97 research outputs found

    From seen to unseen: Designing keyboard-less interfaces for text entry on the constrained screen real estate of Augmented Reality headsets

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    Text input is a very challenging task in the constrained screen real-estate of Augmented Reality headsets. Typical keyboards spread over multiple lines and occupy a significant portion of the screen. In this article, we explore the feasibility of single-line text entry systems for smartglasses. We first design FITE, a dynamic keyboard where the characters are positioned depending on their probability within the current input. However, the dynamic layout leads to mediocre text input and low accuracy. We then introduce HIBEY, a fixed 1-line solution that further decreases the screen real-estate usage by hiding the layout. Despite its hidden layout, HIBEY surprisingly performs much better than FITE, and achieves a mean text entry rate of 9.95 words per minute (WPM) with 96.06% accuracy, which is comparable to other state-of-the-art approaches. After 8 days, participants achieve an average of 13.19 WPM. In addition, HIBEY only occupies 13.14% of the screen real estate at the edge region, which is 62.80% smaller than the default keyboard layout on Microsoft Hololens.Peer reviewe

    RotoSwype : word-gesture typing using a ring

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    Funding: NSERC Discovery Grant #2018-05187, the Canada Foundation for Innovation Infrastructure Fund “Facility for Fully Interactive Physio-digital Spaces” (#33151), and Ontario Early Researcher Award #ER16-12-184.We propose RotoSwype, a technique for word-gesture typing using the orientation of a ring worn on the index finger. RotoSwype enables one-handed text-input without encumbering the hand with a device, a desirable quality in many scenarios, including virtual or augmented reality. The method is evaluated using two arm positions: with the hand raised up with the palm parallel to the ground; and with the hand resting at the side with the palm facing the body. A five-day study finds both hand positions achieved speeds of at least 14 words-per-minute (WPM) with uncorrected error rates near 1%, outperforming previous comparable techniques.Postprin

    Computational interaction techniques for 3D selection, manipulation and navigation in immersive VR

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    3D interaction provides a natural interplay for HCI. Many techniques involving diverse sets of hardware and software components have been proposed, which has generated an explosion of Interaction Techniques (ITes), Interactive Tasks (ITas) and input devices, increasing thus the heterogeneity of tools in 3D User Interfaces (3DUIs). Moreover, most of those techniques are based on general formulations that fail in fully exploiting human capabilities for interaction. This is because while 3D interaction enables naturalness, it also produces complexity and limitations when using 3DUIs. In this thesis, we aim to generate approaches that better exploit the high potential human capabilities for interaction by combining human factors, mathematical formalizations and computational methods. Our approach is focussed on the exploration of the close coupling between specific ITes and ITas while addressing common issues of 3D interactions. We specifically focused on the stages of interaction within Basic Interaction Tasks (BITas) i.e., data input, manipulation, navigation and selection. Common limitations of these tasks are: (1) the complexity of mapping generation for input devices, (2) fatigue in mid-air object manipulation, (3) space constraints in VR navigation; and (4) low accuracy in 3D mid-air selection. Along with two chapters of introduction and background, this thesis presents five main works. Chapter 3 focusses on the design of mid-air gesture mappings based on human tacit knowledge. Chapter 4 presents a solution to address user fatigue in mid-air object manipulation. Chapter 5 is focused on addressing space limitations in VR navigation. Chapter 6 describes an analysis and a correction method to address Drift effects involved in scale-adaptive VR navigation; and Chapter 7 presents a hybrid technique 3D/2D that allows for precise selection of virtual objects in highly dense environments (e.g., point clouds). Finally, we conclude discussing how the contributions obtained from this exploration, provide techniques and guidelines to design more natural 3DUIs

