Emerging cost-efficient depth sensor technologies reveal new possibilities to cope with difficult... more Emerging cost-efficient depth sensor technologies reveal new possibilities to cope with difficulties in action recognition. Depth information improves the quality of skeleton detection process, hence, pose estimation can be done more efficiently. Recently many studies focus on temporal analyses over estimated skeleton poses to recognize actions. In this paper we have an inclusive study of the spatiotemporal kinematic features and propose an action recognition framework with feature selection capability to deal with the multitudinous of features by leveraging data mining capabilities of random decision forests. We describe human motion via a rich collection of kinematic feature time-series computed from the skeletal representation of the body in motion. We discriminatively optimize a random decision forest model over this collection to identify the most effective subset of features, localized both in time and space. Later, we train a support vector machine classifier on the selected features. This approach improves upon the baseline performance obtained using the whole feature set with a significantly less number of features (one tenth of the original). To justify our method we test the framework on various datasets and compared it with state-of-the-art. On MSRC-12 dataset [25] (12 classes), our method achieves 94% accuracy. On the WorkoutSU-10 dataset [28], collected by our group (10 physical exercise classes), the accuracy is 98%. On MSR Action3D dataset [9] (20 classes) we obtain 87% average accuracy and for UTKinect-Action dataset [10] (10 classes) the accuracy is 92%. Other than regular activities, we also tried our approach to detect a falling person using the dataset which we recorded as an extension to our original dataset. We test how our method adjusts on different types of actions and we obtained promising results for this type of action. We discuss that our approach provides insights on the spatiotemporal dynamics of human actions and can be used to as part of different applications especially for rehabilitation of patients.
Multiple researchers recently proposed the use of the digital compass embedded in mobile devices ... more Multiple researchers recently proposed the use of the digital compass embedded in mobile devices for touchless interaction in the 3D space around them. These methods overcome several limits imposed by other interaction techniques and were evaluated for a variety of uses. However, they do not support collaborative settings and are prone to dynamic noise caused by external conditions, as with most other sensor-based interaction techniques. In this paper, we propose the use of frequency-modulated electromagnets as an input medium for magnetic interaction to overcome its various constraints and further enable multi-user and two-handed input. Furthermore, we demonstrated the hardware design specifications of a novel input device, referred to as electromagnetic stylus, which is prototyped to conduct a user-study on the proposed method. Experimental results indicate that gestures performed simultaneously by four electromagnetic styli can accurately be recognized using a single magnetic field sensor, and dynamic noises can be substantially reduced.
Abstract: The AVIEM project aims to run a comprehensive study on the relationship between audio, ... more Abstract: The AVIEM project aims to run a comprehensive study on the relationship between audio, visual and the emotional spectrum by applying the principals of cognitive emotion theory to digital creation. It focuses on the perception and creation processes in order to design an audio-visual emotion library, and proceeds from there to develop an interactive interface for experimentation and evaluation. The name of the project is an acronym for'Audio Visual Emotion'.
Abstract Real-time rendering of large animated crowds consisting of thousands of virtual humans i... more Abstract Real-time rendering of large animated crowds consisting of thousands of virtual humans is important for several applications including simulations, games, and interactive walkthroughs but cannot be performed using complex polygonal models at interactive frame rates. For that reason, methods using large numbers of precomputed image-based representations, called impostors, have been proposed.
ABSTRACT In this research, we propose a novel parallelizable architecture for the optimization of... more ABSTRACT In this research, we propose a novel parallelizable architecture for the optimization of various sound synthesis parameters. The architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted several experiments.
Our daily lives become more and more dependent upon smartphones due to their increased capabiliti... more Our daily lives become more and more dependent upon smartphones due to their increased capabilities. Smartphones are used in various ways, eg for payment systems or assisting the lives of elderly or disabled people. Security threats for these devices become more and more dangerous since there is still a lack of proper security tools for protection.
Abstract In this paper, we introduce a revolutionary interaction framework that is based on the i... more Abstract In this paper, we introduce a revolutionary interaction framework that is based on the idea of around device interaction. The proposed method constitutes a touch-less data entry system that is based on the interaction between the magnetic fields around a device and a magnet. The magnetic field that surrounds the device is generated by a magnetic sensor (compass) that is embedded in the new generation of mobile phones. The movements of a permanent magnet in front of the device deforms the sensor's original ...
