3,009 research outputs found

    Tactile mesh saliency

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    While the concept of visual saliency has been previously explored in the areas of mesh and image processing, saliency detection also applies to other sensory stimuli. In this paper, we explore the problem of tactile mesh saliency, where we define salient points on a virtual mesh as those that a human is more likely to grasp, press, or touch if the mesh were a real-world object. We solve the problem of taking as input a 3D mesh and computing the relative tactile saliency of every mesh vertex. Since it is difficult to manually define a tactile saliency measure, we introduce a crowdsourcing and learning framework. It is typically easy for humans to provide relative rankings of saliency between vertices rather than absolute values. We thereby collect crowdsourced data of such relative rankings and take a learning-to-rank approach. We develop a new formulation to combine deep learning and learning-to-rank methods to compute a tactile saliency measure. We demonstrate our framework with a variety of 3D meshes and various applications including material suggestion for rendering and fabricatio

    AVEID: Automatic Video System for Measuring Engagement In Dementia

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    Engagement in dementia is typically measured using behavior observational scales (BOS) that are tedious and involve intensive manual labor to annotate, and are therefore not easily scalable. We propose AVEID, a low cost and easy-to-use video-based engagement measurement tool to determine the engagement level of a person with dementia (PwD) during digital interaction. We show that the objective behavioral measures computed via AVEID correlate well with subjective expert impressions for the popular MPES and OME BOS, confirming its viability and effectiveness. Moreover, AVEID measures can be obtained for a variety of engagement designs, thereby facilitating large-scale studies with PwD populations

    Digging Deeper into Egocentric Gaze Prediction

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    This paper digs deeper into factors that influence egocentric gaze. Instead of training deep models for this purpose in a blind manner, we propose to inspect factors that contribute to gaze guidance during daily tasks. Bottom-up saliency and optical flow are assessed versus strong spatial prior baselines. Task-specific cues such as vanishing point, manipulation point, and hand regions are analyzed as representatives of top-down information. We also look into the contribution of these factors by investigating a simple recurrent neural model for ego-centric gaze prediction. First, deep features are extracted for all input video frames. Then, a gated recurrent unit is employed to integrate information over time and to predict the next fixation. We also propose an integrated model that combines the recurrent model with several top-down and bottom-up cues. Extensive experiments over multiple datasets reveal that (1) spatial biases are strong in egocentric videos, (2) bottom-up saliency models perform poorly in predicting gaze and underperform spatial biases, (3) deep features perform better compared to traditional features, (4) as opposed to hand regions, the manipulation point is a strong influential cue for gaze prediction, (5) combining the proposed recurrent model with bottom-up cues, vanishing points and, in particular, manipulation point results in the best gaze prediction accuracy over egocentric videos, (6) the knowledge transfer works best for cases where the tasks or sequences are similar, and (7) task and activity recognition can benefit from gaze prediction. Our findings suggest that (1) there should be more emphasis on hand-object interaction and (2) the egocentric vision community should consider larger datasets including diverse stimuli and more subjects.Comment: presented at WACV 201

    Robot in the mirror: toward an embodied computational model of mirror self-recognition

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    Self-recognition or self-awareness is a capacity attributed typically only to humans and few other species. The definitions of these concepts vary and little is known about the mechanisms behind them. However, there is a Turing test-like benchmark: the mirror self-recognition, which consists in covertly putting a mark on the face of the tested subject, placing her in front of a mirror, and observing the reactions. In this work, first, we provide a mechanistic decomposition, or process model, of what components are required to pass this test. Based on these, we provide suggestions for empirical research. In particular, in our view, the way the infants or animals reach for the mark should be studied in detail. Second, we develop a model to enable the humanoid robot Nao to pass the test. The core of our technical contribution is learning the appearance representation and visual novelty detection by means of learning the generative model of the face with deep auto-encoders and exploiting the prediction error. The mark is identified as a salient region on the face and reaching action is triggered, relying on a previously learned mapping to arm joint angles. The architecture is tested on two robots with a completely different face.Comment: To appear in KI - K\"unstliche Intelligenz - German Journal of Artificial Intelligence - Springe

    DRLViz: Understanding Decisions and Memory in Deep Reinforcement Learning

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    We present DRLViz, a visual analytics interface to interpret the internal memory of an agent (e.g. a robot) trained using deep reinforcement learning. This memory is composed of large temporal vectors updated when the agent moves in an environment and is not trivial to understand due to the number of dimensions, dependencies to past vectors, spatial/temporal correlations, and co-correlation between dimensions. It is often referred to as a black box as only inputs (images) and outputs (actions) are intelligible for humans. Using DRLViz, experts are assisted to interpret decisions using memory reduction interactions, and to investigate the role of parts of the memory when errors have been made (e.g. wrong direction). We report on DRLViz applied in the context of video games simulators (ViZDoom) for a navigation scenario with item gathering tasks. We also report on experts evaluation using DRLViz, and applicability of DRLViz to other scenarios and navigation problems beyond simulation games, as well as its contribution to black box models interpretability and explainability in the field of visual analytics
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