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    Computers in Entertainment

    Computers in Entertainment

    JournalISSN 1544-3574eISSN 1544-3981

    年发文量

    研究主题

    论文(601)

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    1CHARACTERIZATION OF REFLECTIVITY AND GEOMETRY FOR SOFT CAR TARGETS
    Mikael Lindgren,Jörgen Spetz,Stefan Nord

    This paper reports on results from a study of characteristics for 3D soft surrogate vehicle targets. Such targets are used extensively for testing and verification of optical sensor systems for Adv ...

    2019
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    2Persona
    Adriana Braun, R. Queiroz, Won-sook Lee, B. Feijó, S. Musse

    This article proposes the Persona method. The goal of the prosposed method is to learn and classify the facial actions of actors in video sequences. Persona is based on standard action units. We use a database with main expressions mapped and pre-classified that allows the automatic learning and faces selection. The learning stage uses Support Vector Machine (SVM) classifiers to identify expressions from a set of feature points tracked in the input video. After that, labeled control 3D masks are built for each selected action unit or expression, which composes the Persona structure. The proposed method is almost automatic (little intervention is needed) and does not require markers on the actor’s face or motion capture devices. Many applications are possible based on the Persona structure such as expression recognition, customized avatar deformation, and mood analysis, as discussed in this article.

    2018
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    3SimCEC: A Collaborative VR-Based Simulator for Surgical Teamwork Education
    Paulo V. F. Paiva,Liliane S. Machado,Ana Maria G. Valenca, Thiago V. Batista,Ronei M. Moraes

    Traditionally, the evaluation of surgical procedures in virtual reality (VR) simulators has been restricted to their individual technical aspects disregarding the procedures carried out by teams. However, some decision models have been proposed to support the collaborative training evaluation process of surgical teams in collaborative virtual environments. The main objective of this article is to present a collaborative simulator based on VR, named SimCEC, as a potential solution for education, training, and evaluation in basic surgical routines for teams of undergraduate students. The simulator considers both tasks performed individually and those carried in a collaborative manner. Themain contribution of this work is to improve the discussion about VR simulators requirements (design and implementation) to provide team training in relevant topics, such as users' feedback in real time, collaborative training in networks, interdisciplinary integration of curricula, and continuous evaluation.

    2018引用:3
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    4Persona: A Method for Facial Analysis in Video and Application in Entertainment
    Adriana Braun, Rossana Queiroz,Wonsook Lee,Bruno Feijo,Soraia Raupp Musse

    This article proposes the Persona method. The goal of the prosposed method is to learn and classify the facial actions of actors in video sequences. Persona is based on standard action units. We use a database with main expressions mapped and pre-classified that allows the automatic learning and faces selection. The learning stage uses Support Vector Machine (SVM) classifiers to identify expressions from a set of feature points tracked in the input video. After that, labeled control 3D masks are built for each selected action unit or expression, which composes the Persona structure. The proposed method is almost automatic (little intervention is needed) and does not require markers on the actor’s face or motion capture devices. Many applications are possible based on the Persona structure such as expression recognition, customized avatar deformation, and mood analysis, as discussed in this article.

    2018引用:2
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    5Persona
    Adriana Braun,Rossana Baptista Queiroz,WonSook Lee,Bruno Feijó,Soraia Raupp Musse

    This article proposes the Persona method. The goal of the prosposed method is to learn and classify the facial actions of actors in video sequences. Persona is based on standard action units. We use a database with main expressions mapped and pre-classified that allows the automatic learning and faces selection. The learning stage uses Support Vector Machine (SVM) classifiers to identify expressions from a set of feature points tracked in the input video. After that, labeled control 3D masks are built for each selected action unit or expression, which composes the Persona structure. The proposed method is almost automatic (little intervention is needed) and does not require markers on the actor’s face or motion capture devices. Many applications are possible based on the Persona structure such as expression recognition, customized avatar deformation, and mood analysis, as discussed in this article.

    2018引用:1
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    立即登录,查看全部 601 篇论文

    高被引作者

    作者引用发文
    James Paul Gee238791
    Peta Wyeth40283
    Penelope Sweetser40212
    Marc Prensky25271
    Adrian David Cheok68110
    Carsten Magerkurth6132
    Thorsten Wuest5841
    Peter Bernus5841
    Johan Stahre5841
    David Romero5841

    高产作者

    作者引用发文
    Newton Lee35450
    Newton Lee3012
    Adrian David Cheok68110
    Chris Davison18
    Soraia Raupp Musse1068
    Paul Coulton4027
    Manfred Tscheligi2547
    Regina Bernhaupt2086
    Bruno Feijo806
    Esteban Walter Gonzalez Clua1046

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