Abstract In this research, we introduce a general-purpose sound synthesis architecture for parame... more Abstract In this research, we introduce a general-purpose sound synthesis architecture for parameter estimation system, which is employing genetic algorithms (GA), to search the parameter space for different digital sound synthesizer topologies. Based on the architecture, we have implemented the software using the SuperCollider audio synthesis and programming environment and conducted several experiments. Primary consideration of the implementation was a modular and flexible structure of the framework that may ...
Smartphones are getting increasingly popular and several malwares appeared targeting these device... more Smartphones are getting increasingly popular and several malwares appeared targeting these devices. General countermeasures to smartphone malwares are currently limited
to signature-based antivirus scanners which efficiently detect
known malwares, but they have serious shortcomings with new
and unknown malwares creating a window of opportunity for
attackers. As smartphones become host for sensitive data and
applications, extended malware detection mechanisms are necessary complying with the resource constraints. The contribution of this paper is twofold. First, we perform static analysis on the executables to extract their function calls in Android environment using the command readelf. Function call lists are compared with malware executables for classifying them with PART, Prism and Nearest Neighbor Algorithms. Second, we present a collaborative malware detection approach to extend these results. Corresponding simulation results are presented.
In this work, we present our current results in analyzing the security of Android smartphones wit... more In this work, we present our current results in analyzing the security of Android smartphones with a focus on its Linux side. Our results are not limited to Android, they are also applicable to Linux-based smartphones such as OpenMoko Neo FreeRunner. Our contribution in this work is three-fold. First, we analyze android framework and the Linux-kernel to check security functionalities. We survey well accepted security mechanisms and tools which can increase device security. We provide descriptions on how to adopt these security tools on Android kernel, and provide their overhead analysis in terms of resource usage. As open smartphones are released and may increase their market share similar to Symbian, they may attract attention of malware writers. Therefore, our second contribution focuses on malware detection techniques at the kernel level. We test applicability of existing signature and intrusion detection methods in Android environment. We focus on monitoring events on the kernel; that is, identifying critical kernel, log file, file system and network activity events, and devising efficient mechanisms to monitor them in a resource limited environment. Our third contribution involves initial results of our malware detection mechanism basing on static function call analysis. We identified approximately 105 Executable and Linking Format (ELF) executables installed to the Linux side of Android. We perform a statistical analysis on the function calls used by these applications. The results of the analysis can be compared to newly installed applications for detecting significant differences. Additionally, certain function calls indicate malicious activity. Therefore, we present a simple decision tree for deciding the suspiciousness of the corresponding application. Our
results present a first step towards detecting malicious applications on Android-based devices.
Digital music performance requires high degree
of interaction with input controllers that can pr... more Digital music performance requires high degree
of interaction with input controllers that can provide fast
feedback on user's action. One of the primary considerations of professional artists is a powerful and creative tool that minimizes the number of steps required for the speed-demanding processes. Nowadays, mobile devices have become popular digital instruments for musical performance. Most of the applications designed for mobile devices use touch-screen, keypad or accelerometer as interaction modalities. In this work, we present a novel interface for musical performance that is based on a magnetic interaction between a user and a device. The proposed method constitutes a touch-less interaction modality that is based on the mutual effect between magnetic field surrounding a device and that of a properly shaped magnet. Extending the interaction space beyond the physical boundary of a device provides the user with higher degree of flexibility for musical performance which in turn can open doors to wide-spectrum of new functionalities in digital music performance and production.
In ubiquitous computing environments, the information
processing is integrated into everyday obj... more In ubiquitous computing environments, the information
processing is integrated into everyday objects that are
ideally small, inexpensive and wirelessly networked
devices. Contemporary human-computer interaction
models are not adequate to control miniaturized
devices, which are distributed throughout everyday life
and activities. This post-desktop model requires natural
gesture-based interaction with distributed devices in an
egocentric manner as opposed to the current devicecentric
interaction. In this work, we have utilized the
recently proposed touch-less gesture-based interaction
method based on magnetic field to provide a hardware
basis for a wearable input controller. Furthermore, we
have discussed how the proposed device can allow
natural interaction with other devices within a
ubiquitous computing environment such as personal
area network.
