5,142 research outputs found

    Architecture de contrÎle d'un robot de téléprésence et d'assistance aux soins à domicile

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    La population vieillissante provoque une croissance des coĂ»ts pour les soins hospitaliers. Pour Ă©viter que ces coĂ»ts deviennent trop importants, des robots de tĂ©lĂ©prĂ©sence et d’assistance aux soins et aux activitĂ©s quotidiennes sont envisageables afin de maintenir l’autonomie des personnes ĂągĂ©es Ă  leur domicile. Cependant, les robots actuels possĂšdent individuellement des fonctionnalitĂ©s intĂ©ressantes, mais il serait bĂ©nĂ©fique de pouvoir rĂ©unir leurs capacitĂ©s. Une telle intĂ©gration est possible par l’utilisation d’une architecture dĂ©cisionnelle permettant de jumeler des capacitĂ©s de navigation, de suivi de la voix et d’acquisition d’informations afin d’assister l’opĂ©rateur Ă  distance, voir mĂȘme s’y substituer. Pour ce projet, l’architecture de contrĂŽle HBBA (Hybrid Behavior-Based Architecture) sert de pilier pour unifier les bibliothĂšques requises, RTAB-Map (Real-Time Appearance-Based Mapping) et ODAS (Open embeddeD Audition System), pour rĂ©aliser cette intĂ©gration. RTAB-Map est une bibliothĂšque permettant la localisation et la cartographie simultanĂ©e selon diffĂ©rentes configurations de capteurs tout en respectant les contraintes de traitement en ligne. ODAS est une bibliothĂšque permettant la localisation, le suivi et la sĂ©paration de sources sonores en milieux rĂ©els. Les objectifs sont d’évaluer ces capacitĂ©s en environnement rĂ©el en dĂ©ployant la plateforme robotique dans diffĂ©rents domiciles, et d’évaluer le potentiel d’une telle intĂ©gration en rĂ©alisant un scĂ©nario autonome d’assistance Ă  la prise de mesure de signes vitaux. La plateforme robotique Beam+ est utilisĂ©e pour rĂ©aliser cette intĂ©gration. La plateforme est bonifiĂ©e par l’ajout d’une camĂ©ra RBG-D, d’une matrice de huit microphones, d’un ordinateur et de batteries supplĂ©mentaires. L’implĂ©mentation rĂ©sultante, nommĂ©e SAM, a Ă©tĂ© Ă©valuĂ©e dans 10 domiciles pour caractĂ©riser la navigation et le suivi de conversation. Les rĂ©sultats de la navigation suggĂšrent que les capacitĂ©s de navigation fonctionnent selon certaines contraintes propres au positionement des capteurs et des conditions environnementales, impliquant la nĂ©cessitĂ© d’intervention de l’opĂ©rateur pour compenser. La modalitĂ© de suivi de la voix fonctionne bien dans des environnements calmes, mais des amĂ©liorations sont requises en milieu bruyant. Incidemment, la rĂ©alisation d’un scĂ©nario d’assistance complĂštement autonome est fonction des performances de la combinaison de ces fonctionnalitĂ©s, ce qui rend difficile d’envisager le retrait complet d’un opĂ©rateur dans la boucle de dĂ©cision. L’intĂ©gration des modalitĂ©s avec HBBA s’avĂšre possible et concluante, et ouvre la porte Ă  la rĂ©utilisabilitĂ© de l’implĂ©mentation sur d’autres plateformes robotiques qui pourraient venir compenser face aux lacunes observĂ©es sur la mise en Ɠuvre avec la plateforme Beam+

