Abstract: Nowadays, web-based technologies influence in
people-s daily life such as in education, business and others.
Therefore, many web developers are too eager to develop their web
applications with fully animation graphics and forgetting its
accessibility to its users. Their purpose is to make their web
applications look impressive. Thus, this paper would highlight on the
usability and accessibility of a voice recognition browser as a tool to
facilitate the visually impaired and blind learners in accessing virtual
learning environment. More specifically, the objectives of the study
are (i) to explore the challenges faced by the visually impaired
learners in accessing virtual learning environment (ii) to determine
the suitable guidelines for developing a voice recognition browser
that is accessible to the visually impaired. Furthermore, this study
was prepared based on an observation conducted with the Malaysian
visually impaired learners. Finally, the result of this study would
underline on the development of an accessible voice recognition
browser for the visually impaired.
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.
Abstract: This article investigates a contribution of synthesized visual speech. Synthesis of visual speech expressed by a computer consists in an animation in particular movements of lips. Visual speech is also necessary part of the non-manual component of a sign language. Appropriate methodology is proposed to determine the quality and the accuracy of synthesized visual speech. Proposed methodology is inspected on Czech speech. Hence, this article presents a procedure of recording of speech data in order to set a synthesis system as well as to evaluate synthesized speech. Furthermore, one option of the evaluation process is elaborated in the form of a perceptual test. This test procedure is verified on the measured data with two settings of the synthesis system. The results of the perceptual test are presented as a statistically significant increase of intelligibility evoked by real and synthesized visual speech. Now, the aim is to show one part of evaluation process which leads to more comprehensive evaluation of the sign speech synthesis system.
Abstract: The object of this research is the design and
evaluation of an immersive Virtual Learning Environment (VLE) for
deaf children. Recently we have developed a prototype immersive
VR game to teach sign language mathematics to deaf students age K-
4 [1] [2]. In this paper we describe a significant extension of the
prototype application. The extension includes: (1) user-centered
design and implementation of two additional interactive
environments (a clock store and a bakery), and (2) user-centered
evaluation including development of user tasks, expert panel-based
evaluation, and formative evaluation. This paper is one of the few to
focus on the importance of user-centered, iterative design in VR
application development, and to describe a structured evaluation
method.
Abstract: Component handling system is one of the important sub systems of Prototype Fast Breeder Reactor (PFBR) used for fuel handling. Core handling system is again a sub system of component handling system. Core handling system consists of in-vessel and ex-vessel subassembly handling. In-vessel core handling involves transfer arm, large rotatable plug and small rotatable plug operations. Modeling and simulation of in-vessel core handling is a part of development of Prototype Fast Breeder Reactor Operator Training Simulator. This paper deals with simulation and modeling of operations of transfer arm, large rotatable plug and small rotatable plug needed for in-vessel core handling. Process modeling was developed in house using platform independent Cµ code with OpenGL (Open Graphics Library). The control logic models and virtual panel were modeled using simulation tool.
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.
Abstract: Morgan-s refinement calculus (MRC) is one of the
well-known methods allowing the formality presented in the program
specification to be continued all the way to code. On the other hand,
Object-Z (OZ) is an extension of Z adding support for classes and
objects. There are a number of methods for obtaining code from OZ
specifications that can be categorized into refinement and animation
methods. As far as we know, only one refinement method exists
which refines OZ specifications into code. However, this method
does not have fine-grained refinement rules and thus cannot be
automated. On the other hand, existing animation methods do not
present mapping rules formally and do not support the mapping of
several important constructs of OZ, such as all cases of operation
expressions and most of constructs in global paragraph. In this paper,
with the aim of providing an automatic path from OZ specifications
to code, we propose an approach to map OZ specifications into their
counterparts in MRC in order to use fine-grained refinement rules of
MRC. In this way, having counterparts of our specifications in MRC,
we can refine them into code automatically using MRC tools such as
RED. Other advantages of our work pertain to proposing mapping
rules formally, supporting the mapping of all important constructs of
Object-Z, and considering dynamic instantiation of objects while OZ
itself does not cover this facility.
Abstract: Currently electronic slide (e-slide) is one of the most common styles in educational presentation. Unfortunately, the utilization of e-slide for the visually impaired is uncommon since they are unable to see the content of such e-slides which are usually composed of text, images and animation. This paper proposes a model for presenting e-slide in multimodal presentation i.e. using conventional slide concurrent with voicing, in both languages Malay and English. At the design level, live multimedia presentation concept is used, while at the implementation level several components are used. The text content of each slide is extracted using COM component, Microsoft Speech API for voicing the text in English language and the text in Malay language is voiced using dictionary approach. To support the accessibility, an auditory user interface is provided as an additional feature. A prototype of such model named as VSlide has been developed and introduced.
