3,304 research outputs found

    Simultaneous Feature and Body-Part Learning for Real-Time Robot Awareness of Human Behaviors

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    Robot awareness of human actions is an essential research problem in robotics with many important real-world applications, including human-robot collaboration and teaming. Over the past few years, depth sensors have become a standard device widely used by intelligent robots for 3D perception, which can also offer human skeletal data in 3D space. Several methods based on skeletal data were designed to enable robot awareness of human actions with satisfactory accuracy. However, previous methods treated all body parts and features equally important, without the capability to identify discriminative body parts and features. In this paper, we propose a novel simultaneous Feature And Body-part Learning (FABL) approach that simultaneously identifies discriminative body parts and features, and efficiently integrates all available information together to enable real-time robot awareness of human behaviors. We formulate FABL as a regression-like optimization problem with structured sparsity-inducing norms to model interrelationships of body parts and features. We also develop an optimization algorithm to solve the formulated problem, which possesses a theoretical guarantee to find the optimal solution. To evaluate FABL, three experiments were performed using public benchmark datasets, including the MSR Action3D and CAD-60 datasets, as well as a Baxter robot in practical assistive living applications. Experimental results show that our FABL approach obtains a high recognition accuracy with a processing speed of the order-of-magnitude of 10e4 Hz, which makes FABL a promising method to enable real-time robot awareness of human behaviors in practical robotics applications.Comment: 8 pages, 6 figures, accepted by ICRA'1

    The Role of Ethological Observation for Measuring Animal Reactions to Biotelemetry Devices

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    This paper presents a methodological approach used to assess the wearability of biotelemetry devices in animals. A detailed protocol to gather quantitative and qualitative ethological observations was adapted and tested in an experimental study of 13 cat participants wearing two different GPS devices. The aim was twofold: firstly, to ascertain the potential interference generated by the devices on the animal body and behavior by quantifying and characterizing it; secondly, to individuate device features potentially responsible for the influence registered, and establish design requirements. This research contributes towards the development of a framework for evaluating the design of wearer-centered biotelemetry interventions for animals, consistent with values advocated by Animal- Computer Interaction researchers

    A Study Of Localization And Latency Reduction For Action Recognition

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    The success of recognizing periodic actions in single-person-simple-background datasets, such as Weizmann and KTH, has created a need for more complex datasets to push the performance of action recognition systems. In this work, we create a new synthetic action dataset and use it to highlight weaknesses in current recognition systems. Experiments show that introducing background complexity to action video sequences causes a significant degradation in recognition performance. Moreover, this degradation cannot be fixed by fine-tuning system parameters or by selecting better feature points. Instead, we show that the problem lies in the spatio-temporal cuboid volume extracted from the interest point locations. Having identified the problem, we show how improved results can be achieved by simple modifications to the cuboids. For the above method however, one requires near-perfect localization of the action within a video sequence. To achieve this objective, we present a two stage weakly supervised probabilistic model for simultaneous localization and recognition of actions in videos. Different from previous approaches, our method is novel in that it (1) eliminates the need for manual annotations for the training procedure and (2) does not require any human detection or tracking in the classification stage. The first stage of our framework is a probabilistic action localization model which extracts the most promising sub-windows in a video sequence where an action can take place. We use a non-linear classifier in the second stage of our framework for the final classification task. We show the effectiveness of our proposed model on two well known real-world datasets: UCF Sports and UCF11 datasets. iii Another application of the weakly supervised probablistic model proposed above is in the gaming environment. An important aspect in designing interactive, action-based interfaces is reliably recognizing actions with minimal latency. High latency causes the system’s feedback to lag behind and thus significantly degrade the interactivity of the user experience. With slight modification to the weakly supervised probablistic model we proposed for action localization, we show how it can be used for reducing latency when recognizing actions in Human Computer Interaction (HCI) environments. This latency-aware learning formulation trains a logistic regression-based classifier that automatically determines distinctive canonical poses from the data and uses these to robustly recognize actions in the presence of ambiguous poses. We introduce a novel (publicly released) dataset for the purpose of our experiments. Comparisons of our method against both a Bag of Words and a Conditional Random Field (CRF) classifier show improved recognition performance for both pre-segmented and online classification tasks

    3-D Human Action Recognition by Shape Analysis of Motion Trajectories on Riemannian Manifold