In this work, we have propose a novel design for a
basic mobile phone, which is focused on the e... more In this work, we have propose a novel design for a
basic mobile phone, which is focused on the essence of
mobile communication and connectivity, based on a
silent speech interface and auditory feedback. This
assistive interface takes the advantages of voice control
systems while discarding its disadvantages such as the
background noise, privacy and social acceptance. The
proposed device utilizes low-cost and commercially
available hardware components. Thus, it would be
affordable and accessible by majority of users including
disabled, elderly and illiterate people.
Future’s environments will be sensitive and responsive to the presence of people to support them ... more Future’s environments will be sensitive and responsive to the presence of people to support them carrying out their everyday life activities, tasks and rituals, in an easy and natural way. Such interactive spaces will use the information and communication technologies to bring the computation into the physical world, in order to enhance ordinary activities of their users. This paper describes a speech-based spoken multimedia retrieval system that can be used to present relevant video-podcast (vodcast) footage, in response to spontaneous speech and conversations during daily life activities. The proposed system allows users to search the spoken content of multimedia files rather than their associated meta-information and let them navigate to the right portion where queried words are spoken by facilitating within-medium searches of multimedia content through a bag-of-words approach. Finally, we have studied the proposed system on different scenarios by using vodcasts in English from various categories, as the targeted multimedia, and discussed how it would enhance people’s everyday life activities by different scenarios including education, entertainment, marketing, news and workplace.
In this research, we propose a novel parallelizable architecture
for the optimization of various... more In this research, we propose a novel parallelizable architecture
for the optimization of various sound synthesis parameters. The
architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted
several experiments. The results of the experiments have shown
that the framework can be utilized for accurate estimation of the sound synthesis parameters at promising speeds.
Real-time rendering of large animated crowds
consisting thousands of virtual humans is important... more Real-time rendering of large animated crowds
consisting thousands of virtual humans is important for several
applications including simulations, games and interactive
walkthroughs; but cannot be performed using complex
polygonal models at interactive frame rates. For that reason,
several methods using large numbers of pre-computed image-based representations, which are called as impostors, have
been proposed. These methods take the advantage of existing
programmable graphics hardware to compensate the
computational expense while maintaining the visual fidelity.
Making the number of different virtual humans, which can be
rendered in real-time, not restricted anymore by the required
computational power but by the texture memory consumed for
the variety and discretization of their animations. In this work,
we proposed an alternative method that reduces the memory
consumption by generating compelling intermediate textures
using image-morphing techniques. In order to demonstrate the
preserved perceptual quality of animations, where half of the
key-frames were rendered using the proposed methodology, we
have implemented the system using the graphical processing
unit and obtained promising results at interactive frame rates.
Playing musical instruments such as chordophones, percussions and keyboard types accompany with h... more Playing musical instruments such as chordophones, percussions and keyboard types accompany with harmonic interaction of player's hand with the instruments. In this work, we present a novel approach that enables the user to imitate the music playing gestures around mobile devices. In our approach, touch-less gestures, which change magnetic field around the device, are employed for interaction. The activity of playing an instrument can be transparently pursued by moving a tiny magnet in hand around new generation of mobile phones equipped with embedded digital compass (magnetic sensor). The phonation intentions of the user can be simulated on the mobile device by capturing the gestural pattern using magnetic sensor. The proposed method allows digital imitation of a broad number of instruments while still being able to sense musical hits and relative plectrum gestures. It provides a framework for extending interaction space with music applications beyond physical boundaries of small mobile devices, and to 3D space around the device. This can allow for a more natural, comfortable and flexible interaction. We present several mobile music applications developed based on the proposed method for Apple iPhone 3GS.