    Knowledge Discovery and Management within Service Centers

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    These days, most enterprise service centers deploy Knowledge Discovery and Management (KDM) systems to address the challenge of timely delivery of a resourceful service request resolution while efficiently utilizing the huge amount of data. These KDM systems facilitate prompt response to the critical service requests and if possible then try to prevent the service requests getting triggered in the first place. Nevertheless, in most cases, information required for a request resolution is dispersed and suppressed under the mountain of irrelevant information over the Internet in unstructured and heterogeneous formats. These heterogeneous data sources and formats complicate the access to reusable knowledge and increase the response time required to reach a resolution. Moreover, the state-of-the art methods neither support effective integration of domain knowledge with the KDM systems nor promote the assimilation of reusable knowledge or Intellectual Capital (IC). With the goal of providing an improved service request resolution within the shortest possible time, this research proposes an IC Management System. The proposed tool efficiently utilizes domain knowledge in the form of semantic web technology to extract the most valuable information from those raw unstructured data and uses that knowledge to formulate service resolution model as a combination of efficient data search, classification, clustering, and recommendation methods. Our proposed solution also handles the technology categorization of a service request which is very crucial in the request resolution process. The system has been extensively evaluated with several experiments and has been used in a real enterprise customer service center

    Vector Semantics

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    This open access book introduces Vector semantics, which links the formal theory of word vectors to the cognitive theory of linguistics. The computational linguists and deep learning researchers who developed word vectors have relied primarily on the ever-increasing availability of large corpora and of computers with highly parallel GPU and TPU compute engines, and their focus is with endowing computers with natural language capabilities for practical applications such as machine translation or question answering. Cognitive linguists investigate natural language from the perspective of human cognition, the relation between language and thought, and questions about conceptual universals, relying primarily on in-depth investigation of language in use. In spite of the fact that these two schools both have ‘linguistics’ in their name, so far there has been very limited communication between them, as their historical origins, data collection methods, and conceptual apparatuses are quite different. Vector semantics bridges the gap by presenting a formal theory, cast in terms of linear polytopes, that generalizes both word vectors and conceptual structures, by treating each dictionary definition as an equation, and the entire lexicon as a set of equations mutually constraining all meanings

    Solving the nearest rotation matrix problem in three and four dimensions with applications in robotics