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    International audienceRecognizing human actions in 3D video sequences is an important open problem that is currently at the heart of many research domains including surveillance, natural interfaces and rehabilitation. However, the design and development of models for action recognition that are both accurate and efficient is a challenging task due to the variability of the human pose, clothing and appearance. In this paper, we propose a new framework to extract a compact representation of a human action captured through a depth sensor, and enable accurate action recognition. The proposed solution develops on fitting a human skeleton model to acquired data so as to represent the 3D coordinates of the joints and their change over time as a trajectory in a suitable action space. Thanks to such a 3D joint-based framework, the proposed solution is capable to capture both the shape and the dynamics of the human body simultaneously. The action recognition problem is then formulated as the problem of computing the similarity between the shape of trajectories in a Riemannian manifold. Classification using kNN is finally performed on this manifold taking advantage of Riemannian geometry in the open curve shape space. Experiments are carried out on four representative benchmarks to demonstrate the potential of the proposed solution in terms of accuracy/latency for a low-latency action recognition. Comparative results with state-of-the-art methods are reported

    Integrating the Totality of Food and Nutrition Evidence for Public Health Decision Making and Communication

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    The interpretation and integration of epidemiological studies detecting weak associations (RR < 2) with data from other study designs (e.g., animal models and human intervention trials) is both challenging and vital for making science-based dietary recommendations in the nutrition and food safety communities. The 2008 ILSI North America “Decision-Making for Recommendations and Communication Based on Totality of Food-Related Research” workshop provided an overview of epidemiological methods, and case-study examples of how weak associations have been incorporated into decision making for nutritional recommendations. Based on the workshop presentations and dialogue among the participants, three clear strategies were provided for the use of weak associations in informing nutritional recommendations for optimal health. First, enable more effective integration of data from all sources through the use of genetic and nutritional biomarkers; second, minimize the risk of bias and confounding through the adoption of rigorous quality-control standards, greater emphasis on the replication of study results, and better integration of results from independent studies, perhaps using adaptive study designs and Bayesian meta-analysis methods; and third, emphasize more effective and truthful communication to the public about the evolving understanding of the often complex relationship between nutrition, lifestyle, and optimal health

