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Catalog Publications

Year 2014
  • Uruchomienie Laboratorium Zanurzonej Wizualizacji Przestrzennej

    Artykuł przedstawia koncepcję Laboratorium Zanurzonej Wizualizacji Przestrzennej (ang. Immersive 3D Visualization Laboratory), powstającego właśnie przy Wydziale Elektroniki, Telekomunikacji i Informatyki (ang. Faculty of Electronics, Telecommunications and Informatics) Politechniki Gdańskiej (ang. Gdańsk University of Technology) w ramach grantu Nowoczesne Audytoria Politechniki Gdańskiej (ang. project Gdansk University of Technology’s...

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  • The Application of the IODA Document Architecture to Music Data
    Publication

    - Year 2014

    This paper is concerned with storing music data with the use of document architecture called Interactive Open Document Architecture (IODA). This architecture makes it possible to create documents which are executable, mobile, interactive and intelligent. Such documents consist of many files that are semantically related to each other. Semantic links are defined in XML files which are a part of a document. IODA documents with music...

  • Techniki sprzętowej teselacji do wygładzania i uszczegóławiania modeli trójwymiarowych

    DirectX 11 oraz OpenGL 4 wprowadziły do potoku renderującego bardzo oczekiwaną teselację. Wraz z upływem czasu coraz więcej silników graficznych zostaje dostosowywanych do wspierania tej technologii, więc nie można pozostawać wobec niej obojętnym. W artykule przedstawiona zostanie koncepcja teselacji od strony teoretycznej oraz praktycznej. Opisany zostanie nowy potok renderujący, a w szczególności dedykowane teselacji programy...

  • Semantic Driven Table Understanding in Born-Digital Documents
    Publication

    - Year 2014

    This paper presents a new approach to table understanding, suitable for born-digital PDF documents. Advance beyond the current state of the art in table understanding is provided by the proposed reverse MVC method, which takes advantage of only partial logic structure loss (degradation) in born-digital PDF documents, as opposed to unrecoverable loss (deterioration) taking place in scan based PDF documents.

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  • Propozycja silnika fizyki bryły sztywnej dla trójwymiarowej gry komputerowej

    Referat prezentuje autorski silnik dynamiki brył sztywnych działający w czasie rzeczywistym i przeznaczony do symulacji fizycznych na potrzeby gier komputerowych. Ze względu na przeznaczenie silnika przyjęto, że wiarygodność efektów symulacji będzie ważniejsza niż dokładne odwzorowanie zjawisk fizycznych. Pozwoliło to na zastosowanie uproszczonego modelu fizycznego i uzyskanie dzięki temu efektywnego silnika, radzącego sobie w...

  • Otwarcie Laboratorium Zanurzonej Wizualizacji Przestrzennej
    Publication

    - Pismo PG - Year 2014

    W piątek 5 grudnia 2014 r. odbyło się uroczyste otwarcie Laboratorium Zanurzonej Wizualizacji Przestrzennej (LZWP), zbudowanego i wyposażonego w ramach projektu „Nowoczesne Audytoria Politechniki Gdańskiej”, realizowanego w latach 2009–2014, finansowanego z Europejskiego Funduszu Rozwoju Regionalnego w ramach Programu Operacyjnego Infrastruktura i Środowisko.

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  • Optimization of Automata
    Publication

    - Year 2014

    This book is conceived as an effort to gather all algorithms and methods developed by the author of the book that concern three aspects of optimization of automata: incrementality, hashing and compression. Some related algorithms and methods are given as well when they are needed to complete the picture.

  • On Facial Expressions and Emotions RGB-D Database
    Publication

    - Year 2014

    The goal of this paper is to present the idea of creating reference database of RGB-D video recordings for recognition of facial expressions and emotions. Two different formats of the recordings used for creation of two versions of the database are described and compared using different criteria. Examples of first applications using databases are also presented to evaluate their usefulness.

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  • Launch of the Immersive 3D Visualization Laboratory

    The paper presents the concept of Immersive 3D Visualization Laboratory, formed at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology under the project Gdańsk University of Technology's Modern auditoriums. The basic unit of this laboratory will be cubic CAVE (Cave Automatic Virtual Environment) enriched with spherical walk simulator. This device will allow the user unlimited walking,...

