40,573 research outputs found

    Adaptive User Perspective Rendering for Handheld Augmented Reality

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    Handheld Augmented Reality commonly implements some variant of magic lens rendering, which turns only a fraction of the user's real environment into AR while the rest of the environment remains unaffected. Since handheld AR devices are commonly equipped with video see-through capabilities, AR magic lens applications often suffer from spatial distortions, because the AR environment is presented from the perspective of the camera of the mobile device. Recent approaches counteract this distortion based on estimations of the user's head position, rendering the scene from the user's perspective. To this end, approaches usually apply face-tracking algorithms on the front camera of the mobile device. However, this demands high computational resources and therefore commonly affects the performance of the application beyond the already high computational load of AR applications. In this paper, we present a method to reduce the computational demands for user perspective rendering by applying lightweight optical flow tracking and an estimation of the user's motion before head tracking is started. We demonstrate the suitability of our approach for computationally limited mobile devices and we compare it to device perspective rendering, to head tracked user perspective rendering, as well as to fixed point of view user perspective rendering

    Multimodal Polynomial Fusion for Detecting Driver Distraction

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    Distracted driving is deadly, claiming 3,477 lives in the U.S. in 2015 alone. Although there has been a considerable amount of research on modeling the distracted behavior of drivers under various conditions, accurate automatic detection using multiple modalities and especially the contribution of using the speech modality to improve accuracy has received little attention. This paper introduces a new multimodal dataset for distracted driving behavior and discusses automatic distraction detection using features from three modalities: facial expression, speech and car signals. Detailed multimodal feature analysis shows that adding more modalities monotonically increases the predictive accuracy of the model. Finally, a simple and effective multimodal fusion technique using a polynomial fusion layer shows superior distraction detection results compared to the baseline SVM and neural network models.Comment: INTERSPEECH 201

    MobiFace: A Novel Dataset for Mobile Face Tracking in the Wild

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    Face tracking serves as the crucial initial step in mobile applications trying to analyse target faces over time in mobile settings. However, this problem has received little attention, mainly due to the scarcity of dedicated face tracking benchmarks. In this work, we introduce MobiFace, the first dataset for single face tracking in mobile situations. It consists of 80 unedited live-streaming mobile videos captured by 70 different smartphone users in fully unconstrained environments. Over 95K95K bounding boxes are manually labelled. The videos are carefully selected to cover typical smartphone usage. The videos are also annotated with 14 attributes, including 6 newly proposed attributes and 8 commonly seen in object tracking. 36 state-of-the-art trackers, including facial landmark trackers, generic object trackers and trackers that we have fine-tuned or improved, are evaluated. The results suggest that mobile face tracking cannot be solved through existing approaches. In addition, we show that fine-tuning on the MobiFace training data significantly boosts the performance of deep learning-based trackers, suggesting that MobiFace captures the unique characteristics of mobile face tracking. Our goal is to offer the community a diverse dataset to enable the design and evaluation of mobile face trackers. The dataset, annotations and the evaluation server will be on \url{https://mobiface.github.io/}.Comment: To appear on The 14th IEEE International Conference on Automatic Face and Gesture Recognition (FG 2019

    MINDtouch embodied ephemeral transference: Mobile media performance research

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    This is the post-print version of the final published article that is available from the link below. Copyright @ Intellect Ltd 2011.The aim of the author's media art research has been to uncover any new understandings of the sensations of liveness and presence that may emerge in participatory networked performance, using mobile phones and physiological wearable devices. To practically investigate these concepts, a mobile media performance series was created, called MINDtouch. The MINDtouch project proposed that the mobile videophone become a new way to communicate non-verbally, visually and sensually across space. It explored notions of ephemeral transference, distance collaboration and participant as performer to study presence and liveness emerging from the use of wireless mobile technologies within real-time, mobile performance contexts. Through participation by in-person and remote interactors, creating mobile video-streamed mixes, the project interweaves and embodies a daisy chain of technologies through the network space. As part of a practice-based Ph.D. research conducted at the SMARTlab Digital Media Institute at the University of East London, MINDtouch has been under the direction of Professor Lizbeth Goodman and sponsored by BBC R&D. The aim of this article is to discuss the project research, conducted and recently completed for submission, in terms of the technical and aesthetic developments from 2008 to present, as well as the final phase of staging the events from July 2009 to February 2010. This piece builds on the article (Baker 2008) which focused on the outcomes of phase 1 of the research project and initial developments in phase 2. The outcomes from phase 2 and 3 of the project are discussed in this article

    Securing Interactive Sessions Using Mobile Device through Visual Channel and Visual Inspection

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    Communication channel established from a display to a device's camera is known as visual channel, and it is helpful in securing key exchange protocol. In this paper, we study how visual channel can be exploited by a network terminal and mobile device to jointly verify information in an interactive session, and how such information can be jointly presented in a user-friendly manner, taking into account that the mobile device can only capture and display a small region, and the user may only want to authenticate selective regions-of-interests. Motivated by applications in Kiosk computing and multi-factor authentication, we consider three security models: (1) the mobile device is trusted, (2) at most one of the terminal or the mobile device is dishonest, and (3) both the terminal and device are dishonest but they do not collude or communicate. We give two protocols and investigate them under the abovementioned models. We point out a form of replay attack that renders some other straightforward implementations cumbersome to use. To enhance user-friendliness, we propose a solution using visual cues embedded into the 2D barcodes and incorporate the framework of "augmented reality" for easy verifications through visual inspection. We give a proof-of-concept implementation to show that our scheme is feasible in practice.Comment: 16 pages, 10 figure
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