    Grasp-sensitive surfaces

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    Grasping objects with our hands allows us to skillfully move and manipulate them. Hand-held tools further extend our capabilities by adapting precision, power, and shape of our hands to the task at hand. Some of these tools, such as mobile phones or computer mice, already incorporate information processing capabilities. Many other tools may be augmented with small, energy-efficient digital sensors and processors. This allows for graspable objects to learn about the user grasping them - and supporting the user's goals. For example, the way we grasp a mobile phone might indicate whether we want to take a photo or call a friend with it - and thus serve as a shortcut to that action. A power drill might sense whether the user is grasping it firmly enough and refuse to turn on if this is not the case. And a computer mouse could distinguish between intentional and unintentional movement and ignore the latter. This dissertation gives an overview of grasp sensing for human-computer interaction, focusing on technologies for building grasp-sensitive surfaces and challenges in designing grasp-sensitive user interfaces. It comprises three major contributions: a comprehensive review of existing research on human grasping and grasp sensing, a detailed description of three novel prototyping tools for grasp-sensitive surfaces, and a framework for analyzing and designing grasp interaction: For nearly a century, scientists have analyzed human grasping. My literature review gives an overview of definitions, classifications, and models of human grasping. A small number of studies have investigated grasping in everyday situations. They found a much greater diversity of grasps than described by existing taxonomies. This diversity makes it difficult to directly associate certain grasps with users' goals. In order to structure related work and own research, I formalize a generic workflow for grasp sensing. It comprises *capturing* of sensor values, *identifying* the associated grasp, and *interpreting* the meaning of the grasp. A comprehensive overview of related work shows that implementation of grasp-sensitive surfaces is still hard, researchers often are not aware of related work from other disciplines, and intuitive grasp interaction has not yet received much attention. In order to address the first issue, I developed three novel sensor technologies designed for grasp-sensitive surfaces. These mitigate one or more limitations of traditional sensing techniques: **HandSense** uses four strategically positioned capacitive sensors for detecting and classifying grasp patterns on mobile phones. The use of custom-built high-resolution sensors allows detecting proximity and avoids the need to cover the whole device surface with sensors. User tests showed a recognition rate of 81%, comparable to that of a system with 72 binary sensors. **FlyEye** uses optical fiber bundles connected to a camera for detecting touch and proximity on arbitrarily shaped surfaces. It allows rapid prototyping of touch- and grasp-sensitive objects and requires only very limited electronics knowledge. For FlyEye I developed a *relative calibration* algorithm that allows determining the locations of groups of sensors whose arrangement is not known. **TDRtouch** extends Time Domain Reflectometry (TDR), a technique traditionally used for inspecting cable faults, for touch and grasp sensing. TDRtouch is able to locate touches along a wire, allowing designers to rapidly prototype and implement modular, extremely thin, and flexible grasp-sensitive surfaces. I summarize how these technologies cater to different requirements and significantly expand the design space for grasp-sensitive objects. Furthermore, I discuss challenges for making sense of raw grasp information and categorize interactions. Traditional application scenarios for grasp sensing use only the grasp sensor's data, and only for mode-switching. I argue that data from grasp sensors is part of the general usage context and should be only used in combination with other context information. For analyzing and discussing the possible meanings of grasp types, I created the GRASP model. It describes five categories of influencing factors that determine how we grasp an object: *Goal* -- what we want to do with the object, *Relationship* -- what we know and feel about the object we want to grasp, *Anatomy* -- hand shape and learned movement patterns, *Setting* -- surrounding and environmental conditions, and *Properties* -- texture, shape, weight, and other intrinsics of the object I conclude the dissertation with a discussion of upcoming challenges in grasp sensing and grasp interaction, and provide suggestions for implementing robust and usable grasp interaction.Die FĂ€higkeit, GegenstĂ€nde mit unseren HĂ€nden zu greifen, erlaubt uns, diese vielfĂ€ltig zu manipulieren. Werkzeuge erweitern unsere FĂ€higkeiten noch, indem sie Genauigkeit, Kraft und Form unserer HĂ€nde an die Aufgabe anpassen. Digitale Werkzeuge, beispielsweise Mobiltelefone oder ComputermĂ€use, erlauben uns auch, die FĂ€higkeiten unseres Gehirns und unserer Sinnesorgane zu erweitern. Diese GerĂ€te verfĂŒgen bereits ĂŒber Sensoren und Recheneinheiten. Aber auch viele