Gesture analysis has been widely used for developing new methods of human-computer interaction. The advancement reached in the gesture analysis area is also motivating its application to automate tasks related to discourse analysis, such as the gesture phases segmentation task. In this paper, we present an initiative that aims at segmenting gestures, especially considering the "units" -the larger grain involved in gesture phases segmentation. Thereunto, we have captured the gestures using a Xbox Kinect TM device, modeled the problem as a classification task, and applied Support Vector Machines. Moreover, aiming at taking advantage from the temporal aspects involved in the problem, we have used several types of data pre-processing in order to consider time domain and frequency domain features.
A data mining application: Analysis of problems occurring during A software project development process 2005 J Requirements Engineering (RE) van der Aalst, W. M. P. Business alignment: Using process mining as a tool for Delta analysis and conformance testing 2005 J IEEE Trans. on Knowledge and Data Engineering (TKDE)
A smart toy is defined as a device consisting of a physical toy component that connects to one or more toy computing services to facilitate gameplay in the cloud through networking and sensory technologies to enhance the functionality of a traditional toy. A smart toy in this context can be effectively considered an Internet of Things (IoT) with Artificial Intelligence (AI) which can provide Augmented Reality (AR) experiences to users. In this paper, the first assumption is that children do not understand the concept of privacy and the children do not know how to protect themselves online, especially in a social media and cloud environment. The second assumption is that children may disclose private information to smart toys and not be aware of the possible consequences and liabilities. This paper presents a privacy rule conceptual model with the concepts of smart toy, mobile service, device, location, and guidance with related privacy entities: purpose, recipient, obligation, and retention for smart toys. Further the paper also discusses an implementation of the prototype interface with sample scenarios for future research works.
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