25,686 research outputs found

    LCrowdV: Generating Labeled Videos for Simulation-based Crowd Behavior Learning

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    We present a novel procedural framework to generate an arbitrary number of labeled crowd videos (LCrowdV). The resulting crowd video datasets are used to design accurate algorithms or training models for crowded scene understanding. Our overall approach is composed of two components: a procedural simulation framework for generating crowd movements and behaviors, and a procedural rendering framework to generate different videos or images. Each video or image is automatically labeled based on the environment, number of pedestrians, density, behavior, flow, lighting conditions, viewpoint, noise, etc. Furthermore, we can increase the realism by combining synthetically-generated behaviors with real-world background videos. We demonstrate the benefits of LCrowdV over prior lableled crowd datasets by improving the accuracy of pedestrian detection and crowd behavior classification algorithms. LCrowdV would be released on the WWW

    Lighting and display screens: Models for predicting luminance limits and disturbance

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    An investigation of the level of disturbance caused by reflections from a variety of display screens, including interactive whiteboards, has been carried out using three test methods: Luminance adjustment, category rating and reading. The results from the luminance adjustment test and the category rating test were consistent, both showing similar significant effects of lighting-display parameters on the disturbance caused by screen reflections. In contrast, the objective measure of task performance in the reading test was barely responsive to reflections on the screens. Two models have been developed, one to predict the luminaire luminance at which 95% of observers were not disturbed by the reflections and the other to predict the rating of disturbance caused by reflections from the screens. Both models are based on lighting-display parameters including the size and luminance of the reflected light source and the specular reflectance, the effect of haze reflection and the background luminance of the display screen. These models can be used generally, to guide lighting recommendations and, specifically, to identify suitable luminaires to be used with given set of display screens or suitable display screens to be used with a given lighting installation

    Bringing tabletop technologies to kindergarten children

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    Taking computer technology away from the desktop and into a more physical, manipulative space, is known that provide many benefits and is generally considered to result in a system that is easier to learn and more natural to use. This paper describes a design solution that allows kindergarten children to take the benefits of the new pedagogical possibilities that tangible interaction and tabletop technologies offer for manipulative learning. After analysis of children's cognitive and psychomotor skills, we have designed and tuned a prototype game that is suitable for children aged 3 to 4 years old. Our prototype uniquely combines low cost tangible interaction and tabletop technology with tutored learning. The design has been based on the observation of children using the technology, letting them freely play with the application during three play sessions. These observational sessions informed the design decisions for the game whilst also confirming the children's enjoyment of the prototype

    Vision-Based Production of Personalized Video

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    In this paper we present a novel vision-based system for the automated production of personalised video souvenirs for visitors in leisure and cultural heritage venues. Visitors are visually identified and tracked through a camera network. The system produces a personalized DVD souvenir at the end of a visitor’s stay allowing visitors to relive their experiences. We analyze how we identify visitors by fusing facial and body features, how we track visitors, how the tracker recovers from failures due to occlusions, as well as how we annotate and compile the final product. Our experiments demonstrate the feasibility of the proposed approach

    Location recognition over large time lags

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    Would it be possible to automatically associate ancient pictures to modern ones and create fancy cultural heritage city maps? We introduce here the task of recognizing the location depicted in an old photo given modern annotated images collected from the Internet. We present an extensive analysis on different features, looking for the most discriminative and most robust to the image variability induced by large time lags. Moreover, we show that the described task benefits from domain adaptation
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