play in real-time environment as well as producing realistic animation. This paper proposes a novel real-time method is proposed for modeling of puppet and its shadow image that allows interactive play of virtual shadow play using texture mapping and blending techniques. Special effects such as lighting and blurring effects for virtual shadow play environment are also developed. Moreover, the use of geometric transformations and hierarchical modeling facilitates interaction among the different parts of the puppet during animation. Based on the experiments and the survey that were carried out, the respondents involved are very satisfied with the outcomes of these techniques.

Keywords: Animation, blending, hierarchical modeling, interactive play, real-time, shadow play, visual simulation.

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390 1−Skeleton Resolution of Free Simplicial Algebras with Given CW−Basis

Authors: Ali Mutlu, Berrin Mutlu

Abstract:

In this paper we use the definition of CW basis of a free simplicial algebra. Using the free simplicial algebra, it is shown to construct free or totally free 2−crossed modules on suitable construction data with given a CW−basis of the free simplicial algebra. We give applications free crossed squares, free squared complexes and free 2−crossed complexes by using of 1(one) skeleton resolution of a step by step construction of the free simplicial algebra with a given CW−basis.

Keywords: Free crossed square, Free 2−crossed modules, Free simplicial algebra, Free square complexes, Free 2−crossed complexes CW−basis, 1−skeleton. A. M. S.Classification:[2000] 18D35, 18G30, 18G50, 18G55, 55Q05, 55Q20.

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389 Interactive Shadow Play Animation System

Authors: Bo Wan, Xiu Wen, Lingling An, Xiaoling Ding

Abstract:

The paper describes a Chinese shadow play animation system based on Kinect. Users, without any professional training, can personally manipulate the shadow characters to finish a shadow play performance by their body actions and get a shadow play video through giving the record command to our system if they want. In our system, Kinect is responsible for capturing human movement and voice commands data. Gesture recognition module is used to control the change of the shadow play scenes. After packaging the data from Kinect and the recognition result from gesture recognition module, VRPN transmits them to the server-side. At last, the server-side uses the information to control the motion of shadow characters and video recording. This system not only achieves human-computer interaction, but also realizes the interaction between people. It brings an entertaining experience to users and easy to operate for all ages. Even more important is that the application background of Chinese shadow play embodies the protection of the art of shadow play animation.

Keywords: Gesture recognition, Kinect, shadow play animation, VRPN.

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388 The Relative Efficiency of Parameter Estimation in Linear Weighted Regression

Authors: Baoguang Tian, Nan Chen

Abstract:

A new relative efficiency in linear model in reference is instructed into the linear weighted regression, and its upper and lower bound are proposed. In the linear weighted regression model, for the best linear unbiased estimation of mean matrix respect to the least-squares estimation, two new relative efficiencies are given, and their upper and lower bounds are also studied.

Keywords: Linear weighted regression, Relative efficiency, Mean matrix, Trace.

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387 An Effective Algorithm for Minimum Weighted Vertex Cover Problem

Authors: S. Balaji, V. Swaminathan, K. Kannan

Abstract:

The Minimum Weighted Vertex Cover (MWVC) problem is a classic graph optimization NP - complete problem. Given an undirected graph G = (V, E) and weighting function defined on the vertex set, the minimum weighted vertex cover problem is to find a vertex set S V whose total weight is minimum subject to every edge of G has at least one end point in S. In this paper an effective algorithm, called Support Ratio Algorithm (SRA), is designed to find the minimum weighted vertex cover of a graph. Computational experiments are designed and conducted to study the performance of our proposed algorithm. Extensive simulation results show that the SRA can yield better solutions than other existing algorithms found in the literature for solving the minimum vertex cover problem.

Keywords: Weighted vertex cover, vertex support, approximation algorithms, NP-complete problem.

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386 Human Pose Estimation using Active Shape Models

Authors: Changhyuk Jang, Keechul Jung

Abstract:

Human pose estimation can be executed using Active Shape Models. The existing techniques for applying to human-body research using Active Shape Models, such as human detection, primarily take the form of silhouette of human body. This technique is not able to estimate accurately for human pose to concern two arms and legs, as the silhouette of human body represents the shape as out of round. To solve this problem, we applied the human body model as stick-figure, “skeleton". The skeleton model of human body can give consideration to various shapes of human pose. To obtain effective estimation result, we applied background subtraction and deformed matching algorithm of primary Active Shape Models in the fitting process. The images which were used to make the model were 600 human bodies, and the model has 17 landmark points which indicate body junction and key features of human pose. The maximum iteration for the fitting process was 30 times and the execution time was less than .03 sec.

Keywords: Active shape models, skeleton, pose estimation.

