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Catalog Publications
Year 2018
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Smart Document-Centric Processing of Human Oriented Information Flows
PublicationUsually people prefer to focus on creative rather than repetitive and schematic work patterns. Still, they must spend a lot of time complying with the procedures, selecting the information they receive and repeatedly restoring the previous state of work. This paper proposes the Mobile INteractive Document architecture (MIND) - a document-centric uniform interface to provide both effective communication of content and coordination...
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Programowanie strukturalne
PublicationCelem niniejszej książki jest przedstawienie wybranych metod programowania strukturalnego, tzn. takich, które prowadzą do poprawnej struktury, poprawy jakości oprogramowania oraz zwiększenia efektywności programistów. Może ona służyć jako podręcznik akademicki wykorzystywany na podstawowych kursach inżynierii oprogramowania. Zainteresuje również wszystkich tych, którzy zajmują się programowaniem amatorskim i chcą poszerzyć swoją...
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Normalization of face illumination using basic knowledge and information extracted from a single image
PublicationThis paper presents a method for face image normalization that can be applied to the extraction of illumination invariant facial features or used to remove bad lighting effects and produce high-quality, photorealistic results. Most of the existing approaches concentrate on separating the constant albedo from the variable light intensity; that concept, however, is based on the Lambertian model, which fails in the presence of specularities...
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3D Model Preparing Patterns for Interactive Urban Visualization - Guidelines for Graphic Designers Preparing 3D Models for Virtual Reality Applications
PublicationWhile working on architectural visualizations, the software developer often has to work with graphic designers who create models in a different environment what can cause many complications. For this reason, it is very important to have some guidelines which can protect both the developer and the designer from commixing mistakes. The paper presents a list of such guidelines based on the authors’ experience. The reader can treat...
Year 2017
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Virtual designs and reconstructions of amber works: Amber craftsman simulator
PublicationThis paper presents the concept of visualization of amber works in a virtual reality cave. It describes problems encountered during the acquisition, modeling and rendering of geometrical objects distinguished by heterogeneous transparency.
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Stereo vision with Equal Baseline Multiple Camera Set (EBMCS) for obtaining depth maps of plants
PublicationThis paper presents a method of improving the estimation of distances between an autonomous harvesting robot and plants with ripe fruits by using the vision system based on five cameras. The system is called Equal Baseline Multiple Camera Set (EBMCS). EBMCS has some features of a camera matrix and a camera array. EBMCS is regarded as a set of stereo cameras for estimating distances by obtaining disparity maps and depth maps. This...
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Stereo Camera Upgraded to Equal Baseline Multiple Camera Set (EBMCS)
PublicationThe paper presents the results of using a set of five cameras called Equal Baseline Multiple Camera Set (EBMCS) for making 3D images, disparity maps and depth maps. Cameras in the set are located in the vicinity of each other and therefore the set can be used for the purpose of stereoscopy similarly as a stereo camera.EBMCS provides disparity maps and depth maps which have a better quality than these maps obtained with the use...
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Podstawy projektowania interfejsów użytkownika
PublicationDobry interfejs użytkownika to podstawa sukcesu każdej aplikacji! Poznaj różne sposoby komunikowania się użytkownika z komputerem. Dowiedz się, co w kwestii interfejsu użytkownika oferują współczesne urządzenia i programy Naucz się projektować efektowne i proste w obsłudze interfejsy użytkownika. Interfejs użytkownika to wizytówka każdej aplikacji komputerowej i strony WWW, a także brama zapewniająca dostęp do ich funkcji. Nawet...
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Playback detection using machine learning with spectrogram features approach
PublicationThis paper presents 2D image processing approach to playback detection in automatic speaker verification (ASV) systems using spectrograms as speech signal representation. Three feature extraction and classification methods: histograms of oriented gradients (HOG) with support vector machines (SVM), HAAR wavelets with AdaBoost classifier and deep convolutional neural networks (CNN) were compared on different data partitions in respect...
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Playback Attack Detection: The Search for the Ultimate Set of Antispoof Features
PublicationAutomatic speaker verification systems are vulnerable to several kinds of spoofing attacks. Some of them can be quite simple – for example, the playback of an eavesdropped recording does not require any specialized equipment nor knowledge, but still may pose a serious threat for a biometric identification module built into an e-banking application. In this paper we follow the recent approach and convert recordings to images, assuming...