In this paper, we present "MagiSign", a new user identification/authentication technique based on... more In this paper, we present "MagiSign", a new user identification/authentication technique based on 3D magnetic signatures created in the space around a (mobile) device. The main idea is to influence magnetic (compass) sensor embedded in some mobile devices (e.g., iPhone 3GS, G1/2 Android) using a properly shaped magnet. The user draws 3D signatures in the 3D space around the device using a magnet (e.g., pen, rod, ring shaped). This is what we call as "3D Magnetic Signature". The temporal pattern of change in the magnetic field around the device is sensed and registered by the internally embedded magnetic sensor. For authentication/identification, new magnetic signature samples are compared with models created based on registered signatures. As the magnetic signature can be flexibly created in 3D space, it provides a wider choice for authentication. Unlike regular signatures, a hardcopy can not be easily generated resulting in higher security. "MagiSign" technique does not require expensive or complex hardware/algorithm, and does not imposemajor change in hardware or physical specifications of the device.It can be especially suitable for small mobile devices.
Emerging cost-efficient depth sensor technologies reveal new possibilities to cope with difficult... more Emerging cost-efficient depth sensor technologies reveal new possibilities to cope with difficulties in action recognition. Depth information improves the quality of skeleton detection process, hence, pose estimation can be done more efficiently. Recently many studies focus on temporal analyses over estimated skeleton poses to recognize actions. In this paper we have an inclusive study of the spatiotemporal kinematic features and propose an action recognition framework with feature selection capability to deal with the multitudinous of features by leveraging data mining capabilities of random decision forests. We describe human motion via a rich collection of kinematic feature time-series computed from the skeletal representation of the body in motion. We discriminatively optimize a random decision forest model over this collection to identify the most effective subset of features, localized both in time and space. Later, we train a support vector machine classifier on the selected features. This approach improves upon the baseline performance obtained using the whole feature set with a significantly less number of features (one tenth of the original). To justify our method we test the framework on various datasets and compared it with state-of-the-art. On MSRC-12 dataset [25] (12 classes), our method achieves 94% accuracy. On the WorkoutSU-10 dataset [28], collected by our group (10 physical exercise classes), the accuracy is 98%. On MSR Action3D dataset [9] (20 classes) we obtain 87% average accuracy and for UTKinect-Action dataset [10] (10 classes) the accuracy is 92%. Other than regular activities, we also tried our approach to detect a falling person using the dataset which we recorded as an extension to our original dataset. We test how our method adjusts on different types of actions and we obtained promising results for this type of action. We discuss that our approach provides insights on the spatiotemporal dynamics of human actions and can be used to as part of different applications especially for rehabilitation of patients.
Multiple researchers recently proposed the use of the digital compass embedded in mobile devices ... more Multiple researchers recently proposed the use of the digital compass embedded in mobile devices for touchless interaction in the 3D space around them. These methods overcome several limits imposed by other interaction techniques and were evaluated for a variety of uses. However, they do not support collaborative settings and are prone to dynamic noise caused by external conditions, as with most other sensor-based interaction techniques. In this paper, we propose the use of frequency-modulated electromagnets as an input medium for magnetic interaction to overcome its various constraints and further enable multi-user and two-handed input. Furthermore, we demonstrated the hardware design specifications of a novel input device, referred to as electromagnetic stylus, which is prototyped to conduct a user-study on the proposed method. Experimental results indicate that gestures performed simultaneously by four electromagnetic styli can accurately be recognized using a single magnetic field sensor, and dynamic noises can be substantially reduced.
Abstract: The AVIEM project aims to run a comprehensive study on the relationship between audio, ... more Abstract: The AVIEM project aims to run a comprehensive study on the relationship between audio, visual and the emotional spectrum by applying the principals of cognitive emotion theory to digital creation. It focuses on the perception and creation processes in order to design an audio-visual emotion library, and proceeds from there to develop an interactive interface for experimentation and evaluation. The name of the project is an acronym for'Audio Visual Emotion'.
Abstract Real-time rendering of large animated crowds consisting of thousands of virtual humans i... more Abstract Real-time rendering of large animated crowds consisting of thousands of virtual humans is important for several applications including simulations, games, and interactive walkthroughs but cannot be performed using complex polygonal models at interactive frame rates. For that reason, methods using large numbers of precomputed image-based representations, called impostors, have been proposed.
ABSTRACT In this research, we propose a novel parallelizable architecture for the optimization of... more ABSTRACT In this research, we propose a novel parallelizable architecture for the optimization of various sound synthesis parameters. The architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted several experiments.
