We analyze collaborative play in an online video game, World of Warcraft, the most popular personal computer game in the United States, with significant markets in Asia and Europe...
The present paper reports on a recent effort that resulted in the establishment of a unique multimodal affect database, referred to as the PlayMancer database. This database was c...
This paper describes how heterogeneous data sources captured in the SignCom project may be used for the analysis and synthesis of French Sign Language (LSF) utterances. The captur...
The phenomenon of anticipatory coarticulation provides a basis for the observed asynchrony between the acoustic and visual onsets of phones in certain linguistic contexts. This ty...
Louis H. Terry, Karen Livescu, Janet B. Pierrehumb...
With the growing popularity of the Internet, there is increasing interest in using it for audio and video transmission. Periodic network overloads, leading to bursty packet losses...