29,445 research outputs found
An intuitive control space for material appearance
Many different techniques for measuring material appearance have been
proposed in the last few years. These have produced large public datasets,
which have been used for accurate, data-driven appearance modeling. However,
although these datasets have allowed us to reach an unprecedented level of
realism in visual appearance, editing the captured data remains a challenge. In
this paper, we present an intuitive control space for predictable editing of
captured BRDF data, which allows for artistic creation of plausible novel
material appearances, bypassing the difficulty of acquiring novel samples. We
first synthesize novel materials, extending the existing MERL dataset up to 400
mathematically valid BRDFs. We then design a large-scale experiment, gathering
56,000 subjective ratings on the high-level perceptual attributes that best
describe our extended dataset of materials. Using these ratings, we build and
train networks of radial basis functions to act as functionals mapping the
perceptual attributes to an underlying PCA-based representation of BRDFs. We
show that our functionals are excellent predictors of the perceived attributes
of appearance. Our control space enables many applications, including intuitive
material editing of a wide range of visual properties, guidance for gamut
mapping, analysis of the correlation between perceptual attributes, or novel
appearance similarity metrics. Moreover, our methodology can be used to derive
functionals applicable to classic analytic BRDF representations. We release our
code and dataset publicly, in order to support and encourage further research
in this direction
Using a cognitive prosthesis to assist foodservice managerial decision-making
The artificial intelligence community has been notably unsuccessful in producing intelligent agents that think for themselves. However, there is an obvious need for increased information processing power in real life situations. An example of this can be witnessed in the training of a foodservice manager, who is expected to solve a wide variety of complex problems on a daily basis. This article explores the possibility of creating an intelligence aid, rather than an intelligence agent, to assist novice foodservice managers in making decisions that are congruent with a subject matter expert\u27s decision schema
Continuity in cognition
Designing for continuous interaction requires
designers to consider the way in which human users can
perceive and evaluate an artefactâs observable behaviour,
in order to make inferences about its state and plan, and
execute their own continuous behaviour. Understanding
the human point of view in continuous interaction requires
an understanding of human causal reasoning, of
the way in which humans perceive and structure the
world, and of human cognition. We present a framework
for representing human cognition, and show briefly how it
relates to the analysis of structure in continuous interaction,
and the ways in which it may be applied in design
Unveiling the multimedia unconscious: implicit cognitive processes and multimedia content analysis
One of the main findings of cognitive sciences is that automatic processes of which we are unaware shape, to a significant extent, our perception of the environment. The phenomenon applies not only to the real world, but also to multimedia data we consume every day. Whenever we look at pictures, watch a video or listen to audio recordings, our conscious attention efforts focus on the observable content, but our cognition spontaneously perceives intentions, beliefs, values, attitudes and other constructs that, while being outside of our conscious awareness, still shape our reactions and behavior. So far, multimedia technologies have neglected such a phenomenon to a large extent. This paper argues that taking into account cognitive effects is possible and it can also improve multimedia approaches. As a supporting proof-of-concept, the paper shows not only that there are visual patterns correlated with the personality traits of 300 Flickr users to a statistically significant extent, but also that the personality traits (both self-assessed and attributed by others) of those users can be inferred from the images these latter post as "favourite"
Using film cutting in interface design
It has been suggested that computer interfaces could be made more usable if their designers utilized cinematography techniques, which have evolved to guide
the viewer through a narrative despite frequent discontinuities in the presented scene (i.e., cuts between shots). Because of differences between the domains of
film and interface design, it is not straightforward to understand how such techniques can be transferred. May and Barnard (1995) argued that a psychological
model of watching film could support such a transference. This article presents an extended account of this model, which allows identification of the practice of collocation
of objects of interest in the same screen position before and after a cut. To verify that filmmakers do, in fact, use such techniques successfully, eye movements
were measured while participants watched the entirety of a commerciall
A fast and robust hand-driven 3D mouse
The development of new interaction paradigms requires a natural interaction. This means that people should be able to interact with technology with the same models used to interact with everyday real life, that is through gestures, expressions, voice. Following this idea, in this paper we propose a non intrusive vision based tracking system able to capture hand motion and simple hand gestures. The proposed device allows to use the hand as a "natural" 3D mouse, where the forefinger tip or the palm centre are used to identify a 3D marker and the hand gesture can be used to simulate the mouse buttons. The approach is based on a monoscopic tracking algorithm which is computationally fast and robust against noise and cluttered backgrounds. Two image streams are processed in parallel exploiting multi-core architectures, and their results are combined to obtain a constrained stereoscopic problem. The system has been implemented and thoroughly tested in an experimental environment where the 3D hand mouse has been used to interact with objects in a virtual reality application. We also provide results about the performances of the tracker, which demonstrate precision and robustness of the proposed syste
Types of verbal interaction with instructable robots
An instructable robot is one that accepts instruction in some natural language such as English and uses that instruction to extend its basic repertoire of actions. Such robots are quite different in conception from autonomously intelligent robots, which provide the impetus for much of the research on inference and planning in artificial intelligence. Examined here are the significant problem areas in the design of robots that learn from vebal instruction. Examples are drawn primarily from our earlier work on instructable robots and recent work on the Robotic Aid for the physically disabled. Natural-language understanding by machines is discussed as well as in the possibilities and limits of verbal instruction. The core problem of verbal instruction, namely, how to achieve specific concrete action in the robot in response to commands that express general intentions, is considered, as are two major challenges to instructability: achieving appropriate real-time behavior in the robot, and extending the robot's language capabilities
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