6,230 research outputs found

    Pen and paper techniques for physical customisation of tabletop interfaces

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    Physics Inspired Optimization on Semantic Transfer Features: An Alternative Method for Room Layout Estimation

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    In this paper, we propose an alternative method to estimate room layouts of cluttered indoor scenes. This method enjoys the benefits of two novel techniques. The first one is semantic transfer (ST), which is: (1) a formulation to integrate the relationship between scene clutter and room layout into convolutional neural networks; (2) an architecture that can be end-to-end trained; (3) a practical strategy to initialize weights for very deep networks under unbalanced training data distribution. ST allows us to extract highly robust features under various circumstances, and in order to address the computation redundance hidden in these features we develop a principled and efficient inference scheme named physics inspired optimization (PIO). PIO's basic idea is to formulate some phenomena observed in ST features into mechanics concepts. Evaluations on public datasets LSUN and Hedau show that the proposed method is more accurate than state-of-the-art methods.Comment: To appear in CVPR 2017. Project Page: https://sites.google.com/view/st-pio

    DeepKey: Towards End-to-End Physical Key Replication From a Single Photograph

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    This paper describes DeepKey, an end-to-end deep neural architecture capable of taking a digital RGB image of an 'everyday' scene containing a pin tumbler key (e.g. lying on a table or carpet) and fully automatically inferring a printable 3D key model. We report on the key detection performance and describe how candidates can be transformed into physical prints. We show an example opening a real-world lock. Our system is described in detail, providing a breakdown of all components including key detection, pose normalisation, bitting segmentation and 3D model inference. We provide an in-depth evaluation and conclude by reflecting on limitations, applications, potential security risks and societal impact. We contribute the DeepKey Datasets of 5, 300+ images covering a few test keys with bounding boxes, pose and unaligned mask data.Comment: 14 pages, 12 figure

    Generating All the Roads to Rome: Road Layout Randomization for Improved Road Marking Segmentation

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    Road markings provide guidance to traffic participants and enforce safe driving behaviour, understanding their semantic meaning is therefore paramount in (automated) driving. However, producing the vast quantities of road marking labels required for training state-of-the-art deep networks is costly, time-consuming, and simply infeasible for every domain and condition. In addition, training data retrieved from virtual worlds often lack the richness and complexity of the real world and consequently cannot be used directly. In this paper, we provide an alternative approach in which new road marking training pairs are automatically generated. To this end, we apply principles of domain randomization to the road layout and synthesize new images from altered semantic labels. We demonstrate that training on these synthetic pairs improves mIoU of the segmentation of rare road marking classes during real-world deployment in complex urban environments by more than 12 percentage points, while performance for other classes is retained. This framework can easily be scaled to all domains and conditions to generate large-scale road marking datasets, while avoiding manual labelling effort.Comment: presented at ITSC 201

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time
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