Our daily lives become more and more dependent upon smartphones due to their increased capabiliti... more Our daily lives become more and more dependent upon smartphones due to their increased capabilities. Smartphones are used in various ways, eg for payment systems or assisting the lives of elderly or disabled people. Security threats for these devices become more and more dangerous since there is still a lack of proper security tools for protection.
Abstract In this paper, we introduce a revolutionary interaction framework that is based on the i... more Abstract In this paper, we introduce a revolutionary interaction framework that is based on the idea of around device interaction. The proposed method constitutes a touch-less data entry system that is based on the interaction between the magnetic fields around a device and a magnet. The magnetic field that surrounds the device is generated by a magnetic sensor (compass) that is embedded in the new generation of mobile phones. The movements of a permanent magnet in front of the device deforms the sensor's original ...
Abstract In this research, we introduce a general-purpose sound synthesis architecture for parame... more Abstract In this research, we introduce a general-purpose sound synthesis architecture for parameter estimation system, which is employing genetic algorithms (GA), to search the parameter space for different digital sound synthesizer topologies. Based on the architecture, we have implemented the software using the SuperCollider audio synthesis and programming environment and conducted several experiments. Primary consideration of the implementation was a modular and flexible structure of the framework that may ...
Smartphones are getting increasingly popular and several malwares appeared targeting these device... more Smartphones are getting increasingly popular and several malwares appeared targeting these devices. General countermeasures to smartphone malwares are currently limited
to signature-based antivirus scanners which efficiently detect
known malwares, but they have serious shortcomings with new
and unknown malwares creating a window of opportunity for
attackers. As smartphones become host for sensitive data and
applications, extended malware detection mechanisms are necessary complying with the resource constraints. The contribution of this paper is twofold. First, we perform static analysis on the executables to extract their function calls in Android environment using the command readelf. Function call lists are compared with malware executables for classifying them with PART, Prism and Nearest Neighbor Algorithms. Second, we present a collaborative malware detection approach to extend these results. Corresponding simulation results are presented.
In this work, we present our current results in analyzing the security of Android smartphones wit... more In this work, we present our current results in analyzing the security of Android smartphones with a focus on its Linux side. Our results are not limited to Android, they are also applicable to Linux-based smartphones such as OpenMoko Neo FreeRunner. Our contribution in this work is three-fold. First, we analyze android framework and the Linux-kernel to check security functionalities. We survey well accepted security mechanisms and tools which can increase device security. We provide descriptions on how to adopt these security tools on Android kernel, and provide their overhead analysis in terms of resource usage. As open smartphones are released and may increase their market share similar to Symbian, they may attract attention of malware writers. Therefore, our second contribution focuses on malware detection techniques at the kernel level. We test applicability of existing signature and intrusion detection methods in Android environment. We focus on monitoring events on the kernel; that is, identifying critical kernel, log file, file system and network activity events, and devising efficient mechanisms to monitor them in a resource limited environment. Our third contribution involves initial results of our malware detection mechanism basing on static function call analysis. We identified approximately 105 Executable and Linking Format (ELF) executables installed to the Linux side of Android. We perform a statistical analysis on the function calls used by these applications. The results of the analysis can be compared to newly installed applications for detecting significant differences. Additionally, certain function calls indicate malicious activity. Therefore, we present a simple decision tree for deciding the suspiciousness of the corresponding application. Our
results present a first step towards detecting malicious applications on Android-based devices.
Digital music performance requires high degree
of interaction with input controllers that can pr... more Digital music performance requires high degree
of interaction with input controllers that can provide fast
feedback on user's action. One of the primary considerations of professional artists is a powerful and creative tool that minimizes the number of steps required for the speed-demanding processes. Nowadays, mobile devices have become popular digital instruments for musical performance. Most of the applications designed for mobile devices use touch-screen, keypad or accelerometer as interaction modalities. In this work, we present a novel interface for musical performance that is based on a magnetic interaction between a user and a device. The proposed method constitutes a touch-less interaction modality that is based on the mutual effect between magnetic field surrounding a device and that of a properly shaped magnet. Extending the interaction space beyond the physical boundary of a device provides the user with higher degree of flexibility for musical performance which in turn can open doors to wide-spectrum of new functionalities in digital music performance and production.