Abstract: Realistic 3D face model is desired in various
applications such as face recognition, games, avatars, animations, and
etc. Construction of 3D face model is composed of 1) building a face
shape model and 2) rendering the face shape model. Thus, building a
realistic 3D face shape model is an essential step for realistic 3D face
model. Recently, 3D morphable model is successfully introduced to
deal with the various human face shapes. 3D dense correspondence
problem should be precedently resolved for constructing a realistic 3D
dense morphable face shape model. Several approaches to 3D dense
correspondence problem in 3D face modeling have been proposed
previously, and among them optical flow based algorithms and TPS
(Thin Plate Spline) based algorithms are representative. Optical flow
based algorithms require texture information of faces, which is
sensitive to variation of illumination. In TPS based algorithms
proposed so far, TPS process is performed on the 2D projection
representation in cylindrical coordinates of the 3D face data, not
directly on the 3D face data and thus errors due to distortion in data
during 2D TPS process may be inevitable.
In this paper, we propose a new 3D dense correspondence algorithm
for 3D dense morphable face shape modeling. The proposed algorithm
does not need texture information and applies TPS directly on 3D face
data. Through construction procedures, it is observed that the proposed
algorithm constructs realistic 3D face morphable model reliably and
fast.
Abstract: Using the animations video of teaching materials is an
effective learning method. However, we thought that more effective learning method is to produce the teaching video by learners
themselves. The learners who act as the producer must learn and understand well to produce and present video of teaching materials to
others. The purpose of this study is to propose the project based learning (PBL) technique by co-producing video of IT (information
technology) teaching materials. We used the T2V player to produce
the video based on TVML a TV program description language. By
proposed method, we have assigned the learners to produce the
animations video for “National Examination for Information
Processing Technicians (IPA examination)" in Japan, in order to get
them learns various knowledge and skill on IT field. Experimental
result showed that learning effect has occurred at the video production
process that useful for IT personnel resources development.
Abstract: Realistic 3D face model is more precise in representing
pose, illumination, and expression of face than 2D face model so that it
can be utilized usefully in various applications such as face recognition,
games, avatars, animations, and etc.
In this paper, we propose a 3D face modeling method based on 3D
dense morphable shape model. The proposed 3D modeling method
first constructs a 3D dense morphable shape model from 3D face scan
data obtained using a 3D scanner. Next, the proposed method extracts
and matches facial landmarks from 2D image sequence containing a
face to be modeled, and then reconstructs 3D vertices coordinates of
the landmarks using a factorization-based SfM technique. Then, the
proposed method obtains a 3D dense shape model of the face to be
modeled by fitting the constructed 3D dense morphable shape model
into the reconstructed 3D vertices. Also, the proposed method makes a
cylindrical texture map using 2D face image sequence. Finally, the
proposed method generates a 3D face model by rendering the 3D dense
face shape model using the cylindrical texture map. Through building
processes of 3D face model by the proposed method, it is shown that
the proposed method is relatively easy, fast and precise.
Abstract: This paper discusses the landscape design that could
increase energy efficiency in a house. By planting trees in a house
compound, the tree shades prevent direct sunlight from heating up
the building, and it enables cooling off the surrounding air. The
requirement for air-conditioning could be minimized and the air
quality could be improved. During the life time of a tree, the saving
cost from the mentioned benefits could be up to US $ 200 for each
tree. The project intends to visually describe the landscape design in
a house compound that could enhance energy efficiency and
consequently lead to energy saving. The house compound model was
developed in three dimensions by using AutoCAD 2005, the
animation was programmed by using LightWave 3D softwares i.e.
Modeler and Layout to display the tree shadings in the wall. The
visualization was executed on a VRML Pad platform and
implemented on a web environment.
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.
Abstract: The study explored varied types of human smiles and
extracted most of the key factors affecting the smiles. These key
factors then were converted into a set of control points which could
serve to satisfy the needs for creation of facial expression for 3D
animators and be further applied to the face simulation for robots in the
future. First, hundreds of human smile pictures were collected and
analyzed to identify the key factors for face expression. Then, the
factors were converted into a set of control points and sizing
parameters calculated proportionally. Finally, two different faces
were constructed for validating the parameters via the process of
simulating smiles of the same type as the original one.
Abstract: Routing places an important role in determining the
quality of service in wireless networks. The routing methods adopted
in wireless networks have many drawbacks. This paper aims to
review the current routing methods used in wireless networks. This
paper proposes an innovative solution to overcome the problems in
routing. This solution is aimed at improving the Quality of Service.
This solution is different from others as it involves the resuage of the
part of the virtual circuits. This improvement in quality of service is
important especially in propagation of multimedia applications like
video, animations etc. So it is the dire need to propose a new solution
to improve the quality of service in ATM wireless networks for
multimedia applications especially during this era of multimedia
based applications.
Abstract: This paper explores the opportunity of using tri-axial
wireless accelerometers for supervised monitoring of sports
movements. A motion analysis system for the upper extremities of
lawn bowlers in particular is developed. Accelerometers are placed
on parts of human body such as the chest to represent the shoulder
movements, the back to capture the trunk motion, back of the hand,
the wrist and one above the elbow, to capture arm movements. These
sensors placement are carefully designed in order to avoid restricting
bowler-s movements. Data is acquired from these sensors in soft-real
time using virtual instrumentation; the acquired data is then
conditioned and converted into required parameters for motion
regeneration. A user interface was also created to facilitate in the
acquisition of data, and broadcasting of commands to the wireless
accelerometers. All motion regeneration in this paper deals with the
motion of the human body segment in the X and Y direction, looking
into the motion of the anterior/ posterior and lateral directions
respectively.