    Meetings and Meeting Modeling in Smart Environments

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    In this paper we survey our research on smart meeting rooms and its relevance for augmented reality meeting support and virtual reality generation of meetings in real time or off-line. The research reported here forms part of the European 5th and 6th framework programme projects multi-modal meeting manager (M4) and augmented multi-party interaction (AMI). Both projects aim at building a smart meeting environment that is able to collect multimodal captures of the activities and discussions in a meeting room, with the aim to use this information as input to tools that allow real-time support, browsing, retrieval and summarization of meetings. Our aim is to research (semantic) representations of what takes place during meetings in order to allow generation, e.g. in virtual reality, of meeting activities (discussions, presentations, voting, etc.). Being able to do so also allows us to look at tools that provide support during a meeting and at tools that allow those not able to be physically present during a meeting to take part in a virtual way. This may lead to situations where the differences between real meeting participants, human-controlled virtual participants and (semi-) autonomous virtual participants disappear

    How Does Experience Modulate Auditory Spatial Processing in Individuals with Blindness?

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    Investigating Visual to Auditory Crossmodal Compensation in a Model For Acute Blindness

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    This study examined neural integration of the sensory modalities of vision and hearing. The objective is to investigate whether an effect of cross-modal compensation of visual to auditory networks in human participants occurs with the deprivation of visual input. This model for acute blindness had a novel design that attempted to imitate true blindness. The experiment involved 10 participants wearing opaque contact lenses that blocked visual feedback for a total of five hours. The duration of the total experiment was approximately eight hours, and involved seven sessions. The overall accuracy across time did not improve in blind individuals (p = 0.586), however, there was a significant finding in speaker accuracy (p<0.000), and a significant interaction between session and speaker (p=0.004). Reaction time generated a main effect of session (p<0.000) and a significant main effect of speaker (p<0.000), but no significant interaction between session and speaker with respect to reaction time

    ARSTREAM: A Neural Network Model of Auditory Scene Analysis and Source Segregation

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    Multiple sound sources often contain harmonics that overlap and may be degraded by environmental noise. The auditory system is capable of teasing apart these sources into distinct mental objects, or streams. Such an "auditory scene analysis" enables the brain to solve the cocktail party problem. A neural network model of auditory scene analysis, called the AIRSTREAM model, is presented to propose how the brain accomplishes this feat. The model clarifies how the frequency components that correspond to a give acoustic source may be coherently grouped together into distinct streams based on pitch and spatial cues. The model also clarifies how multiple streams may be distinguishes and seperated by the brain. Streams are formed as spectral-pitch resonances that emerge through feedback interactions between frequency-specific spectral representaion of a sound source and its pitch. First, the model transforms a sound into a spatial pattern of frequency-specific activation across a spectral stream layer. The sound has multiple parallel representations at this layer. A sound's spectral representation activates a bottom-up filter that is sensitive to harmonics of the sound's pitch. The filter activates a pitch category which, in turn, activate a top-down expectation that allows one voice or instrument to be tracked through a noisy multiple source environment. Spectral components are suppressed if they do not match harmonics of the top-down expectation that is read-out by the selected pitch, thereby allowing another stream to capture these components, as in the "old-plus-new-heuristic" of Bregman. Multiple simultaneously occuring spectral-pitch resonances can hereby emerge. These resonance and matching mechanisms are specialized versions of Adaptive Resonance Theory, or ART, which clarifies how pitch representations can self-organize durin learning of harmonic bottom-up filters and top-down expectations. The model also clarifies how spatial location cues can help to disambiguate two sources with similar spectral cures. Data are simulated from psychophysical grouping experiments, such as how a tone sweeping upwards in frequency creates a bounce percept by grouping with a downward sweeping tone due to proximity in frequency, even if noise replaces the tones at their interection point. Illusory auditory percepts are also simulated, such as the auditory continuity illusion of a tone continuing through a noise burst even if the tone is not present during the noise, and the scale illusion of Deutsch whereby downward and upward scales presented alternately to the two ears are regrouped based on frequency proximity, leading to a bounce percept. Since related sorts of resonances have been used to quantitatively simulate psychophysical data about speech perception, the model strengthens the hypothesis the ART-like mechanisms are used at multiple levels of the auditory system. Proposals for developing the model to explain more complex streaming data are also provided.Air Force Office of Scientific Research (F49620-01-1-0397, F49620-92-J-0225); Office of Naval Research (N00014-01-1-0624); Advanced Research Projects Agency (N00014-92-J-4015); British Petroleum (89A-1204); National Science Foundation (IRI-90-00530); American Society of Engineering Educatio