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Multiclass AdaBoost Classifier Parameter Adaptation for Pattern Recognition
PublicationThe article presents the problem of parameter value selection of the multiclass ``one against all'' approach of an AdaBoost algorithm in tasks of object recognition based on two-dimensional graphical images. AdaBoost classifier with Haar features is still used in mobile devices due to the processing speed in contrast to other methods like deep learning or SVM but its main drawback is the need to assembly the results of binary...
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Behaviometrics of Digital Games for Children with Autism Spectrum Disorder
PublicationTe paper reports current stage of the project Automated Terapy Monitoring for Children with Developmental Disorders of Autism Spectrum (AUTMON), that aims at development of methods and tools to allow for the automatic evaluation of the therapy progress among children with autism. Finding objective measures suitable for evaluating therapy progress would let create a system supporting those who diagnose autism and the therapists...
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Automatic recognition of therapy progress among children with autism
PublicationThe article presents a research study on recognizing therapy progress among children with autism spectrum disorder. The progress is recognized on the basis of behavioural data gathered via five specially designed tablet games. Over 180 distinct parameters are calculated on the basis of raw data delivered via the game flow and tablet sensors - i.e. touch screen, accelerometer and gyroscope. The results obtained confirm the possibility...
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A new library for construction of automata
PublicationWe present a new library of functions that construct minimal, acyclic, deterministic, finite-state automata in the same format as the author's fsa package, and also accepted by the author's fadd library of functions that use finite-state automata as dictionaries in natural language processing.
Year 2016
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Zastosowanie algorytmu MSA (Multiple Similar Areas) do wyznaczania map głębi w wielowidokowych systemach widzenia komputerowego
PublicationArtykuł podejmuje temat pozyskiwania map głębi (ang. depth map) na podstawie zdjęć z wielu kamer w wyniku widzenia stereoskopowego. Mapa głębi zawierająca odległości od obiektów będących w zasięgu widzenia kamer pozyskana może zostać na podstawie zdjęć z co najmniej dwóch kamer pełniących funkcję kamery stereoskopowej. W mapach głębi pozyskanych w ten sposób występują jednak błędy. Artykuł dotyczy metod redukcji błędów dzięki zwiększeniu...
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Wyposażenie i zastosowania Laboratorium Zanurzonej Wizualizacji Przestrzennej
PublicationArtykuł przedstawia Laboratorium Zanurzonej Wizualizacji Przestrzennej powstałe niedawno przy Wydziale Elektroniki, Telekomunikacji i Informatyki Politechniki Gdańskiej i możliwości jego wykorzystania w różnych dziedzinach ludzkiej aktywności.
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Virtual Sightseeing in Immersive 3D Visualization Lab
PublicationThe paper describes the modern Immersive 3D Visualization Lab (I3DVL) established at the Faculty of Electronics, Telecommunications and Informatics of the Gdańsk University of Technology (GUT) and its potential to prepare virtual tours and architectural visualizations on the example of the application allowing a virtual walk through the Coal Market in Gdańsk. The paper presents devices of this laboratory (CAVE, walk simulator etc.),...
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Towards detecting programmers’ stress on the basis of keystroke dynamics
PublicationThe article describes the idea of detecting stress among programmers on the basis of keystroke dynamics. An experiment with a group of students of artificial intelligence classes was performed. Two samples of keystroke data were recorded for each case, the first while programming without stress, the second under time pressure. A number of timing and frequency parameters were calculated for each sample. Then statistical analysis...
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Similarity Measures for Face Images: An Experimental Study
PublicationThis work describes experiments aimed at finding a straightforward but effective way of comparing face images.We discuss properties of the basic concepts, such as the Euclidean, cosine and correlation metrics, test the simplest version of elastic templates, and compare these solutions with distances based on texture descriptors (Local Ternary Patterns). The influence of selected image processing methods (e.g. bilateral ltering)...
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Modelowanie i symulacja ruchu pojazdu zabytkowego podczas hamowania
PublicationOpracowano model samochodu zabytkowego z wykorzystaniem metody masa-sprężyna, służącego do symulacji procesu hamowania pojazdu zabytkowego z możliwością pomiaru drogi hamowania. Konfiguracja sieci połączeń między punktami mas elementów zawieszenia oraz opony okazuje się mieć bardzo duży wpływ na zachowanie symulowanego samochodu podczas hamowania. Poprawność symulacji sprawdzono porównując wyniki uzyskane z symulacji oraz z pomiarów...