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    Aplicat embargament des de la data de defensa fins ei 31/5/2022Since the map from quaternions to rotation matrices is a 2-to-1 covering map, this map cannot be smoothly inverted. As a consequence, it is sometimes erroneously assumed that all inversions should necessarily contain singularities that arise in the form of quotients where the divisor can be arbitrarily small. This misconception was clarified when we found a new division-free conversion method. This result triggered the research work presented in this thesis. At first glance, the matrix to quaternion conversion does not seem to be a relevant problem. Actually, most researchers consider it as a well-solved problem whose revision is not likely to provide any new insight in any area of practical interest. Nevertheless, we show in this thesis how solving the nearest rotation matrix problem in Frobenius norm can be reduced to a matrix to quaternion conversion. Many problems, such as hand-eye calibration, camera pose estimation, location recognition, image stitching etc. require finding the nearest proper orthogonal matrix to a given matrix. Thus, the matrix to quaternion conversion becomes of paramount importance. While a rotation in 3D can be represented using a quaternion, a rotation in 4D can be represented using a double quaternion. As a consequence, the computation of the nearest rotation matrix in 4D, using our approach, essentially follow the same steps as in the 3D case. Although the 4D case might seem of theoretical interest only, we show in this thesis its practical relevance thanks to a little known mapping between 3D displacements and 4D rotations. In this thesis we focus our attention in obtaining closed-form solutions, in particular those that only require the four basic arithmetic operations because they can easily be implemented on microcomputers with limited computational resources. Moreover, closed-form methods are preferable for at least two reasons: they provide the most meaningful answer because they permit analyzing the influence of each variable on the result; and their computational cost, in terms of arithmetic operations, is fixed and assessable beforehand. We have actually derived closed-form methods specifically tailored for solving the hand-eye calibration and the pointcloud registration problems which outperform all previous approaches.Dado que la función que aplica a cada cuaternión su matrix de rotación correspondiente es 2 a 1, la inversa de esta función no es diferenciable en todo su dominio. Por consiguiente, a veces se asume erróneamente que todas las inversiones deben contener necesariamente singularidades que surgen en forma de cocientes donde el divisor puede ser arbitrariamente pequeño. Esta idea errónea se aclaró cuando encontramos un nuevo método de conversión sin división. Este resultado desencadenó el trabajo de investigación presentado en esta tesis. A primera vista, la conversión de matriz a cuaternión no parece un problema relevante. En realidad, la mayoría de los investigadores lo consideran un problema bien resuelto cuya revisión no es probable que proporcione nuevos resultados en ningún área de interés práctico. Sin embargo, mostramos en esta tesis cómo la resolución del problema de la matriz de rotación más cercana según la norma de Frobenius se puede reducir a una conversión de matriz a cuaternión. Muchos problemas, como el de la calibración mano-cámara, el de la estimación de la pose de una cámara, el de la identificación de una ubicación, el del solapamiento de imágenes, etc. requieren encontrar la matriz de rotación más cercana a una matriz dada. Por lo tanto, la conversión de matriz a cuaternión se vuelve de suma importancia. Mientras que una rotación en 3D se puede representar mediante un cuaternión, una rotación en 4D se puede representar mediante un cuaternión doble. Como consecuencia, el cálculo de la matriz de rotación más cercana en 4D, utilizando nuestro enfoque, sigue esencialmente los mismos pasos que en el caso 3D. Aunque el caso 4D pueda parecer de interés teórico únicamente, mostramos en esta tesis su relevancia práctica gracias a una función poco conocida que relaciona desplazamientos en 3D con rotaciones en 4D. En esta tesis nos centramos en la obtención de soluciones de forma cerrada, en particular aquellas que solo requieren las cuatro operaciones aritméticas básicas porque se pueden implementar fácilmente en microcomputadores con recursos computacionales limitados. Además, los métodos de forma cerrada son preferibles por al menos dos razones: proporcionan la respuesta más significativa porque permiten analizar la influencia de cada variable en el resultado; y su costo computacional, en términos de operaciones aritméticas, es fijo y evaluable de antemano. De hecho, hemos derivado nuevos métodos de forma cerrada diseñados específicamente para resolver el problema de la calibración mano-cámara y el del registro de nubes de puntos cuya eficiencia supera la de todos los métodos anteriores.Postprint (published version

    Statistical part-based models for object detection in large 3D scans

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    3D scanning technology has matured to a point where very large scale acquisition of high resolution geometry has become feasible. However, having large quantities of 3D data poses new technical challenges. Many applications of practical use require an understanding of semantics of the acquired geometry. Consequently scene understanding plays a key role for many applications. This thesis is concerned with two core topics: 3D object detection and semantic alignment. We address the problem of efficiently detecting large quantities of objects in 3D scans according to object categories learned from sparse user annotation. Objects are modeled by a collection of smaller sub-parts and a graph structure representing part dependencies. The thesis introduces two novel approaches: A part-based chain structured Markov model and a general part-based full correlation model. Both models come with efficient detection schemes which allow for interactive run-times.Die Technologie für 3-dimensionale bildgebende Verfahren (3D Scans) ist mittlerweile an einem Punkt angelangt, an dem hochaufglöste Geometrie-Modelle für sehr große Szenen erstellbar sind. Große Mengen dreidimensionaler Daten stellen allerdings neue technische Herausforderungen. Viele Anwendungen von praktischem Nutzen erfordern ein semantisches Verständnis der akquirierten Geometrie. Dementsprechend spielt das sogenannte “Szenenverstehen” eine Schlüsselrolle bei vielen Anwendungen. Diese Dissertation beschäftigt sich mit 2 Kernthemen: 3D Objekt-Detektion und semantische (Objekt-) Anordnung. Das Problem hierbei ist, große Mengen von Objekten effizient in 3D Scans zu detektieren, wobei die Objekte aus bestimmten Objektkategorien entstammen, welche mittels gerinfügiger Annotationen durch den Benutzer gelernt werden. Dabei werden Objekte modelliert durch eine Ansammlung kleinerer Teilstücke und einer Graph-Struktur, welche die Abhängigkeiten der Einzelteile repäsentiert. Diese Arbeit stellt zwei neuartige Ansätze vor: Ein Markov-Modell, das aus einer teilebasierten Kettenstruktur besteht und einen generellen Ansatz, der auf einem Modell mit voll korrelierten Einzelteilen beruht. Zu beiden Modellen werden effiziente Detektionsschemata aufgezeigt, die interaktive Laufzeiten ermöglichen

