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This paper integrates the responses to a set of questions from a distinguished set of panelists involved in a discussion at the Agreement Technologies workshop in Cyprus in December 2009. The panel was concerned with the relationship between the research areas of semantics, norms, and organizations, and the ways in which each may contribute to the development of the others in support of next generation agreement technologies.
In recent years, the interest among the research community in sentiment analysis (SA) has grown exponentially. It is only necessary to see the number of scientific publications and forums or related conferences to understand that this is a field with great prospects for the future. On the other hand, the Twitter boom has boosted investigation in this area due fundamentally to its potential applications in areas such as business or government intelligence, recommender systems, graphical interfaces and virtual assistance. However, to fully understand this issue, a profound revision of the state of the art is first necessary. It is for this reason that this paper aims to represent a starting point for those investigations concerned with the latest references to Twitter in SA.
The fast increase in the size and number of databases demands data mining approaches that are scalable to large amounts of data. This has led to the exploration of parallel computing technologies in order to perform data mining tasks concurrently using several processors. Parallelization seems to be a natural and cost-effective way to scale up data mining technologies. One of the most important of these data mining technologies is the classification of newly recorded data. This paper surveys advances in parallelization in the field of classification rule induction.
State-based interactive applications, whether they run on the desktop or as a web application, can be considered as collections of interconnected editors of structured values that allow users to manipulate data. This is the view that is advocated by the GEC and iData toolkits, which offer a high level of abstraction to programming desktop and web GUI applications respectively. Special features of these toolkits are that editors have shared, persistent state, and that they handle events individually. In this paper we cast these toolkits within the Arrow framework and present EditorArrow: a single, unified semantic model that defines shared state and event handling. We study the properties of EditorArrow, and of editors in particular. Furthermore, we present the definedness properties of the combinators. A reference implementation of the EditorArrow model is given with some small program examples. We discuss formal reasoning about the model using the proof assistant Sparkle. The availability of this tool has proved to be indispensable in this endeavor.
Graph mining is an important research area within the domain of data mining. The field of study concentrates on the identification of frequent subgraphs within graph data sets. The research goals are directed at: (i) effective mechanisms for generating candidate subgraphs (without generating duplicates) and (ii) how best to process the generated candidate subgraphs so as to identify the desired frequent subgraphs in a way that is computationally efficient and procedurally effective. This paper presents a survey of current research in the field of frequent subgraph mining and proposes solutions to address the main research issues.
A key responsibility of a visual effects supervisor on a movie set is to collect three-dimensional measurements of structures, since the set may be broken down quickly after filming is complete. These measurements are critical for guiding the later insertion of 3D computer-generated elements. In this chapter, we focus on the most common tools and techniques for acquiring accurate 3D data.
Visual effects personnel use several of the same tools as professional surveyors to acquire 3D measurements. For example, to acquire accurate distances to a small set of 3D points, they may use a total station. The user centers the scene point to be measured in the crosshairs of a telescope-like sight, and the two spherical angles defining the heading are electronically measured with high accuracy. Then an electronic distance measuring device uses the time of flight of an infrared or microwave beam that reflects off of the scene point to accurately determine the distance to the target. However, acquiring more than a few 3D distance measurements in this way is tedious and time-consuming.
It's recently become common to automatically survey entire filming locations using laser range-finding techniques, which we discuss in Section 8.1. The result is a cloud of hundreds of thousands of 3D points visible along lines of sight emanating from the laser scanner. These techniques, collectively called Light Detection and Ranging or LiDAR, are highly accurate and allow the scanning of objects tens to hundreds of meters away.
43 of the top 50 films of all time are visual effects driven. Today, visual effects are the “movie stars” of studio tent-pole pictures – that is, visual effects make contemporary movies box offfice hits in the same way that big name actors ensured the success of films in the past. It is very difficult to imagine a modern feature film or TV program without visual effects.