In ubiquitous computing environments, the information
processing is integrated into everyday obj... more In ubiquitous computing environments, the information
processing is integrated into everyday objects that are
ideally small, inexpensive and wirelessly networked
devices. Contemporary human-computer interaction
models are not adequate to control miniaturized
devices, which are distributed throughout everyday life
and activities. This post-desktop model requires natural
gesture-based interaction with distributed devices in an
egocentric manner as opposed to the current devicecentric
interaction. In this work, we have utilized the
recently proposed touch-less gesture-based interaction
method based on magnetic field to provide a hardware
basis for a wearable input controller. Furthermore, we
have discussed how the proposed device can allow
natural interaction with other devices within a
ubiquitous computing environment such as personal
area network.
In this work, we have propose a novel design for a
basic mobile phone, which is focused on the e... more In this work, we have propose a novel design for a
basic mobile phone, which is focused on the essence of
mobile communication and connectivity, based on a
silent speech interface and auditory feedback. This
assistive interface takes the advantages of voice control
systems while discarding its disadvantages such as the
background noise, privacy and social acceptance. The
proposed device utilizes low-cost and commercially
available hardware components. Thus, it would be
affordable and accessible by majority of users including
disabled, elderly and illiterate people.
Future’s environments will be sensitive and responsive to the presence of people to support them ... more Future’s environments will be sensitive and responsive to the presence of people to support them carrying out their everyday life activities, tasks and rituals, in an easy and natural way. Such interactive spaces will use the information and communication technologies to bring the computation into the physical world, in order to enhance ordinary activities of their users. This paper describes a speech-based spoken multimedia retrieval system that can be used to present relevant video-podcast (vodcast) footage, in response to spontaneous speech and conversations during daily life activities. The proposed system allows users to search the spoken content of multimedia files rather than their associated meta-information and let them navigate to the right portion where queried words are spoken by facilitating within-medium searches of multimedia content through a bag-of-words approach. Finally, we have studied the proposed system on different scenarios by using vodcasts in English from various categories, as the targeted multimedia, and discussed how it would enhance people’s everyday life activities by different scenarios including education, entertainment, marketing, news and workplace.
In this research, we propose a novel parallelizable architecture
for the optimization of various... more In this research, we propose a novel parallelizable architecture
for the optimization of various sound synthesis parameters. The
architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted
several experiments. The results of the experiments have shown
that the framework can be utilized for accurate estimation of the sound synthesis parameters at promising speeds.
Real-time rendering of large animated crowds
consisting thousands of virtual humans is important... more Real-time rendering of large animated crowds
consisting thousands of virtual humans is important for several
applications including simulations, games and interactive
walkthroughs; but cannot be performed using complex
polygonal models at interactive frame rates. For that reason,
several methods using large numbers of pre-computed image-based representations, which are called as impostors, have
been proposed. These methods take the advantage of existing
programmable graphics hardware to compensate the
computational expense while maintaining the visual fidelity.
Making the number of different virtual humans, which can be
rendered in real-time, not restricted anymore by the required
computational power but by the texture memory consumed for
the variety and discretization of their animations. In this work,
we proposed an alternative method that reduces the memory
consumption by generating compelling intermediate textures
using image-morphing techniques. In order to demonstrate the
preserved perceptual quality of animations, where half of the
key-frames were rendered using the proposed methodology, we
have implemented the system using the graphical processing
unit and obtained promising results at interactive frame rates.
Playing musical instruments such as chordophones, percussions and keyboard types accompany with h... more Playing musical instruments such as chordophones, percussions and keyboard types accompany with harmonic interaction of player's hand with the instruments. In this work, we present a novel approach that enables the user to imitate the music playing gestures around mobile devices. In our approach, touch-less gestures, which change magnetic field around the device, are employed for interaction. The activity of playing an instrument can be transparently pursued by moving a tiny magnet in hand around new generation of mobile phones equipped with embedded digital compass (magnetic sensor). The phonation intentions of the user can be simulated on the mobile device by capturing the gestural pattern using magnetic sensor. The proposed method allows digital imitation of a broad number of instruments while still being able to sense musical hits and relative plectrum gestures. It provides a framework for extending interaction space with music applications beyond physical boundaries of small mobile devices, and to 3D space around the device. This can allow for a more natural, comfortable and flexible interaction. We present several mobile music applications developed based on the proposed method for Apple iPhone 3GS.
