A naive salience-based method for speaker identification in fiction books
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432627 , vital:72888 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: This paper presents a salience-based technique for the annotation of directly quoted speech from fiction text. In particular, this paper determines to what extent a naïve (without the use of complex machine learning or knowledge-based techniques) scoring technique can be used for the identification of the speaker of speech quotes. The presented technique makes use of a scoring technique, similar to that commonly found in knowledge-poor anaphora resolution research, as well as a set of hand-coded rules for the final identification of the speaker of each quote in the text. Speaker identification is shown to be achieved using three tasks: the identification of a speech-verb associated with a quote with a recall of 94.41%; the identification of the actor associated with a quote with a recall of 88.22%; and the selection of a speaker with an accuracy of 79.40%.
- Full Text:
- Date Issued: 2007
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432627 , vital:72888 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: This paper presents a salience-based technique for the annotation of directly quoted speech from fiction text. In particular, this paper determines to what extent a naïve (without the use of complex machine learning or knowledge-based techniques) scoring technique can be used for the identification of the speaker of speech quotes. The presented technique makes use of a scoring technique, similar to that commonly found in knowledge-poor anaphora resolution research, as well as a set of hand-coded rules for the final identification of the speaker of each quote in the text. Speaker identification is shown to be achieved using three tasks: the identification of a speech-verb associated with a quote with a recall of 94.41%; the identification of the actor associated with a quote with a recall of 88.22%; and the selection of a speaker with an accuracy of 79.40%.
- Full Text:
- Date Issued: 2007
A probabilistic movement model for shortest path formation in virtual ant-like agents
- Chibaya, Colin, Bangay, Shaun D
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433125 , vital:72945 , https://doi.org/10.1145/1292491.1292493
- Description: We propose a probabilistic movement model for controlling ant-like agents foraging between two points. Such agents are all identical, simple, autonomous and can only communicate indirectly through the environment. These agents secrete two types of pheromone, one to mark trails towards the goal and another to mark trails back to the starting point. Three pheromone perception strategies are proposed (Strategy A, B and C). Agents that use strategy A perceive the desirability of a neighbouring location as the difference between levels of attractive and repulsive pheromone in that location. With strategy B, agents perceive the desirability of a location as the quotient of levels of attractive and repulsive pheromone. Agents using strategy C determine the product of the levels of attractive pheromone with the complement of levels of repulsive pheromone. We conduct experiments to confirm directionality as emergent property of trails formed by agents that use each strategy. In addition, we compare path formation speed and the quality of the formed path under changes in the environment. We also investigate each strategy's robustness in environments that contain obstacles. Finally, we investigate how adaptive each strategy is when obstacles are eventually removed from the scene and find that the best strategy of these three is strategy A. Such a strategy provides useful guidelines to researchers in further applications of swarm intelligence metaphors for complex problem solving.
- Full Text:
- Date Issued: 2007
- Authors: Chibaya, Colin , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433125 , vital:72945 , https://doi.org/10.1145/1292491.1292493
- Description: We propose a probabilistic movement model for controlling ant-like agents foraging between two points. Such agents are all identical, simple, autonomous and can only communicate indirectly through the environment. These agents secrete two types of pheromone, one to mark trails towards the goal and another to mark trails back to the starting point. Three pheromone perception strategies are proposed (Strategy A, B and C). Agents that use strategy A perceive the desirability of a neighbouring location as the difference between levels of attractive and repulsive pheromone in that location. With strategy B, agents perceive the desirability of a location as the quotient of levels of attractive and repulsive pheromone. Agents using strategy C determine the product of the levels of attractive pheromone with the complement of levels of repulsive pheromone. We conduct experiments to confirm directionality as emergent property of trails formed by agents that use each strategy. In addition, we compare path formation speed and the quality of the formed path under changes in the environment. We also investigate each strategy's robustness in environments that contain obstacles. Finally, we investigate how adaptive each strategy is when obstacles are eventually removed from the scene and find that the best strategy of these three is strategy A. Such a strategy provides useful guidelines to researchers in further applications of swarm intelligence metaphors for complex problem solving.
- Full Text:
- Date Issued: 2007
Animated feather coats using field lines
- Authors: Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433338 , vital:72963 , https://doi.org/10.1145/1294685.1294713
- Description: The tedious task of manually placing feathers on computer animated ob-jects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underly-ing object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be ani-mated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection proper-ty of the field lines ensures that feather intersections are avoided. We pro-vide a formulation of a suitable vector field and demonstrate that it is capa-ble of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
- Full Text:
- Date Issued: 2007
- Authors: Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433338 , vital:72963 , https://doi.org/10.1145/1294685.1294713
- Description: The tedious task of manually placing feathers on computer animated ob-jects involves aligning feathers, ensuring that they do not insect each other or penetrate the surface, deforming every feather to match the local surface features, and ensuring that the feather coat is consistent when the underly-ing object is animated. We present a technique for generating a feather coat over an object. Feather orientation is specified quickly and easily, feathers are deformed while ensuring collision prevention, and the coat can be ani-mated. We create a vector field in the space surrounding the body object and deform feathers to align with the field lines. The non-intersection proper-ty of the field lines ensures that feather intersections are avoided. We pro-vide a formulation of a suitable vector field and demonstrate that it is capa-ble of producing realistic feather coats. The process can easily be integrated into the work-flow of standard modelling and animation processes. We show examples of feather coat creation on a range of objects, proving that field line based placement of feather coats provides the desired functionality for feather modelling and animation.