The Visual Effects Society, 2011
Neo fends off dozens of Agent Smith clones in a city park. Kevin Flynn confronts a thirty-years-younger avatar of himself in the Grid. Captain America's sidekick rolls under a speeding truck in the nick of time to plant a bomb. Nightcrawler “bamfs” in and out of rooms, leaving behind a puff of smoke. James Bond skydives at high speed out of a burning airplane. Harry Potter grapples with Nagini in a ramshackle cottage. Robert Neville stalks a deer in an overgrown, abandoned Times Square. Autobots and Decepticons battle it out in the streets of Chicago. Today's blockbuster movies so seamlessly introduce impossible characters and action into real-world settings that it's easy for the audience to suspend its disbelief. These compelling action scenes are made possible by modern visual effects.
Visual effects, the manipulation and fusion of live and synthetic images, have been a part of moviemaking since the first short films were made in the 1900s. For example, beginning in the 1920s, fantastic sets and environments were created using huge, detailed paintings on panes of glass placed between the camera and the actors. Miniature buildings or monsters were combined with footage of live actors using forced perspective to create photo-realistic composites. Superheroes flew across the screen using rear-projection and blue-screen replacement technology.
Separating a foreground element of an image from its background for later compositing into a new scene is one of the most basic and common tasks in visual effects production. This problem is typically called matting or pulling a matte when applied to film, or keying when applied to video. At its humblest level, local news stations insert weather maps behind meteorologists who are in fact standing in front of a green screen. At its most difficult, an actor with curly or wispy hair filmed in a complex real-world environment may need to be digitally removed from every frame of a long sequence.
Image matting is probably the oldest visual effects problem in filmmaking, and the search for a reliable automatic matting system has been ongoing since the early 1900s [393]. In fact, the main goal of Lucasfilm's original Computer Division (part of which later spun off to become Pixar) was to create a general-purpose image processing computer that natively understood mattes and facilitated complex compositing [375]. A major research milestone was a family of effective techniques for matting against a blue background developed in the Hollywood effects industry throughout the 1960s and 1970s. Such techniques have matured to the point that blue- and green-screen matting is involved in almost every mass-market TV show or movie, even hospital shows and period dramas.
On the other hand, putting an actor in front of a green screen to achieve an effect isn't always practical or compelling, and situations abound in which the foreground must be separated from the background in a natural image. For example, movie credits are often inserted into real scenes so that actors and foreground objects seem to pass in front of them, a combination of image matting, compositing, and matchmoving. The computer vision and computer graphics communities have only recently proposed methods for semi-automatic matting with complex foregrounds and real-world backgrounds.
This paper presents a solution for optimal trajectory planning problem of robotic manipulators with complicated dynamic equations. The main goal is to find the optimal path with maximum dynamic load carrying capacity (DLCC). Proposed method can be implemented to problems of both motion along a specified path and point-to-point motion. Dynamic Programming (DP) approach is applied to solve optimization problem and find the positions and velocities that minimize a pre-defined performance index. Unlike previous attempts, proposed method increases the speed of convergence by using the sequential quadratic programming (SQP) formulation. This formulation is used for solving problems with nonlinear constraints. Also, this paper proposes a new algorithm to design optimal trajectory with maximum DLCC for both fixed and mobile base mechanical manipulators. Algorithms for DLCC calculations in previous works were based on indirect optimization method or linear programming approach. The proposed trajectory planning method is applied to a linear tracked Puma and the mobile manipulator named Scout. Application of this algorithm is confirmed and simulation results are compared with experimental results for Scout robot. In experimental test, results are obtained using a new stereo vision system to determine the position of the robot end-effector.
In the last chapter we focused on detecting and matching distinctive features. Typically, features are sparsely distributed – that is, not every pixel location has a feature centered at it. However, for several visual effects applications, we require a dense correspondence between pixels in two images, even in relatively flat or featureless areas. One of the most common applications of dense correspondence in filmmaking is for slowing down or speeding up a shot after it's been filmed for dramatic effect. To create the appropriate intermediate frames, we need to estimate the trajectory of every pixel in the video sequence over the course of a shot, not just a few pixels near features.