    ARSTREAM: A Neural Network Model of Auditory Scene Analysis and Source Segregation

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    Multiple sound sources often contain harmonics that overlap and may be degraded by environmental noise. The auditory system is capable of teasing apart these sources into distinct mental objects, or streams. Such an "auditory scene analysis" enables the brain to solve the cocktail party problem. A neural network model of auditory scene analysis, called the AIRSTREAM model, is presented to propose how the brain accomplishes this feat. The model clarifies how the frequency components that correspond to a give acoustic source may be coherently grouped together into distinct streams based on pitch and spatial cues. The model also clarifies how multiple streams may be distinguishes and seperated by the brain. Streams are formed as spectral-pitch resonances that emerge through feedback interactions between frequency-specific spectral representaion of a sound source and its pitch. First, the model transforms a sound into a spatial pattern of frequency-specific activation across a spectral stream layer. The sound has multiple parallel representations at this layer. A sound's spectral representation activates a bottom-up filter that is sensitive to harmonics of the sound's pitch. The filter activates a pitch category which, in turn, activate a top-down expectation that allows one voice or instrument to be tracked through a noisy multiple source environment. Spectral components are suppressed if they do not match harmonics of the top-down expectation that is read-out by the selected pitch, thereby allowing another stream to capture these components, as in the "old-plus-new-heuristic" of Bregman. Multiple simultaneously occuring spectral-pitch resonances can hereby emerge. These resonance and matching mechanisms are specialized versions of Adaptive Resonance Theory, or ART, which clarifies how pitch representations can self-organize durin learning of harmonic bottom-up filters and top-down expectations. The model also clarifies how spatial location cues can help to disambiguate two sources with similar spectral cures. Data are simulated from psychophysical grouping experiments, such as how a tone sweeping upwards in frequency creates a bounce percept by grouping with a downward sweeping tone due to proximity in frequency, even if noise replaces the tones at their interection point. Illusory auditory percepts are also simulated, such as the auditory continuity illusion of a tone continuing through a noise burst even if the tone is not present during the noise, and the scale illusion of Deutsch whereby downward and upward scales presented alternately to the two ears are regrouped based on frequency proximity, leading to a bounce percept. Since related sorts of resonances have been used to quantitatively simulate psychophysical data about speech perception, the model strengthens the hypothesis the ART-like mechanisms are used at multiple levels of the auditory system. Proposals for developing the model to explain more complex streaming data are also provided.Air Force Office of Scientific Research (F49620-01-1-0397, F49620-92-J-0225); Office of Naval Research (N00014-01-1-0624); Advanced Research Projects Agency (N00014-92-J-4015); British Petroleum (89A-1204); National Science Foundation (IRI-90-00530); American Society of Engineering Educatio

    Helping the Blind to Get through COVID-19: Social Distancing Assistant Using Real-Time Semantic Segmentation on RGB-D Video

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    The current COVID-19 pandemic is having a major impact on our daily lives. Social distancing is one of the measures that has been implemented with the aim of slowing the spread of the disease, but it is difficult for blind people to comply with this. In this paper, we present a system that helps blind people to maintain physical distance to other persons using a combination of RGB and depth cameras. We use a real-time semantic segmentation algorithm on the RGB camera to detect where persons are and use the depth camera to assess the distance to them; then, we provide audio feedback through bone-conducting headphones if a person is closer than 1.5 m. Our system warns the user only if persons are nearby but does not react to non-person objects such as walls, trees or doors; thus, it is not intrusive, and it is possible to use it in combination with other assistive devices. We have tested our prototype system on one blind and four blindfolded persons, and found that the system is precise, easy to use, and amounts to low cognitive load
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