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Methodology of Affective Intervention Design for Intelligent Systems
PublicationThis paper concerns how intelligent systems should be designed to make adequate, valuable and natural affective interventions. The article proposes a process for choosing an affective intervention model for an intelligent system. The process consists of 10 activities that allow for step-by-step design of an affective feedback loop and takes into account the following factors: expected and desired emotional states, characteristics...
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Influence of Aggregating Window Size on Disparity Maps Obtained from Equal Baseline Multiple Camera Set (EBMCS)
PublicationThis paper is concerned with obtaining disparity maps on the basis of images from Equal Baseline Multiple Camera Set (EBMCS). EBMCS consists of a central camera and side cameras. Algorithms for obtaining disparity maps with the use of EBMCS take advantage of aggregating windows similarly to stereo matching algorithms for a stereo camera, a camera matrix or a camera array. The paper analyzes the influence of aggregating window size...
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Feature Reduction Using Similarity Measure in Object Detector Learning with Haar-like Features
PublicationThis paper presents two methods of training complexity reduction by additional selection of features to check in object detector training task by AdaBoost training algorithm. In the first method, the features with weak performance at first weak classifier building process are reduced based on a list of features sorted by minimum weighted error. In the second method the feature similarity measures are used to throw away that features...
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Extraction of information from born-digital PDF documents for reproducible research
PublicationBorn-digital PDF electronic documents might reasonably be expected to preserve useful data units of their source originals that suffice to produce executable papers for reproducible research. Unfortunately, developers of authoring tools may adopt arbitrary PDF generation strategies, producing a plethora of internal data representations. Such common information units as text paragraphs, tables, function graphs and flow diagrams,...
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Evaluation of affective intervention process in development of affect-aware educational video games
PublicationIn this paper initial experiences are presented on implementing specific methodology of affective intervention design (AFFINT) for development of affect-aware educational video games. In the described experiment, 10 student teams are to develop affect-aware educational video games using AFFINT to formalize the whole process. Although all projects are still in progress, first observations and conclusions may already be presented.
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Comparison of selected off-the-shelf solutions for emotion recognition based on facial expressions
PublicationThe paper concerns accuracy of emotion recognition from facial expressions. As there are a couple of ready off-the-shelf solutions available in the market today, this study aims at practical evaluation of selected solutions in order to provide some insight into what potential buyers might expect. Two solutions were compared: FaceReader by Noldus and Xpress Engine by QuantumLab. The performed evaluation revealed that the recognition...
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Automatic recognition of males and females among web browser users based on behavioural patterns of peripherals usage
PublicationPurpose The purpose of this paper is to answer the question whether it is possible to recognise the gender of a web browser user on the basis of keystroke dynamics and mouse movements. Design/methodology/approach An experiment was organised in order to track mouse and keyboard usage using a special web browser plug-in. After collecting the data, a number of parameters describing the users’ keystrokes, mouse movements and clicks...
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Applications of Immersive 3D Visualization Lab
PublicationThe paper presents Immersive 3D Visualization Lab (at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland) and its applications prepared after its launch in December 2014. The main device of the lab is a virtual reality cubic cave with six screen-walls, where a person can navigate in virtual space using different controllers. The most sophisticated controller is a freely rotating...
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Applications for investigating therapy progress of autistic children
PublicationThe paper regards supporting behavioral therapy of autistic children with mobile applications, specifically applied for measuring the child’s progress. A family of five applications is presented, that was developed as an investigation tool within the project aimed at automation of therapy progress monitoring. The applications were already tested with children with autism spectrum disorder. Hereby we analyse children’ experience...
Year 2015
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Reliable Document-Centric Processing in Loosely Coupled Email-Based Systems
PublicationEmail 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....
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Recognizing emotions on the basis of keystroke dynamics
PublicationThe 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
PublicationWe 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
PublicationThis 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
PublicationArtykuł 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
PublicationThe 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
PublicationAffect-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
PublicationThis 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
PublicationRecently, 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
PublicationObtaining 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
PublicationIn 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
PublicationThis 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
PublicationIn 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
PublicationIn 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
PublicationIn 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
PublicationThe 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...
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Detection of Face Position and Orientation Using Depth Data
PublicationIn 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
PublicationIn 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
PublicationArtykuł 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
PublicationMobile 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
PublicationAutomatyczna 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...