  • Inteligentne hybrydowe systemy wyszukiwania informacji

    Istnieje wiele metod wyszukiwania informacji. Artykuł przedstawia możliwości połączenia tych metod i skonstruowania uniwersalnego, hybrydowego systemu wyszukiwania. W artykule zaproponowana została architektura personalnego agenta wyszukiwania (PAW). Posiada on cechy systemu ekspertowego, wyszukiwarki oraz agenta komputerowego. PAW pozwala na pozyskiwanie informacji personalnych tj. numery telefonów osób znajomych. Ponadto umożliwia...

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  • Innovative Solutions for Immersive 3D Visualization Laboratory
    Publication

    The paper presents results of the work concerning the technical specification of Immersive 3D Visualization Laboratory to be opened in late summer 2014 at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland. The person immersed in VR space will be placed in a transparent sphere with a diameter of over 10 feet, supported on rollers and equipped with a motion tracking system....

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  • Image projection in Immersive 3D Visualization Laboratory

    In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment...

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  • Facial data registration facility for biometric protection of electronic documents
    Publication

    In modern world, information is crucial, and its leakage may lead to serious losses. Documents as the main medium of information must be therefore highly protected. Nowadays, the most common way of protecting data is using passwords, however it seems inconvenient to type complex passwords, when it is needed many times a day. For that reason a significant research has been conducted on biometric authentication...

  • E-technologie w edukacji i terapii dzieci z autyzmem w Polsce
    Publication

    - EduAkcja. Magazyn Edukacji Elektronicznej - Year 2014

    Artykuł dotyczy możliwości wsparcia technologiami informacyjnymi edukacji i terapii dzieci z za - burzeniami rozwoju ze spektrum autyzmu. Szczególna uwaga zostanie poświęcona aplikacjom przeznaczonym na urządzenia mobilne (tablety). Artykuł podsumowuje przesłanki zastosowania tabletów w pracy z dziećmi auty - stycznymi oraz pokazuje kategorie aplikacji, jakie mogą wspierać terapię i edukację dzieci. Zostały przedstawione wyniki...

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  • E-technologie w diagnozie i pomiarach postępów terapii dzieci z autyzmem w Polsce
    Publication

    - e-mentor - Year 2014

    Celem artykułu jest przeanalizowanie możliwości wsparcia technologicznego - w szczególności z wykorzystaniem urządzeń mobilnych - diagnozy i oceny postępów terapii dzieci z autyzmem. W ramach badań dokonano przeglądu istniejących rozwiązań wspierających diagnozę i pomiar postępów terapii oraz przeprowadzono ankietę w polskich ośrodkach zajmujących się pracą z osobami dotkniętymi autyzmem. Wyniki badania wskazują na zainteresowanie...

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  • Emotion Recognition and Its Applications

    The paper proposes a set of research scenarios to be applied in four domains: software engineering, website customization, education and gaming. The goal of applying the scenarios is to assess the possibility of using emotion recognition methods in these areas. It also points out the problems of defining sets of emotions to be recognized in different applications, representing the defined emotional states, gathering the data and...

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Year 2015
  • Reliable Document-Centric Processing in Loosely Coupled Email-Based Systems
    Publication

    - Year 2015

    Email is a simple way to exchange digital documents of any kind. The Mobile INteractive Document architecture (MIND) enables self-coordination and self-steering of document agent systems based on commonly available email services. In this paper, a mechanism for providing integrity and reliability of such an email based agent system is proposed to cope with message soft or hard bounces, user interrupts, and other unexpected events....

  • Recognizing emotions on the basis of keystroke dynamics
    Publication

    - Year 2015

    The article describes a research on recognizing emotional states on the basis of keystroke dynamics. An overview of various studies and applications of emotion recognition based on data coming from keyboard is presented. Then, the idea of an experiment is presented, i.e. the way of collecting and labeling training data, extracting features and finally training classifiers. Different classification approaches are proposed to be...

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  • Preserving Trees in Automata
    Publication

    - Year 2015

    We present a method to store additional information in a minimal automaton so that it is possible to compute a corresponding tree node number for a state. The number can then be used to retrieve additional information. The method works for minimal (and any other) deterministic acyclic finite state automata (DFAs). We also show how to compute the inverse mapping.

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  • Multiscaled Hybrid Features Generation for AdaBoost Object Detection

    This work presents the multiscaled version of modified census features in graphical objects detection with AdaBoost cascade training algorithm. Several experiments with face detector training process demonstrate better performance of such features over ordinal census and Haar-like approaches. The possibilities to join multiscaled census and Haar features in single hybrid cascade of strong classifiers are also elaborated and tested....