andere Werkzeuge und Objekte lassen sich mit winzigen, effizienten Sensoren und Recheneinheiten erweitern. Dies erlaubt greifbaren Objekten, mehr ĂŒber den Benutzer zu erfahren, der sie greift - und ermöglicht es, ihn bei der Erreichung seines Ziels zu unterstĂŒtzen. Zum Beispiel könnte die Art und Weise, in der wir ein Mobiltelefon halten, verraten, ob wir ein Foto aufnehmen oder einen Freund anrufen wollen - und damit als Shortcut fĂŒr diese Aktionen dienen. Eine Bohrmaschine könnte erkennen, ob der Benutzer sie auch wirklich sicher hĂ€lt und den Dienst verweigern, falls dem nicht so ist. Und eine Computermaus könnte zwischen absichtlichen und unabsichtlichen Mausbewegungen unterscheiden und letztere ignorieren. Diese Dissertation gibt einen Überblick ĂŒber Grifferkennung (*grasp sensing*) fĂŒr die Mensch-Maschine-Interaktion, mit einem Fokus auf Technologien zur Implementierung griffempfindlicher OberflĂ€chen und auf Herausforderungen beim Design griffempfindlicher Benutzerschnittstellen. Sie umfasst drei primĂ€re BeitrĂ€ge zum wissenschaftlichen Forschungsstand: einen umfassenden Überblick ĂŒber die bisherige Forschung zu menschlichem Greifen und Grifferkennung, eine detaillierte Beschreibung dreier neuer Prototyping-Werkzeuge fĂŒr griffempfindliche OberflĂ€chen und ein Framework fĂŒr Analyse und Design von griff-basierter Interaktion (*grasp interaction*). Seit nahezu einem Jahrhundert erforschen Wissenschaftler menschliches Greifen. Mein Überblick ĂŒber den Forschungsstand beschreibt Definitionen, Klassifikationen und Modelle menschlichen Greifens. In einigen wenigen Studien wurde bisher Greifen in alltĂ€glichen Situationen untersucht. Diese fanden eine deutlich grĂ¶ĂŸere DiversitĂ€t in den Griffmuster als in existierenden Taxonomien beschreibbar. Diese DiversitĂ€t erschwert es, bestimmten Griffmustern eine Absicht des Benutzers zuzuordnen. Um verwandte Arbeiten und eigene Forschungsergebnisse zu strukturieren, formalisiere ich einen allgemeinen Ablauf der Grifferkennung. Dieser besteht aus dem *Erfassen* von Sensorwerten, der *Identifizierung* der damit verknĂŒpften Griffe und der *Interpretation* der Bedeutung des Griffes. In einem umfassenden Überblick ĂŒber verwandte Arbeiten zeige ich, dass die Implementierung von griffempfindlichen OberflĂ€chen immer noch ein herausforderndes Problem ist, dass Forscher regelmĂ€ĂŸig keine Ahnung von verwandten Arbeiten in benachbarten Forschungsfeldern haben, und dass intuitive Griffinteraktion bislang wenig Aufmerksamkeit erhalten hat. Um das erstgenannte Problem zu lösen, habe ich drei neuartige Sensortechniken fĂŒr griffempfindliche OberflĂ€chen entwickelt. Diese mindern jeweils eine oder mehrere SchwĂ€chen traditioneller Sensortechniken: **HandSense** verwendet vier strategisch positionierte kapazitive Sensoren um Griffmuster zu erkennen. Durch die Verwendung von selbst entwickelten, hochauflösenden Sensoren ist es möglich, schon die AnnĂ€herung an das Objekt zu erkennen. Außerdem muss nicht die komplette OberflĂ€che des Objekts mit Sensoren bedeckt werden. Benutzertests ergaben eine Erkennungsrate, die vergleichbar mit einem System mit 72 binĂ€ren Sensoren ist. **FlyEye** verwendet LichtwellenleiterbĂŒndel, die an eine Kamera angeschlossen werden, um AnnĂ€herung und BerĂŒhrung auf beliebig geformten OberflĂ€chen zu erkennen. Es ermöglicht auch Designern mit begrenzter Elektronikerfahrung das Rapid Prototyping von berĂŒhrungs- und griffempfindlichen Objekten. FĂŒr FlyEye entwickelte ich einen *relative-calibration*-Algorithmus, der verwendet werden kann um Gruppen von Sensoren, deren Anordnung unbekannt ist, semi-automatisch anzuordnen. **TDRtouch** erweitert Time Domain Reflectometry (TDR), eine Technik die ĂŒblicherweise zur Analyse von KabelbeschĂ€digungen eingesetzt wird. TDRtouch erlaubt es, BerĂŒhrungen entlang eines Drahtes zu lokalisieren. Dies ermöglicht es, schnell modulare, extrem dĂŒnne und flexible griffempfindliche OberflĂ€chen zu entwickeln. Ich beschreibe, wie diese Techniken verschiedene Anforderungen erfĂŒllen und den *design space* fĂŒr griffempfindliche Objekte deutlich erweitern. Desweiteren bespreche ich die Herausforderungen beim Verstehen von Griffinformationen und stelle eine Einteilung von Interaktionsmöglichkeiten vor. Bisherige Anwendungsbeispiele fĂŒr die Grifferkennung nutzen nur Daten der Griffsensoren und beschrĂ€nken sich auf Moduswechsel. Ich argumentiere, dass diese Sensordaten Teil des allgemeinen Benutzungskontexts sind und nur in Kombination mit anderer Kontextinformation verwendet werden sollten. Um die möglichen Bedeutungen von Griffarten analysieren und diskutieren zu können, entwickelte ich das GRASP-Modell. Dieses beschreibt fĂŒnf Kategorien von Einflussfaktoren, die bestimmen wie wir ein Objekt greifen: *Goal* -- das Ziel, das wir mit dem Griff erreichen wollen, *Relationship* -- das VerhĂ€ltnis zum Objekt, *Anatomy* -- Handform und Bewegungsmuster, *Setting* -- Umgebungsfaktoren und *Properties* -- Eigenschaften des Objekts, wie OberflĂ€chenbeschaffenheit, Form oder Gewicht. Ich schließe mit einer Besprechung neuer Herausforderungen bei der Grifferkennung und Griffinteraktion und mache VorschlĂ€ge zur Entwicklung von zuverlĂ€ssiger und benutzbarer Griffinteraktion
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