More mathematically, we want to compute a vector field (u(x,y),v(x,y)) over the pixels of the first image I1, so that the vector at each pixel (x,y) points to a corresponding location in the second image I2. That is, the pixels I1(x,y) and I2(x +u(x,y),y + v(x,y)) correspond. We usually abbreviate the vector field as (u,v) with the understanding that both elements are functions of x and y.
Defining what constitutes a correspondence in this context can be tricky. As in feature matching, our intuition is that a correspondence implies that both pixels arise from the same point on the surface of some object in the physical world. The vector (u,v) is induced by the motion of the camera and/or the object in the interval between taking the two pictures.
In this chapter, we discuss image compositing and editing, the manipulation of a single image or the combination of elements from multiple sources to make a convincing final image. Like image matting, image compositing and editing are pervasive in modern TV and filmmaking. Virtually every frame of a blockbuster movie is a combination of multiple elements. We can think of compositing as the inverse of matting: putting images together instead of pulling them apart. Consequently, the problems we consider are generally easier to solve and require less human intervention.
In the simplest case, we may just want to place a foreground object extracted by matting onto a different background image. As we saw in Chapter 2, obtaining high-quality mattes is possible using a variety of algorithms, and new images made using the compositing equation (2.3) generally look very good. On the other hand, a fair amount of user interaction is often required to obtain these mattes – for example, heuristically combining different color channels, painting an intricate trimap, or scribbling and rescribbling to refine a matte. The algorithms in the first half of this chapter take a different approach: the user roughly outlines an object in a source image to be removed and recomposited into a target image, and the algorithm automatically estimates a good blend between the object and its new background without explicitly requiring a matte. These “drag-and-drop”-style algorithms could potentially save a lot of manual effort.
Motion capture (often abbreviated as mocap) is probably the application of computer vision to visual effects most familiar to the average filmgoer. As illustrated in Figure 7.1, motion capture uses several synchronized cameras to track the motion of special markers carefully placed on the body of a performer. The images of each marker are triangulated and processed to obtain a time series of 3D positions. These positions are used to infer the time-varying positions and angles of the joints of an underlying skeleton, which can ultimately help animate a digital character that has the same mannerisms as the performer. While the Gollum character from the Lord of the Rings trilogy launched motion capture into the public consciousness, the technology already had many years of use in the visual effects industry (e.g., to animate synthetic passengers in wide shots for Titanic). Today, motion capture is almost taken for granted as a tool to help map an actor's performance onto a digital character, and has achieved great success in recent films like Avatar.
In addition to creating computer-generated characters for feature films, motion capture is pervasive in the video game industry, especially for sports and action games. The distinctive mannerisms of golf and football players, martial artists, and soldiers are recorded by video game developers and strung together in real time by game engines to create dynamic, reactive character animations. In non-entertainment contexts, motion capture is used in orthopedics applications to analyze a patient's joint motion over the course of treatment, and in sports medicine applications to improve an athlete's performance.
In many visual effects applications, we need to relate images taken from different perspectives or at different times. For example, we often want to track a point on a set as a camera moves around during a shot so that a digital creature can be later inserted at that location. In fact, finding and tracking many such points is critical for algorithms that automatically estimate the 3D path of a camera as it moves around a scene, a problem called matchmoving that is the subject of Chapter 6. However, not every point in the scene is a good choice for tracking, since many points look alike. In this chapter, we describe the process of automatically detecting regions of an image that can be reliably located in other images of the same scene; we call these special regions features. Once the features in a given image have been found, we also discuss the problems of describing, matching, and tracking them in different images of the same scene.
In addition to their core use for matchmoving, feature detection is also important for certain algorithms that estimate dense correspondence between images and video sequences (Chapter 5), as well as for both marker-based and markerless motion capture (Chapter 7). Outside the domain of visual effects, feature matching and tracking is commonly used for stitching images together to create panoramas [72], localizing mobile robots [432], and quickly finding objects [456] or places [424] in video databases.