AUTHORS: Kingkarn Sookhanaphibarn and Utaiwan Chatuporn

ABSTRACT: Since the early 20th century, museums and art galleries have been responding to a changing, increasingly diverse society, wherein a broader public is interested in culture and/ or arts. They are adjusting their products or adopting the existing technology to the needs of this changing society in order to serve a larger part of the population and gain revenues. With a burst of very popular social media, several museums have utilized the social media such as Facebook, Blog, Podcast, MySpace, and Flickr to communicate with their visitors or interesting group of people. Many visitors will learn new things and gain new experience for a single visit

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AUTHORS: Worawat Choensawat, Kingkarn Sookhanaphibarn, Chommanad Kijkhun and Kozaburo Hachimura

ABSTRACT: This paper investigates the desirability of using a teaching and learning tool for Thai dance in the context of higher education. Unlike the Western dances where dance notation have been widely used for recording the dance body movement, students in Thai dance classes have to memorize a series of body movements by observation from their teachers. In Thai dance communities, dance notation is very new, and few of professional people in Thai dance understand and use it to record the Thai dance body movement. In this paper, we demonstrate the adaption of a notation system to

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AUTHOR: Worawat Choensawat

ABSTRACT: This paper proposes a method of similarity retrieval of dance motion capture data in which a new feature extraction technique is introduced based on short period of time as a fundamental component in the system for the improvement of similarity search precision. Joint speed has been mainly used as features of a particular motion. The proposed feature extraction 

ผู้แต่ง: วรวัฒน์ เชิญสวัสดิ์

บทคัดย่อ: บทความนี้เป็นการนำเสนอถึง ขั้นตอนการสืบค้นความคล้ายคลึงกันของข้อมูลจับความเคลื่อนไหวของท่าเต้นรำและแนะนำถึงเทคนิคการสกัดคุณลักษณะแบบใหม่เพื่อเพิ่มความแม่นยำในการสืบค้น ด้วยการแบ่งข้อมูลออกเป็นช่วงสั้นๆ สำหรับการสืบค้นความคล้ายคลึงกันของท่าการเคลื่อนไหว ตัวแปรความเร็วข้อต่อของมนุษย์ได้ถูกนำมาใช้เป็นตัวแทนของลักษณะการความเคลื่อนไหวของมนุษย์ 

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AUTHORS: Worawat Choensawat, Sachie Takahashi, Minako Nakamura and Kozaburo Hachimura

ABSTRACT: Labanotation [Hutchinson, 2005] is a graphical notation scheme for describing human body movement that has been widely accepted for the purpose of recording human movements in the fields of choreography and dance education, mainly in Western dance communities. Labanotation is rich in symbols, and by using the full set of symbols almost all of our body movements can be described.

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AUTHORS: Worawat Choensawat and Kozaburo Hachimura

ABSTRACT: When producing the animation of a body motion from the dance notation, the dance knowledge is a key for accomplishing high-quality movement. This knowledge enables the dancer to know how to perform the correct movement from a movement notation score. This paper presents an approach for automatically simulating a CG animation from Labanotation scores. We achieve this goal by the integration of a CG animation with a dance-style interpretation module which is called an autonomous dance avatar. In our experiment, we implemented an autonomous dance avatar to perform Japanese stylized traditional dance Noh plays.

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AUTHORS: Worawat Choensawat and Kozaburo Hachimura

ABSTRACT: When producing the animation of a body motion from the dance notation, the dance knowledge is a key for accomplishing high-quality movement. This knowledge enables the dancer to know how to perform the correct movement from a movement notation score. This paper presents an approach for automatically simulating a CG animation from Labanotation scores. We achieve this goal by the integration of a CG animation with a dance-style interpretation module and it is called an autonomous dance avatar. In our experiment, we implemented an autonomous dance avatar to perform a Japanese stylized traditional dance such as Noh-Plays. The result shows that the autonomous dance avatar can reproduce

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AUTHORS: Worawat Choensawat, Woong Choi and Kozaburo Hachimura

ABSTRACT: In this paper, we propose (1) a method of similarity retrieval of motion capture data in which a new feature extraction technique is introduced for the improvement of similarity search precision, as well as (2) a method to reduce the search time on a large database by using lower bound Dynamic Time Wrapping (DTW). For similarity search, joint speed has been mainly used as features of a particular motion. Our method differs from others in that we use not only the magnitude of speed but also the pattern of speed change. We measure the pattern of changing joint speed in a short period of time with the derivative of joint speed. In our experiments, we found that our

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AUTHORS: Worawat Choensawat, Woong Choi, Hiroyuki Sekiguchi and Kozaburo Hachimura

ABSTRACT: Segmentation is a key process of the motion-capture-data retrieval systems, which have been widely used in media technologies. This paper introduces a new method to improve the segmentation accuracy of complex motion data such as dancing. The proposed method is a neural network which is achieved as non-linear classifier in many applications. Use of SMOTE technique can overcome a defective case of neural networks in case the data set is seriously imbalanced. An imbalanced dataset is where the instances of one class far outnumber the other class. In our case, the ratio of segmentation and non-segmentation classes equal to 1:10. Our experimental results show the increasing percentage of both precision

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AUTHORS: Kingkarn Sookhanaphibarn, Ruck Thawonmas, Frank Rinaldo and Kuan-Ta Chen

ABSTRACT: Spatiotemporal data displayed in a spatial layout are not the best visualization for simultaneously exploring visitor paths and comparing their residing time. A challenging problem is the visual analytics of circulation patterns in varying layouts commonly found in both real and virtual environments. A circulation pattern is defined as how visitors move within space regarding a sequence of visited items. Understanding and discovering the circulation patterns has received much attention from space designers for increasing visitor satisfaction. This paper proposes a layout-independent visualization approach that transforms the four dimensional data of visitor trajectories (3D-position+ time) into time series data. One time series datum represents

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AUTHORS: Worawat Choensawat, Sachie Takahashi, Minako Nakamura and Kozaburo Hachimura

ABSTRACT: We have long been conducting research on the description and reproduction of body motion based on Labanotation, and developed a system called LabanEditor. Labanotation uses a symbolic description and it is said that the notation can even describe motions of the fine each finger of a dancer. However, since, in this case, the resulting score staff will become extremely complicated, only the basic description has usually been used. On the other hand, there are styles of motion particular to traditional dances, and if we restrict ourselves to handling these dances, the basic notation scheme is insufficient to describe these motions. Based on the above, we

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AUTHORS: Kingkarn Sookhanaphibarn and Ruck Thawonmas

ABSTRACT: Over two decades, a great expectation on digital museums has been addressed, but most implementation platform has been web technologies. Emerging Second Life which supports rich communication, virtual collaboration, and 3-D content creation has carried out a new platform of digital museums. This paper investigates the requirement of idealized digital museums to improve the percentage of returning visitors and to impress the first-time visitors. The framework for design and evaluation of digital museums in Second Life as learning institutions is elaborated and discussed in the paper.

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AUTHORS: Kingkarn Sookhanaphibarn and Ruck Thawonmas

ABSTRACT: Over two decades, a great expectation on digital museums has been addressed but most of them have been implemented based on web technologies. Emerging Second Life, which supports rich communication, virtual collaboration, and 3-D content creation, has brought a new platform to digital museums. As a result, a way to systematically manage and arrange a tremendous amount of information in SL museums is required. In addition, dynamic content and context to encourage audiences to return to the museum more frequently must be designed based on audience drives and preferences. In this paper, a Content Management System (CMS) of digital museums in Second Life is presented to cope with these issues. Six proposed modules are the integral parts of CMS to handle data

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