In this paper, we present "MagiSign", a new user identification/authentication technique based on... more In this paper, we present "MagiSign", a new user identification/authentication technique based on 3D magnetic signatures created in the space around a (mobile) device. The main idea is to influence magnetic (compass) sensor embedded in some mobile devices (e.g., iPhone 3GS, G1/2 Android) using a properly shaped magnet. The user draws 3D signatures in the 3D space around the device using a magnet (e.g., pen, rod, ring shaped). This is what we call as "3D Magnetic Signature". The temporal pattern of change in the magnetic field around the device is sensed and registered by the internally embedded magnetic sensor. For authentication/identification, new magnetic signature samples are compared with models created based on registered signatures. As the magnetic signature can be flexibly created in 3D space, it provides a wider choice for authentication. Unlike regular signatures, a hardcopy can not be easily generated resulting in higher security. "MagiSign" technique does not require expensive or complex hardware/algorithm, and does not imposemajor change in hardware or physical specifications of the device.It can be especially suitable for small mobile devices.
Uploads
to signature-based antivirus scanners which efficiently detect
known malwares, but they have serious shortcomings with new
and unknown malwares creating a window of opportunity for
attackers. As smartphones become host for sensitive data and
applications, extended malware detection mechanisms are necessary complying with the resource constraints. The contribution of this paper is twofold. First, we perform static analysis on the executables to extract their function calls in Android environment using the command readelf. Function call lists are compared with malware executables for classifying them with PART, Prism and Nearest Neighbor Algorithms. Second, we present a collaborative malware detection approach to extend these results. Corresponding simulation results are presented.
results present a first step towards detecting malicious applications on Android-based devices.
of interaction with input controllers that can provide fast
feedback on user's action. One of the primary considerations of professional artists is a powerful and creative tool that minimizes the number of steps required for the speed-demanding processes. Nowadays, mobile devices have become popular digital instruments for musical performance. Most of the applications designed for mobile devices use touch-screen, keypad or accelerometer as interaction modalities. In this work, we present a novel interface for musical performance that is based on a magnetic interaction between a user and a device. The proposed method constitutes a touch-less interaction modality that is based on the mutual effect between magnetic field surrounding a device and that of a properly shaped magnet. Extending the interaction space beyond the physical boundary of a device provides the user with higher degree of flexibility for musical performance which in turn can open doors to wide-spectrum of new functionalities in digital music performance and production.
processing is integrated into everyday objects that are
ideally small, inexpensive and wirelessly networked
devices. Contemporary human-computer interaction
models are not adequate to control miniaturized
devices, which are distributed throughout everyday life
and activities. This post-desktop model requires natural
gesture-based interaction with distributed devices in an
egocentric manner as opposed to the current devicecentric
interaction. In this work, we have utilized the
recently proposed touch-less gesture-based interaction
method based on magnetic field to provide a hardware
basis for a wearable input controller. Furthermore, we
have discussed how the proposed device can allow
natural interaction with other devices within a
ubiquitous computing environment such as personal
area network.
basic mobile phone, which is focused on the essence of
mobile communication and connectivity, based on a
silent speech interface and auditory feedback. This
assistive interface takes the advantages of voice control
systems while discarding its disadvantages such as the
background noise, privacy and social acceptance. The
proposed device utilizes low-cost and commercially
available hardware components. Thus, it would be
affordable and accessible by majority of users including
disabled, elderly and illiterate people.
for the optimization of various sound synthesis parameters. The
architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted
several experiments. The results of the experiments have shown
that the framework can be utilized for accurate estimation of the sound synthesis parameters at promising speeds.
consisting thousands of virtual humans is important for several
applications including simulations, games and interactive
walkthroughs; but cannot be performed using complex
polygonal models at interactive frame rates. For that reason,
several methods using large numbers of pre-computed image-based representations, which are called as impostors, have
been proposed. These methods take the advantage of existing
programmable graphics hardware to compensate the
computational expense while maintaining the visual fidelity.