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  • Możliwości wyszukiwania dokumentów muzycznych utworzonych zgodnie z architekturą IODA

    Artykuł przedstawia zagadnienie zastosowania dokumentów muzycznych utworzonych zgodnie z architekturą IODA (ang. Interactive Open Document Architecture). Dokumenty w architekturze IODA składają się z wielu plików powiązanych ze sobą semantycznie. Zależności te definiowane są w tzw. grzbiecie (ang. spine) dokumentu będącym plikiem w formacie XML (ang. eXtensible Markup Language). Dokumenty muzyczne tworzone zgodnie z architekturą...

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  • Modeling emotions for affect-aware applications

    The chapter concerns emotional states representation and modeling for software systems, that deal with human affect. A review of emotion representation models is provided, including discrete, dimensional and componential models. The paper provides also analysis of emotion models used in diverse types of affect-aware applications: games, mood trackers or tutoring systems. The analysis is supported with two design cases. The study...

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  • Model of emotions for game players
    Publication

    - Year 2015

    Affect-aware video games can respond to a game player's emotions. Such games seem to be more attractive for users. Therefore for that kind of games it is necessary to create a model of the player's emotions to know to which emotions the application should react. The paper describes different models of emotions. The questionnaire and experiment for video game players is presented. Some results of the tests are shown. Then the model...

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  • Local Texture Pattern Selection for Efficient Face Recognition and Tracking

    This paper describes the research aimed at finding the optimal configuration of the face recognition algorithm based on local texture descriptors (binary and ternary patterns). Since the identification module was supposed to be a part of the face tracking system developed for interactive wearable computer, proper feature selection, allowing for real-time operation, became particularly important. Our experiments showed that it is...

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  • Interactions with recognized patients using smart glasses
    Publication

    - Year 2015

    Recently, different smart glasses solutions have been proposed on the market. The rapid development of this wearable technology has led to several research projects related to applications of smart glasses in healthcare. In this paper we propose a general architecture of the system enabling data integration for the recognized person. In the proposed system smart glasses integrates data obtained for the recognized patient from health...

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  • Improving depth maps of plants by using a set of five cameras
    Publication

    Obtaining high-quality depth maps and disparity maps with the use of a stereo camera is a challenging task for some kinds of objects. The quality of these maps can be improved by taking advantage of a larger number of cameras. The research on the usage of a set of five cameras to obtain disparity maps is presented. The set consists of a central camera and four side cameras. An algorithm for making disparity maps called multiple...

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  • Facial emotion recognition using depth data
    Publication

    - Year 2015

    In this paper an original approach is presented for facial expression and emotion recognition based only on depth channel from Microsoft Kinect sensor. The emotional user model contains nine emotions including the neutral one. The proposed recognition algorithm uses local movements detection within the face area in order to recognize actual facial expression. This approach has been validated on Facial Expressions and Emotions Database...

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  • Face Recognition: Shape versus Texture
    Publication

    - Year 2015

    This paper describes experiments related to the application of well-known techniques of the texture feature extraction (Local Binary Patterns and Gabor filtering) to the problem of automatic face verification. Results of the tests show that simple image normalization strategy based on the eye center detection and a regular grid of fiducial points outperforms the more complicated approach, employing active models that are able to...

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  • Evaluation Criteria for Affect-Annotated Databases

    In this paper a set of comprehensive evaluation criteria for affect-annotated databases is proposed. These criteria can be used for evaluation of the quality of a database on the stage of its creation as well as for evaluation and comparison of existing databases. The usefulness of these criteria is demonstrated on several databases selected from affect computing domain. The databases contain different kind of data: video or still...

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  • Emotion Recognition Using Physiological Signals
    Publication

    - Year 2015

    In this paper the problem of emotion recognition using physiological signals is presented. Firstly the problems with acquisition of physiological signals related to specific human emotions are described. It is not a trivial problem to elicit real emotions and to choose stimuli that always, and for all people, elicit the same emotion. Also different kinds of physiological signals for emotion recognition are considered. A set of...

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  • Emotion Recognition for Affect Aware Video Games

    In this paper the idea of affect aware video games is presented. A brief review of automatic multimodal affect recognition of facial expressions and emotions is given. The first result of emotions recognition using depth data as well as prototype affect aware video game are presented

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  • Document Agents with the Intelligent Negotiations Capability
    Publication

    The paper focus is on augmenting proactive document-agents with built -in intelligence to enable them to recognize execution context provided by devices visited durning the business process, and to reach collaboration agreement despite of their conflicting requirements. We propose a solution based on neural networks to improve simple multi-issue negotiation between the document and the device, practically with no excessive cost...

