24,298 research outputs found

    A new paradigm based on agents applied to free-hand sketch recognition

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    Important advances in natural calligraphic interfaces for CAD (Computer Aided Design) applications are being achieved, enabling the development of CAS (Computer Aided Sketching) devices that allow facing up to the conceptual design phase of a product. Recognizers play an important role in this field, allowing the interpretation of the user’s intention, but they still present some important lacks. This paper proposes a new recognition paradigm using an agent-based architecture that does not depend on the drawing sequence and takes context information into account to help decisions. Another improvement is the absence of operation modes, that is, no button is needed to distinguish geometry from symbols or gestures, and also “interspersing” and “overtracing” are accomplishedThe Spanish Ministry of Science and Education and the FEDER Funds, through the CUESKETCH project (Ref. DPI2007-66755-C02-01), partially supported this work.Fernández Pacheco, D.; Albert Gil, FE.; Aleixos Borrás, MN.; Conesa Pastor, J. (2012). A new paradigm based on agents applied to free-hand sketch recognition. Expert Systems with Applications. 39(8):7181-7195. https://doi.org/10.1016/j.eswa.2012.01.063S7181719539

    Towards Practicality of Sketch-Based Visual Understanding

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    Sketches have been used to conceptualise and depict visual objects from pre-historic times. Sketch research has flourished in the past decade, particularly with the proliferation of touchscreen devices. Much of the utilisation of sketch has been anchored around the fact that it can be used to delineate visual concepts universally irrespective of age, race, language, or demography. The fine-grained interactive nature of sketches facilitates the application of sketches to various visual understanding tasks, like image retrieval, image-generation or editing, segmentation, 3D-shape modelling etc. However, sketches are highly abstract and subjective based on the perception of individuals. Although most agree that sketches provide fine-grained control to the user to depict a visual object, many consider sketching a tedious process due to their limited sketching skills compared to other query/support modalities like text/tags. Furthermore, collecting fine-grained sketch-photo association is a significant bottleneck to commercialising sketch applications. Therefore, this thesis aims to progress sketch-based visual understanding towards more practicality.Comment: PhD thesis successfully defended by Ayan Kumar Bhunia, Supervisor: Prof. Yi-Zhe Song, Thesis Examiners: Prof Stella Yu and Prof Adrian Hilto

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Designer modeling for sentient sketchbook

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    This paper documents the challenges in creating a computer-aided level design tool which incorporates computergenerated suggestions which appeal to the human user. Several steps are suggested in order to make the suggestions more appropriate to a specific user’s overall style, current focus, and end-goals. Designer style is modeled via choice-based interactive evolution which adapts the impact of different dimensions of quality based on the designer’s choice of certain suggestions over others. Modeling process is carried out similarly to style, but adapting to the current focus of the designer’s actions. Goals are modeled by estimating the visual patterns of the designer’s final artifact and changing the parameters of the algorithm to enforce such patterns on generated suggestions.The research is supported, in part, by the FP7 ICT project C2Learn (project no: 318480) and the FP7 Marie Curie CIG project AutoGameDesign (project no: 630665).peer-reviewe

    Embodied Question Answering

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    We present a new AI task -- Embodied Question Answering (EmbodiedQA) -- where an agent is spawned at a random location in a 3D environment and asked a question ("What color is the car?"). In order to answer, the agent must first intelligently navigate to explore the environment, gather information through first-person (egocentric) vision, and then answer the question ("orange"). This challenging task requires a range of AI skills -- active perception, language understanding, goal-driven navigation, commonsense reasoning, and grounding of language into actions. In this work, we develop the environments, end-to-end-trained reinforcement learning agents, and evaluation protocols for EmbodiedQA.Comment: 20 pages, 13 figures, Webpage: https://embodiedqa.org
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