- Full Text:
- Date Issued: 2007
Constraint-based conversion of fiction text to a time-based graphical representation
- Glass, Kevin R, Bangay, Shaun D
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433141 , vital:72946 , https://doi.org/10.1145/1292491.1292494
- Description: This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.
- Full Text:
- Date Issued: 2007
- Authors: Glass, Kevin R , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433141 , vital:72946 , https://doi.org/10.1145/1292491.1292494
- Description: This paper presents a method for converting unrestricted fiction text into a time-based graphical form. Key concepts extracted from the text are used to formulate constraints describing the interaction of entities in a scene. The solution of these constraints over their respective time intervals provides the trajectories for these entities in a graphical representation.
- Full Text:
- Date Issued: 2007
Mechanisms for multimodality: taking fiction to another dimension
- Glass, Kevin R, Bangay, Shaun D, Alcock, Bruce
- Authors: Glass, Kevin R , Bangay, Shaun D , Alcock, Bruce
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433226 , vital:72953 , https://doi.org/10.1145/1294685.1294708
- Description: We present methods for automatically constructing representations of fiction books in a range of modalities: audibly, graphically and as 3D virtual environments. The correspondence between the sequential ordering of events against the order of events presented in the text is used to correctly resolve the dynamic interactions for each representation. Synthesised audio created from the fiction text is used to calibrate the base time-line against which the other forms of media are correctly aligned. The audio stream is based on speech synthesis using the text of the book, and is enhanced using distinct voices for the different characters in a book. Sound effects are included automatically. The graphical representation represents the text (as subtitles), identifies active characters and provides visual feedback of the content of the story. Dynamic virtual environments conform to the constraints implied by the story, and are used as a source of further visual content. These representations are all aligned to a common time-line, and combined using sequencing facilities to provide a multimodal version of the original text.
- Full Text:
- Date Issued: 2007
- Authors: Glass, Kevin R , Bangay, Shaun D , Alcock, Bruce
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433226 , vital:72953 , https://doi.org/10.1145/1294685.1294708
- Description: We present methods for automatically constructing representations of fiction books in a range of modalities: audibly, graphically and as 3D virtual environments. The correspondence between the sequential ordering of events against the order of events presented in the text is used to correctly resolve the dynamic interactions for each representation. Synthesised audio created from the fiction text is used to calibrate the base time-line against which the other forms of media are correctly aligned. The audio stream is based on speech synthesis using the text of the book, and is enhanced using distinct voices for the different characters in a book. Sound effects are included automatically. The graphical representation represents the text (as subtitles), identifies active characters and provides visual feedback of the content of the story. Dynamic virtual environments conform to the constraints implied by the story, and are used as a source of further visual content. These representations are all aligned to a common time-line, and combined using sequencing facilities to provide a multimodal version of the original text.
- Full Text:
- Date Issued: 2007
Zebra fingerprints: towards a computer-aided identification system for individual zebra
- Foster, Gregory G, Krijer, Hans, Bangay, Shaun D
- Authors: Foster, Gregory G , Krijer, Hans , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433482 , vital:72973 , https://doi.org/10.1145/1108590.1108616
- Description: The article presents a study which investigates the development of a computer-aided system for individual zebra identification based on the lateral side stripe pattern. The model proposed for individual animal identification is based on a combination of image processing and fingerprint identification technology. About 20 minutes of zebra footage was filmed at the Amakhala Game Reserve in South Africa. The study indicates that there is sufficient variation in lateral stripe patterns to differentiate individual animals.
- Full Text:
- Date Issued: 2007
- Authors: Foster, Gregory G , Krijer, Hans , Bangay, Shaun D
- Date: 2007
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433482 , vital:72973 , https://doi.org/10.1145/1108590.1108616
- Description: The article presents a study which investigates the development of a computer-aided system for individual zebra identification based on the lateral side stripe pattern. The model proposed for individual animal identification is based on a combination of image processing and fingerprint identification technology. About 20 minutes of zebra footage was filmed at the Amakhala Game Reserve in South Africa. The study indicates that there is sufficient variation in lateral stripe patterns to differentiate individual animals.
- Full Text:
- Date Issued: 2007
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