  • Detection of Face Position and Orientation Using Depth Data
    Publication

    In this paper an original approach is presented for real-time detection of user's face position and orientation based only on depth channel from a Microsoft Kinect sensor which can be used in facial analysis on scenes with poor lighting conditions where traditional algorithms based on optical channel may have failed. Thus the proposed approach can support, or even replace, algorithms based on optical channel or based on skeleton...

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  • Design Elements of Affect Aware Video Games
    Publication

    - Year 2015

    In this paper issues of design and development process of affect-aware video games are presented. Several important design aspects of such games are pointed out. A concept of a middleware framework is proposed that separates the development of affect-aware video games from emotion recognition algorithms and support from input sensors. Finally, two prototype affect-aware video games are presented that conform to the presented architecture...

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  • Człowiek zanurzony w rzeczywistości wirtualnej na przykładzie Laboratorium Zanurzonej Wizualizacji Przestrzennej
    Publication

    - Year 2015

    Artykuł opisuje Laboratorium Zanurzonej Wizualizacji Przestrzennej (LZWP), które umożliwia swobodną podróż w czasie i przestrzeni. Jego podstawowym wyposażeniem jest jaskinia rzeczywistości wirtualnej, czyli pomieszczenie o ścianach, suficie i podłodze stanowiących ekrany projekcyjne, wyświetlające generowane komputerowo obrazy 3D, tworzące spójny widok jednej sceny. Człowiek znajdujący się w takiej jaskini jest zatem zanurzony...

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  • Bilateral Multi-Issue Negotiation Between Active Documents and Execution Devices
    Publication

    Mobile document-agents are often in conflict with execution devices when attempting to perform activities of the business process they implement, since preferences of device owners may change depending on their current location and the actual class of the device in use. The paper proposes a bilateral negotiation mechanism based on a simple bargaining game that can effectively resolve such conflicts without any third party support.

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  • Automatyczna negocjacja protokołu uzgodnień miedzy agentami
    Publication

    - Year 2015

    Automatyczna negocjacja protokołu uzgodnień między agentami programowymi a urządzeniami wykonawczymi. Rozdział koncentruje się na rozszerzeniu funkcjonalności proaktywnych dokumentów(agentów) z wbudowana inteligencją o możliwości negocjacyjne.Ich celem jest umożliwienie rozpoznawania kontekstu wykonawczego urządzenia odwiedzanego przez dokument, by osiągnąć ugodę mimo skonfliktowanych wymagań urządzenia i dokumentu. Proponowane...

  • AUTOMATED NEGOTIATIONS OVER COLLABORATION PROTOCOL AGREEMENTS
    Publication

    - Year 2015

    The dissertation focuses on the augmentation of proactive document - agents with built-in intelligence to recognize execution context provided by devices visited during a business process, and to reach collaboration agreement despite conflicting requirements. The proposed solution, based on intelligent bargaining using neural networks to improve simple multi-issue negotiation between the document and thedevice, requires practically...

  • An extension to the FEEDB Multimodal Database of Facial Expressions and Emotions
    Publication
    • M. Szwoch
    • L. Marco-gimenez
    • M. Arevalillo-herráez
    • A. Ayesh

    - Year 2015

    FEEDB is a multimodal database that contains recordings of people expressing different emotions, captured by using a Microsoft Kinect sensor. Data were originally provided in the device’s proprietary format (XED), requiring both the Microsoft Kinect Studio application and a Kinect sensor attached to the system to use the files. In this paper, we present an extension of the database. For a selection of recordings, we also provide...

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  • Acquisition and indexing of RGB-D recordings for facial expressions and emotion recognition
    Publication

    In this paper KinectRecorder comprehensive tool is described which provides for convenient and fast acquisition, indexing and storing of RGB-D video streams from Microsoft Kinect sensor. The application is especially useful as a supporting tool for creation of fully indexed databases of facial expressions and emotions that can be further used for learning and testing of emotion recognition algorithms for affect-aware applications....

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  • Acceptance Testing of Software Products for Cloud-Based On-Line Delivery
    Publication

    Software products intended for on-line delivery by distributors serving an open community of subscribers are developed in a specific life-cycle model, in which roles of the major stakeholders are strongly separated, unlike in any other software development model known in software engineering. Its specificity underlines the fact that a distributor of the final product, responsible for its acceptance for publication and delivery...

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Year 2016