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Dynamic programming algorithm optimization for spoken word recognition

by Hiroaki Sakoe, Seibi Chiba - IEEE TRANSACTIONS ON ACOUSTICS, SPEECH, AND SIGNAL PROCESSING , 1978
"... This paper reports on an optimum dynamic programming (DP) based time-normalization algorithm for spoken word recognition. First, a general principle of time-normalization is given using timewarping function. Then, two time-normalized distance definitions, ded symmetric and asymmetric forms, are der ..."
Abstract - Cited by 788 (3 self) - Add to MetaCart
the relative superiority of either a symmetric form of DP-matching or an asymmetric one. In the asymmetric form, time-normalization is achieved by trans-forming the time axis of a speech pattern onto that of the other. In the symmetric form, on the other hand, both time axes are transformed onto a temporarily

FAST VOLUME RENDERING USING A SHEAR-WARP FACTORIZATION OF THE VIEWING TRANSFORMATION

by Philippe G. Lacroute , 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that req ..."
Abstract - Cited by 542 (2 self) - Add to MetaCart
that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a

along time-axis on a GPU

by Narayan Ganesan, Roger D. Chamberlain, Jeremy Buhler, Narayan Ganesan, Roger D. Chamberlain, Jeremy Buhler, Narayan Ganesan, Roger D. Chamberlain, Jeremy Buhler
"... Since the introduction of organized trading of options for commodities and equities, computing fair prices for options has been an important problem in financial engineering. A variety of numerical methods, including Monte Carlo methods, binomial trees, and ..."
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Since the introduction of organized trading of options for commodities and equities, computing fair prices for options has been an important problem in financial engineering. A variety of numerical methods, including Monte Carlo methods, binomial trees, and

Exact Indexing of Dynamic Time Warping

by Eamonn Keogh , 2002
"... The problem of indexing time series has attracted much research interest in the database community. Most algorithms used to index time series utilize the Euclidean distance or some variation thereof. However is has been forcefully shown that the Euclidean distance is a very brittle distance me ..."
Abstract - Cited by 350 (34 self) - Add to MetaCart
measure. Dynamic Time Warping (DTW) is a much more robust distance measure for time series, allowing similar shapes to match even if they are out of phase in the time axis.

Emergent time axis from statistic/gravity dualities

by Ding-fang Zeng
"... ar ..."
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Abstract not found

Codes and Decoding on General Graphs

by Niclas Wiberg , 1996
"... Iterative decoding techniques have become a viable alternative for constructing high performance coding systems. In particular, the recent success of turbo codes indicates that performance close to the Shannon limit may be achieved. In this thesis, it is showed that many iterative decoding algorithm ..."
Abstract - Cited by 359 (1 self) - Add to MetaCart
algorithms are special cases of two generic algorithms, the min-sum and sum-product algorithms, which also include non-iterative algorithms such as Viterbi decoding. The min-sum and sum-product algorithms are developed and presented as generalized trellis algorithms, where the time axis of the trellis

PERCEPTUAL SEGMENT CLUSTERING FOR MUSIC DESCRIPTION AND TIME-AXIS REDUNDANCY CANCELLATION

by unknown authors
"... Repeating sounds and patterns are widely exploited throughout music. However, although analysis and music information retrieval applications are often concerned with processing speed and music description, they typically discard the benefits of sound redundancy cancellation. We propose a perceptuall ..."
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Repeating sounds and patterns are widely exploited throughout music. However, although analysis and music information retrieval applications are often concerned with processing speed and music description, they typically discard the benefits of sound redundancy cancellation. We propose a perceptually grounded model for describing music as a sequence of labeled sound segments, for reducing data complexity, and for compressing audio. 1.

Intrinsic Difficulties in Using the Doubly-Infinite Time Axis for Input-Output Control Theory.

by Tryphon T. Georgiou, Malcolm C. Smith
"... We point out that the natural definitions of stability and causality in input-output control theory lead to certain inconsistencies when inputs and outputs are allowed to have support on the doublyinfinite time-axis. In particular, linear time-invariant systems with right half plane poles cannot be ..."
Abstract - Cited by 1 (1 self) - Add to MetaCart
We point out that the natural definitions of stability and causality in input-output control theory lead to certain inconsistencies when inputs and outputs are allowed to have support on the doublyinfinite time-axis. In particular, linear time-invariant systems with right half plane poles cannot

Fast Similarity Search in the Presence of Noise, Scaling, and Translation in Time-Series Databases

by Rakesh Agrawal, King-ip Lin, Harpreet S. Sawhney, Kyuseok Shim - In VLDB , 1995
"... We introduce a new model of similarity of time sequences that captures the intuitive notion that two sequences should be considered similar if they have enough non-overlapping time-ordered pairs of subsequences thar are similar. The model allows the amplitude of one of the two sequences to be scaled ..."
Abstract - Cited by 236 (6 self) - Add to MetaCart
not be aligned along the time axis. Given this model of similarity,we present fast search techniques for discovering all similar sequences in a set of sequences. These techniques can also be used to find all (sub)sequences similar to a given sequence. We applied this matching system to the U.S. mutual funds data

Motion sample Pose space Time axis (a) Motion ring (b) Precomputed sphere

by Tomohiko Mukai, Square Enix
"... Figure 1: Continuous gait motion is synthesized by circulating through a motion ring while a circulation path is controlled to obey user input within the quarter gait cycle. The gait controller also optimizes the circulation path to establish the ground contact constraints by detecting the terrain s ..."
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Figure 1: Continuous gait motion is synthesized by circulating through a motion ring while a circulation path is controlled to obey user input within the quarter gait cycle. The gait controller also optimizes the circulation path to establish the ground contact constraints by detecting the terrain surface using precomputed spheres. This paper presents a practical system for synthesizing gait animation in game environments. As well as improving the reality of animation, we should improve the efficiency and the maneuverability of the character, both of which are essential for interactive games. Our system supplies these practical demands by integrating a motion interpolation technique and a sampling-based control mechanism. We introduce a parameterized looped motion data structure, called a motion ring, for synthesizing a variety of cyclic motions. A continuous gait motion is synthesized by circulating through the motion ring while the interpolation parameter is adaptively controlled according to the terrain condition. The gait controller uses a sampling-based precomputation technique which efficiently searches natural foot contact on terrain of an arbitrary surface shape. The interpolation parameter is also controlled to obey the user control within the duration of quarter gait cycle. Although our system slightly sacrifices the physical correctness of the synthesized motion in order to quickly respond to user input, critical visual artifacts such as foot-skating and jerky movement are prevented. We demonstrate the efficiency and versatility of our integrated system by interactively navigating the character on complex, uneven terrain.
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