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385 Sample-Weighted Fuzzy Clustering with Regularizations

Authors: Miin-Shen Yang, Yee-Shan Pan

Abstract:

Although there have been many researches in cluster analysis to consider on feature weights, little effort is made on sample weights. Recently, Yu et al. (2011) considered a probability distribution over a data set to represent its sample weights and then proposed sample-weighted clustering algorithms. In this paper, we give a sample-weighted version of generalized fuzzy clustering regularization (GFCR), called the sample-weighted GFCR (SW-GFCR). Some experiments are considered. These experimental results and comparisons demonstrate that the proposed SW-GFCR is more effective than the most clustering algorithms.

Keywords: Clustering; fuzzy c-means, fuzzy clustering, sample weights, regularization.

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384 A Talking Head System for Korean Text

Authors: Sang-Wan Kim, Hoon Lee, Kyung-Ho Choi, Soon-Young Park

Abstract:

A talking head system (THS) is presented to animate the face of a speaking 3D avatar in such a way that it realistically pronounces the given Korean text. The proposed system consists of SAPI compliant text-to-speech (TTS) engine and MPEG-4 compliant face animation generator. The input to the THS is a unicode text that is to be spoken with synchronized lip shape. The TTS engine generates a phoneme sequence with their duration and audio data. The TTS applies the coarticulation rules to the phoneme sequence and sends a mouth animation sequence to the face modeler. The proposed THS can make more natural lip sync and facial expression by using the face animation generator than those using the conventional visemes only. The experimental results show that our system has great potential for the implementation of talking head for Korean text.

Keywords: Talking head, Lip sync, TTS, MPEG4.

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383 OWA Operators in Generalized Distances

Authors: José M. Merigó, Anna M. Gil-Lafuente

Abstract:

Different types of aggregation operators such as the ordered weighted quasi-arithmetic mean (Quasi-OWA) operator and the normalized Hamming distance are studied. We introduce the use of the OWA operator in generalized distances such as the quasiarithmetic distance. We will call these new distance aggregation the ordered weighted quasi-arithmetic distance (Quasi-OWAD) operator. We develop a general overview of this type of generalization and study some of their main properties such as the distinction between descending and ascending orders. We also consider different families of Quasi-OWAD operators such as the Minkowski ordered weighted averaging distance (MOWAD) operator, the ordered weighted averaging distance (OWAD) operator, the Euclidean ordered weighted averaging distance (EOWAD) operator, the normalized quasi-arithmetic distance, etc.

Keywords: Aggregation operators, Distance measures, Quasi- OWA operator.

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382 Improved K-Modes for Categorical Clustering Using Weighted Dissimilarity Measure

Authors: S.Aranganayagi, K.Thangavel

Abstract:

K-Modes is an extension of K-Means clustering algorithm, developed to cluster the categorical data, where the mean is replaced by the mode. The similarity measure proposed by Huang is the simple matching or mismatching measure. Weight of attribute values contribute much in clustering; thus in this paper we propose a new weighted dissimilarity measure for K-Modes, based on the ratio of frequency of attribute values in the cluster and in the data set. The new weighted measure is experimented with the data sets obtained from the UCI data repository. The results are compared with K-Modes and K-representative, which show that the new measure generates clusters with high purity.

Keywords: Clustering, categorical data, K-Modes, weighted dissimilarity measure

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381 Fiction and Reality in Animation: Taking Final Flight of the Osiris as an Example

Authors: Syong-Yang Chung, Xin-An Chen

Abstract:

This study aims to explore the less well-known animation “Final Flight of the Osiris”, consisting of an initial exploration of the film color, storyline, and the simulacrum meanings of the roles, which leads to a further exploration of the light-shadow contrast and the psychological images presented by the screen colors and the characters. The research is based on literature review, and all data was compiled for the analysis of the visual vocabulary evolution of the characters. In terms of the structure, the relational study of the animation and the historical background of that time came first, including The Wachowskis’ and Andy Jones’ impact towards the cinematographic version and the animation version of “The Matrix”. Through literature review, the film color, the meaning and the relevant points were clarified. It was found in this research that “Final Flight of the Osiris” separates the realistic and virtual spaces by the changing the color tones; the "self" of the audience gradually dissolves into the "virtual" in the simulacra world, and the "Animatrix" has become a virtual field for the audience to understand itself about "existence" and "self".

Keywords: The Matrix, The Final Flight of Osiris, Wachowski sisters, simulacrum.

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380 Video Quality Control Using a ROI and Two- Component Weighted Metrics

Authors: Petra Heribanová, Jaroslav Polec, Michal Martinovič

Abstract:

In this paper we propose a new content-weighted method for full reference (FR) video quality control using a region of interest (ROI) and wherein two-component weighted metrics for Deaf People Video Communication. In our approach, an image is partitioned into region of interest and into region "dry-as-dust", then region of interest is partitioned into two parts: edges and background (smooth regions), while the another methods (metrics) combined and weighted three or more parts as edges, edges errors, texture, smooth regions, blur, block distance etc. as we proposed. Using another idea that different image regions from deaf people video communication have different perceptual significance relative to quality. Intensity edges certainly contain considerable image information and are perceptually significant.

Keywords: Video quality assessment, weighted MSE.

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