    Similarity search and data mining techniques for advanced database systems.

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    Modern automated methods for measurement, collection, and analysis of data in industry and science are providing more and more data with drastically increasing structure complexity. On the one hand, this growing complexity is justified by the need for a richer and more precise description of real-world objects, on the other hand it is justified by the rapid progress in measurement and analysis techniques that allow the user a versatile exploration of objects. In order to manage the huge volume of such complex data, advanced database systems are employed. In contrast to conventional database systems that support exact match queries, the user of these advanced database systems focuses on applying similarity search and data mining techniques. Based on an analysis of typical advanced database systems — such as biometrical, biological, multimedia, moving, and CAD-object database systems — the following three challenging characteristics of complexity are detected: uncertainty (probabilistic feature vectors), multiple instances (a set of homogeneous feature vectors), and multiple representations (a set of heterogeneous feature vectors). Therefore, the goal of this thesis is to develop similarity search and data mining techniques that are capable of handling uncertain, multi-instance, and multi-represented objects. The first part of this thesis deals with similarity search techniques. Object identification is a similarity search technique that is typically used for the recognition of objects from image, video, or audio data. Thus, we develop a novel probabilistic model for object identification. Based on it, two novel types of identification queries are defined. In order to process the novel query types efficiently, we introduce an index structure called Gauss-tree. In addition, we specify further probabilistic models and query types for uncertain multi-instance objects and uncertain spatial objects. Based on the index structure, we develop algorithms for an efficient processing of these query types. Practical benefits of using probabilistic feature vectors are demonstrated on a real-world application for video similarity search. Furthermore, a similarity search technique is presented that is based on aggregated multi-instance objects, and that is suitable for video similarity search. This technique takes multiple representations into account in order to achieve better effectiveness. The second part of this thesis deals with two major data mining techniques: clustering and classification. Since privacy preservation is a very important demand of distributed advanced applications, we propose using uncertainty for data obfuscation in order to provide privacy preservation during clustering. Furthermore, a model-based and a density-based clustering method for multi-instance objects are developed. Afterwards, original extensions and enhancements of the density-based clustering algorithms DBSCAN and OPTICS for handling multi-represented objects are introduced. Since several advanced database systems like biological or multimedia database systems handle predefined, very large class systems, two novel classification techniques for large class sets that benefit from using multiple representations are defined. The first classification method is based on the idea of a k-nearest-neighbor classifier. It employs a novel density-based technique to reduce training instances and exploits the entropy impurity of the local neighborhood in order to weight a given representation. The second technique addresses hierarchically-organized class systems. It uses a novel hierarchical, supervised method for the reduction of large multi-instance objects, e.g. audio or video, and applies support vector machines for efficient hierarchical classification of multi-represented objects. User benefits of this technique are demonstrated by a prototype that performs a classification of large music collections. The effectiveness and efficiency of all proposed techniques are discussed and verified by comparison with conventional approaches in versatile experimental evaluations on real-world datasets

    Genre analysis of online encyclopedias : the case of Wikipedia

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