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Internet of things (IoT) is an emerging research field that is rapidly becoming an important part of our everyday lives including home automation, smart buildings, smart things, and more. This is due to cheap, efficient, and wirelessly-enabled circuit boards that are enabling the functions of remote sensing/actuating, decentralization, autonomy, and other essential functions. Moreover, with the advancements in embedded artificial intelligence, these devices are becoming more self-aware and autonomous, hence making decisions themselves. Current research is devoted to the understanding of how decision support systems are integrated into industrial IoT. Decision Support Systems and Industrial IoT in Smart Grid, Factories, and Cities presents the internet of things and its place during the technological revolution, which is taking place now to bring us a better, sustainable, automated, and safer world. This book also covers the challenges being faced such as relations and implications of IoT with existing communication and networking technologies; applications like practical use-case scenarios from the real world including smart cities, buildings, and grids; and topics such as cyber security, user privacy, data ownership, and information handling related to IoT networks. Additionally, this book focuses on the future applications, trends, and potential benefits of this new discipline. This book is essential for electrical engineers, computer engineers, researchers in IoT, security, and smart cities, along with practitioners, researchers, academicians, and students interested in all aspects of industrial IoT and its applications.
This is the first book which informs about recent progress in biomechanics, computer vision and computer graphics – all in one volume. Researchers from these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. The book combines carefully written reviews with detailed reports on recent progress in research.
The Handbook of Human Motion is a large cross-disciplinary reference work which covers the many interlinked facets of the science and technology of human motion and its measurement. Individual chapters cover fundamental principles and technological developments, the state-of-the-art and consider applications across four broad and interconnected fields; medicine, sport, forensics and animation. The huge strides in technological advancement made over the past century make it possible to measure motion with unprecedented precision, but also lead to new challenges. This work introduces the many different approaches and systems used in motion capture, including IR and ultrasound, mechanical systems and video, plus some emerging techniques. The large variety of techniques used for the study of motion science in medicine can make analysis a complicated process, but extremely effective for the treatment of the patient when well utilised. The handbook descri bes how motion capture techniques are applied in medicine, and shows how the resulting analysis can help in diagnosis and treatment. A closely related field, sports science involves a combination of in-depth medical knowledge and detailed understanding of performance and training techniques, and motion capture can play an extremely important role in linking these disciplines. The handbook considers which technologies are most appropriate in specific circumstances, how they are applied and how this can help prevent injury and improve sporting performance. The application of motion capture in forensic science and security is reviewed, with chapters dedicated to specific areas including employment law, injury analysis, criminal activity and motion/facial recognition. And in the final area of application, the book describes how novel motion capture techniques have been designed specifically to aid the creation of increasingly realistic animation within films and v ideo games, with Lord of the Rings and Avatar just two examples. Chapters will provide an overview of the bespoke motion capture techniques developed for animation, how these have influenced advances in film and game design, and the links to behavioural studies, both in humans and in robotics. Comprising a cross-referenced compendium of different techniques and applications across a broad field, the Handbook of Human Motion provides the reader with a detailed reference and simultaneously a source of inspiration for future work. The book will be of use to students, researchers, engineers and others working in any field relevant to human motion capture.
This book constitutes the refereed proceedings of the Second Workshop on Human Motion, HumanMotion 2007, held in Rio de Janeiro, Brazil October 2007 in conjunction with ICCV 2007. The 22 revised full papers presented were carefully reviewed and selected from 38 submissions. The papers are organized in topical sections on motion capture and pose estimation, body and limb tracking and segmentation and activity recognition.
Cameras for 3D depth imaging, using either time-of-flight (ToF) or structured light sensors, have received a lot of attention recently and have been improved considerably over the last few years. The present techniques make full-range 3D data available at video frame rates, and thus pave the way for a much broader application of 3D vision systems. A series of workshops have closely followed the developments within ToF imaging over the years. Today, depth imaging workshops can be found at every major computer vision conference. The papers presented in this volume stem from a seminar on Time-of-Flight Imaging held at Schloss Dagstuhl in October 2012. They cover all aspects of ToF depth imaging, from sensors and basic foundations, to algorithms for low level processing, to important applications that exploit depth imaging. In addition, this book contains the proceedings of a workshop on Imaging New Modalities, which was held at the German Conference on Pattern Recognition in Saarbrücken, Germany, in September 2013. A state-of-the-art report on the Kinect sensor and its applications is followed by two reports on local and global ToF motion compensation and a novel depth capture system using a plenoptic multi-lens multi-focus camera sensor.
This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
This book constitutes the refereed proceedings of the Second International Conference on Affective Computing and Intelligent Interaction, ACII 2007, held in Lisbon, Portugal, in September 2007. The 57 revised full papers and 4 revised short papers presented together with the extended abstracts of 33 poster papers were carefully reviewed and selected from 151 submissions. The papers are organized in topical sections on affective facial expression and recognition, affective body expression and recognition, affective speech processing, affective text and dialogue processing, recognising affect using physiological measures, computational models of emotion and theoretical foundations, affective databases, annotations, tools and languages, affective sound and music processing, affective interactions: systems and applications, as well as evaluating affective systems.
An examination of the ways human movement can be represented as a formal language and how this language can be mediated technologically. In Motion and Representation, Nicolás Salazar Sutil considers the representation of human motion through languages of movement and technological mediation. He argues that technology transforms the representation of movement and that representation in turn transforms the way we move and what we understand to be movement. Humans communicate through movement, physically and mentally. To record and capture integrated movement (both bodily and mental), by means of formal language and technological media, produces a material record and cultural expression of our evolving kinetic minds and identities. Salazar Sutil considers three forms of movement inscription: a written record (notation), a visual record (animation), and a computational record (motion capture). He focuses on what he calls kinetic formalism—formalized movement in such pursuits as dance, sports, live animation, and kinetic art, as well as abstract definitions of movement in mathematics and computer science. He explores the representation of kinetic space and spatiotemporality; the representation of mental plans of movement; movement notation, including stave notation (Labanotation) and such contemporary forms of notation as Choreographic Language Agent; and the impact of digital technology on contemporary representations of movement—in particular motion capture technology and Internet transfer protocols. Motion and Representation offers a unique cultural theory of movement and of the ever-changing ways of representing movement.