Making the number of different virtual humans, which can be
rendered in real-time, not restricted anymore by the required
computational power but by the texture memory consumed for
the variety and discretization of their animations. In this work,
we proposed an alternative method that reduces the memory
consumption by generating compelling intermediate textures
using image-morphing techniques. In order to demonstrate the
preserved perceptual quality of animations, where half of the
key-frames were rendered using the proposed methodology, we
have implemented the system using the graphical processing
unit and obtained promising results at interactive frame rates.
to signature-based antivirus scanners which efficiently detect
known malwares, but they have serious shortcomings with new
and unknown malwares creating a window of opportunity for
attackers. As smartphones become host for sensitive data and
applications, extended malware detection mechanisms are necessary complying with the resource constraints. The contribution of this paper is twofold. First, we perform static analysis on the executables to extract their function calls in Android environment using the command readelf. Function call lists are compared with malware executables for classifying them with PART, Prism and Nearest Neighbor Algorithms. Second, we present a collaborative malware detection approach to extend these results. Corresponding simulation results are presented.
results present a first step towards detecting malicious applications on Android-based devices.
of interaction with input controllers that can provide fast
feedback on user's action. One of the primary considerations of professional artists is a powerful and creative tool that minimizes the number of steps required for the speed-demanding processes. Nowadays, mobile devices have become popular digital instruments for musical performance. Most of the applications designed for mobile devices use touch-screen, keypad or accelerometer as interaction modalities. In this work, we present a novel interface for musical performance that is based on a magnetic interaction between a user and a device. The proposed method constitutes a touch-less interaction modality that is based on the mutual effect between magnetic field surrounding a device and that of a properly shaped magnet. Extending the interaction space beyond the physical boundary of a device provides the user with higher degree of flexibility for musical performance which in turn can open doors to wide-spectrum of new functionalities in digital music performance and production.
processing is integrated into everyday objects that are
ideally small, inexpensive and wirelessly networked
devices. Contemporary human-computer interaction
models are not adequate to control miniaturized
devices, which are distributed throughout everyday life
and activities. This post-desktop model requires natural
gesture-based interaction with distributed devices in an
egocentric manner as opposed to the current devicecentric
interaction. In this work, we have utilized the
recently proposed touch-less gesture-based interaction
method based on magnetic field to provide a hardware
basis for a wearable input controller. Furthermore, we
have discussed how the proposed device can allow
natural interaction with other devices within a
ubiquitous computing environment such as personal
area network.
basic mobile phone, which is focused on the essence of
mobile communication and connectivity, based on a
silent speech interface and auditory feedback. This
assistive interface takes the advantages of voice control
systems while discarding its disadvantages such as the
background noise, privacy and social acceptance. The
proposed device utilizes low-cost and commercially
available hardware components. Thus, it would be
affordable and accessible by majority of users including
disabled, elderly and illiterate people.
for the optimization of various sound synthesis parameters. The
architecture employs genetic algorithms to match the parameters of different sound synthesizer topologies to target sounds. The fitness function is evaluated in parallel to decrease its convergence time. Based on the proposed architecture, we have implemented a framework using the SuperCollider audio synthesis and programming environment and conducted
several experiments. The results of the experiments have shown
that the framework can be utilized for accurate estimation of the sound synthesis parameters at promising speeds.
consisting thousands of virtual humans is important for several
applications including simulations, games and interactive
walkthroughs; but cannot be performed using complex
polygonal models at interactive frame rates. For that reason,
several methods using large numbers of pre-computed image-based representations, which are called as impostors, have
been proposed. These methods take the advantage of existing
programmable graphics hardware to compensate the
computational expense while maintaining the visual fidelity.
Making the number of different virtual humans, which can be
rendered in real-time, not restricted anymore by the required
computational power but by the texture memory consumed for
the variety and discretization of their animations. In this work,
we proposed an alternative method that reduces the memory
consumption by generating compelling intermediate textures
using image-morphing techniques. In order to demonstrate the
preserved perceptual quality of animations, where half of the
key-frames were rendered using the proposed methodology, we
have implemented the system using the graphical processing
unit and obtained promising results at interactive frame rates.