15313174
Interactive Gesture Music Performance Interface
This paper briefly describes a number of performance interfaces under the broad theme of Interactive Gesture Music (IGM). With a short introduction, this paper discusses the main components of a Trans-Domain Mapping (TDM) framework, and presents various prototypes developed under this framework, to translate meaningful activities from one creative domain onto another, to provide real-time control of musical events with physical movements.
22708219
Automated Paper-Based Watermark Extraction and Processing
The boom of digital market and rapid expansion and demand of digital content consumption have many requirements for automated content processing, cataloguing, authenticating, indexing, etc.. Digital watermarking and fingerprinting techniques are being explored to authenticate and detect features in digital objects. This is similar to the analogue paper-based watermarking technique that was invented in the 13th century in Italy for the identification of the workers. This paper presents a framework for the digitisation, extraction and graphical representation of paper-based watermark designs. With a general overview of the framework by Hiary and Ng (2005), the paper focuses on automated processes which determine the configuration of processing parameters in order to allow optimal content processing without time-consuming manual intervention. With a machine readable graphical representation of the watermark, cataloguing and indexing of these heritage resources can be enhanced with the ease of digital content retrieval functionalities for scholarly usages and many other advantages of digital technologies including distribution and preservation
8292565
Recognition and reconstruction of primitives in music scores
Abstract Music recognition bears similarities and differences to OCR. In this paper we identify some of the problems peculiar to musical scores, and propose an approach which succeeds in a wide range of non-trivial cases. The composer customarily proceeds by writing notes, then stems, beams, ties and slurs — we have inverted this approach by segmenting and then subsegmenting scores to recapture the component parts of symbols. In this paper, we concentrate on the strategy of recognizing sub-segmented primitives, and the reassembly process which reconstructs low level graphical primitives back to musical symbols. The sub-segmentation process proves to be worthwhile, since many primitives complement each other and high level musical theory can be employed to enhance the recognition process.
5579007
Studying the Fidelity Requirements for a Virtual Ballet Dancer
14909738
Regularities and their relations to error bounds
Abstract.In this paper, we mainly study various notions of regularity for a finite collection {C1,⋯,Cm} of closed convex subsets of a Banach space X and their relations with other fundamental concepts. We show that a proper lower semicontinuous function f on X has a Lipschitz error bound (resp., ϒ-error bound) if and only if the pair {epi(f),X×{0}} of sets in the product space X×ℝ is linearly regular (resp., regular). Similar results for multifunctions are also established. Next, we prove that {C1,⋯,Cm} is linearly regular if and only if it has the strong CHIP and the collection {NC1(z),⋯,NCm(z)} of normal cones at z has property (G) for each z∈C:=∩i=1mCi. Provided that C1 is a closed convex cone and that C2=Y is a closed vector subspace of X, we show that {C1,Y} is linearly regular if and only if there exists α>0 such that each positive (relative to the order induced by C1) linear functional on Y of norm one can be extended to a positive linear functional on X with norm bounded by α. Similar characterization is given in terms of normal cones.
20652786
The iterative development of a tangible pin-board to symmetrically link physical and digital documents
There is an asymmetry in many tangible interfaces: while physical objects can be used to manipulate digital information, the reverse is often not possible—the digital world cannot push back. We introduce a new push-back tangible technology, a pin-board that physically ejects paper documents. This is realized by extending the Pin&Play technology to support ‘pouts’, addressable pin-like devices that can remove themselves from a board using muscle wire actuators. We describe how this technology has been developed through two iterations of prototyping, application and formative study. An initial study revealed how potential mismatches between the physical and digital characteristics of pouts caused difficulties with users predicting pop-out events and reasoning about the state of pouts. This led us to extend pouts to reveal more of their internal state, an approach verified through a second study. It also raises more general issues for the design of pushback tangible technologies and ubiquitous interfaces.
10675081
The applicability of universal pragmatics in information retrieval interaction: a pilot study
This article discusses the possibility and usefulness of applying Habermas' universal pragmatics to analyze information retrieval interaction. The first part of the article is theoretical argumentation. It examines the current common schemes of studies of human computer interaction (HCI), inspects their appropriateness and limitations, argues for a pragmatic perspective, and elaborates some of Habermas' idea of universal pragmatics. The second part is a case study. It reports an investigation of the initiation and development of verification of validity claims in HCI from the universal pragmatics perspective. It describes some patterns in which a user deals with what may be considered as invalid claims of an IR system outputs. A typical sequence consists of the following pattern: (1) user invokes a simple request; (2) system replies with a questionable answer; leading to (3) user tries to verify the validity claims of truth, truthfulness, and/ or rightness of the system output; and (4) when the available interaction channels cannot support the validation, the interaction becomes a non-communicative process which discourages further interaction.
31564735
Improve the service quality of multi-agent system: ontology management
The association of ontology with services enables service providers to export their services and also enables clients to declare desired services so that new service providers can serve existing clients. Changes and enhancements can be kept track of through the ontology management. The ontology management platform in our system not only declares semantics of agent services, but also provides interface specification for clients to use such a system with semantic information provided.
12496765
A practical implementation of a 3D game engine
Creating a 3D game engine is not a trivial task as gamers often demand for high quality output with top notch performance in games. In this paper, we show how various real-time rendering algorithms can be applied to implement a practical 3D game engine. We explore the general architecture of a 3D engine and discuss the role of a scene graph in a 3D engine. We look at scene graph from the software engineering perspective. In particular, we show the way to design a scene graph that is object-oriented and portable across different rendering engine. Then, we explain the algorithms that we apply to speed up the performance of our 3D engine. We optimize the 3D engine on the scene graph and object geometry levels. The algorithms that we propose are expected to perform reasonably well for both static and dynamic scenes. Finally, we give a brief preview on the possibility of parallel processing in scene graph to create a 3D engine with multiprocessing capability.