Pmomo: Projection Mapping on Movable 3D Object
Real Reality Interfaces
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Zhou, Yi
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Xiao, Shuangjiu
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Tang, Ning
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Wei, Zhiyong
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Chen, Xu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.781-790
© Copyright 2016 ACM
Summary: We introduce Pmomo (acronym of projection mapping on movable object), a
dynamic projection mapping system that tracks the 6-DOF position of real-world
object, and shades it with virtual 3D contents by projection. The system can
precisely lock the projection on the moving object in real-time, even the one
with complex geometry. Based on depth camera, we developed a novel and robust
tracking method that samples the structure of the object into low-density point
cloud, then performs an adaptive searching scheme for the registration
procedure. As a fully interactive system, our method can handle both internal
and external complex occlusions, and can quickly track back the object even
when losing track. In order to further improve the realism of the projected
virtual textures, our system innovatively culls occlusions away from
projection, which is achieved by a facet-covering method. As a result, the
Pmomo system enables the possibility of new interactive Augmented Reality
applications that require high-quality dynamic projection effect.
Spatio-Temporal Learning of Basketball Offensive Strategies
Poster Session 2
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Chen, Ching-Hang
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Liu, Tyng-Luh
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Wang, Yu-Shuen
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Chu, Hung-Kuo
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Tang, Nick C.
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Liao, Hong-Yuan Mark
Proceedings of the 2015 ACM International Conference on Multimedia
2015-10-26
p.1123-1126
© Copyright 2015 ACM
Summary: Video-based group behavior analysis is drawing attention to its rich
applications in sports, military, surveillance and biological observations. The
recent advances in tracking techniques, based on either computer vision
methodology or hardware sensors, further provide the opportunity of better
solving this challenging task. Focusing specifically on the analysis of
basketball offensive strategies, we introduce a systematic approach to
establishing unsupervised modeling of group behaviors. In view that a possible
group behavior (offensive strategy) could be of different duration and
represented by dynamic player trajectories, the crux of our method is to
automatically divide training data into meaningful clusters and learn their
respective spatio-temporal model, which is established upon Gaussian mixture
regression to account for intra-class spatio-temporal variations. The resulting
strategy representation turns out to be flexible that can be used to not only
establish the discriminant functions but also improve learning the models. We
demonstrate the usefulness of our approach by exploring its effectiveness in
analyzing a set of given basketball video clips.
Skeleton-augmented Human Action Understanding by Learning with Progressively
Refined Data
Detection of Events in Video
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Wei, Shih-En
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Tang, Nick C.
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Lin, Yen-yu
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Weng, Ming-Fang
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Liao, Hong-Yuan Mark
Proceedings of the 2014 International Workshop on Human Centered Event
Understanding from Multimedia
2014-11-07
p.7-10
© Copyright 2014 ACM
Summary: With the aim at accurate action video retrieval, we firstly present an
approach that can infer the implicit skeleton structure for a query action, an
RGB video, and then propose to expand this query with the inferred skeleton for
improving the performance of retrieval. It is inspired by the observation that
skeleton structures can compactly and effectively represent human actions, and
are helpful in bridging the semantic gap in action retrieval. The focal point
is hence on action skeleton estimation in RGB videos. Specifically, an
iterative training procedure is developed to select relevant training data for
inferring the skeleton of an input action, since corrupt training data not only
degrades performance but also complicates the learning process. Through the
iterations, relevant training data are gradually revealed, while more accurate
skeletons are inferred with the refined training set. The proposed approach is
evaluated on ChaLearn 2013. Significant performance gains in action retrieval
are achieved with the aid of the inferred skeletons.
The effects of virtual characters on audiences' movie experience
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Lin, Tao
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Morishima, Shigeo
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Maejima, Akinobu
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Tang, Ningjiu
Interacting with Computers
2010
v.22
n.3
p.218-229
DOI: 10.1016/j.intcom.2009.11.010
Keywords: User experience / Virtual character / Physiological evaluation
© Copyright 2010 Elsevier B.V.
Summary: In this paper, we first present a new audience-participating movie form in
which 3D virtual characters of audiences are constructed by computer graphics
(CG) technologies and are embedded into a in a pre-rendered movie as different
roles. Then, we investigate how the audiences respond to these virtual
characters using physiological and subjective evaluation methods. To facilitate
the investigation, we present three versions of a movie to an audience -- a
Traditional version, its SDIM version with the participation of the audience's
virtual character, and its SFDIM version with the co-participation of the
audience and her/his friends' virtual characters. The subjective evaluation
results show that the participation of virtual characters indeed causes
increased subjective sense of spatial presence and engagement, and emotional
reaction; moreover, SFDIM performs significantly better than SDIM, due to the
co-participation of friends' virtual characters. Also, we find that the
audiences experience not only significantly different galvanic skin response
(GSR) changes on average -- changing trend over time and number of fluctuations
-- but they also show the increased phasic GSR responses to the appearance of
their own or friends' virtual 3D characters on the screen. The evaluation
results demonstrate the success of the new audience-participating movie form
and contribute to understanding how people respond to virtual characters in a
role-playing entertainment interface.
Space-economical partial gram indices for exact substring matching
DB string databases, blogs, & social search
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Tang, Nan
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Sidirourgos, Lefteris
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Boncz, Peter
Proceedings of the 2009 ACM Conference on Information and Knowledge
Management
2009-11-02
p.285-294
© Copyright 2009 ACM
Summary: Exact substring matching queries on large data collections can be answered
using q-gram indices, that store for each occurring q-byte pattern an (ordered)
posting list with the positions of all occurrences. Such gram indices are known
to provide fast query response time and to allow the index to be created
quickly even on huge disk-based datasets. Their main drawback is relatively
large storage space, that is a constant multiple (typically >2) of the
original data size, even when compression is used. In this work, we study
methods to conserve the scalable creation time and efficient exact substring
query properties of gram indices, while reducing storage space. To this end, we
first propose a partial gram index based on a reduction from the problem of
omitting indexed q-grams to the set cover problem. While this method is
successful in reducing the size of the index, it generates false positives at
query time, reducing efficiency. We then increase the accuracy of partial grams
by splitting posting lists of frequent grams in a frequency-tuned set of
signatures that take the bytes surrounding the grams into account. The
resulting qs-gram scheme is tested on huge collections (up to 426GB) and is
shown to achieve an almost 1:1 data:index size, and query performance even
faster than normal gram methods, thanks to the reduced size and access cost.
Approximate Ad-Hoc Query Engine for Simulation Data
Information Search and Retrieval in Digital Libraries
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Abdulla, Ghaleb
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Baldwin, Chuck
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Critchlow, Terence
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Kamimura, Roy
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Lozares, Ida
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Musick, Ron
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Tang, Nu Ai
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Lee, Byung S.
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Snapp, Robert
JCDL'01: Proceedings of the 1st ACM/IEEE-CS Joint Conference on Digital
Libraries
2001-06-24
p.255-256
Keywords: data integration, data retrieval, mesh data, query, scientific data
management, visualization
© Copyright 2001 ACM
Summary: In this paper, we describe AQSim, an ongoing effort to design and implement
a system to manage terabytes of scientific simulation data. The goal of this
project is to reduce data storage requirements and access times while
permitting ad-hoc queries using statistical and mathematical models of the
data. In order to facilitate data exchange between models based on different
representations, we are evaluating using the ASCI common data model that is
comprised of several layers of increasing semantic complexity. To support
queries over the spatial-temporal mesh structured data we are in the process of
defining and implementing a grammar for MeshSQL.