16,732 research outputs found

    EgoFace: Egocentric Face Performance Capture and Videorealistic Reenactment

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    Face performance capture and reenactment techniques use multiple cameras and sensors, positioned at a distance from the face or mounted on heavy wearable devices. This limits their applications in mobile and outdoor environments. We present EgoFace, a radically new lightweight setup for face performance capture and front-view videorealistic reenactment using a single egocentric RGB camera. Our lightweight setup allows operations in uncontrolled environments, and lends itself to telepresence applications such as video-conferencing from dynamic environments. The input image is projected into a low dimensional latent space of the facial expression parameters. Through careful adversarial training of the parameter-space synthetic rendering, a videorealistic animation is produced. Our problem is challenging as the human visual system is sensitive to the smallest face irregularities that could occur in the final results. This sensitivity is even stronger for video results. Our solution is trained in a pre-processing stage, through a supervised manner without manual annotations. EgoFace captures a wide variety of facial expressions, including mouth movements and asymmetrical expressions. It works under varying illuminations, background, movements, handles people from different ethnicities and can operate in real time

    Recognition of elementary upper limb movements in an activity of daily living using data from wrist mounted accelerometers

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    In this paper we present a methodology as a proof of concept for recognizing fundamental movements of the humanarm (extension, flexion and rotation of the forearm) involved in ‘making-a-cup-of-tea’, typical of an activity of daily-living (ADL). The movements are initially performed in a controlled environment as part of a training phase and the data are grouped into three clusters using k-means clustering. Movements performed during ADL, forming part of the testing phase, are associated with each cluster label using a minimum distance classifier in a multi-dimensional feature space, comprising of features selected from a ranked set of 30 features, using Euclidean and Mahalonobis distance as the metric. Experiments were performed with four healthy subjects and our results show that the proposed methodology can detect the three movements with an overall average accuracy of 88% across all subjects and arm movement types using Euclidean distance classifier

    An Individual-based Probabilistic Model for Fish Stock Simulation

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    We define an individual-based probabilistic model of a sole (Solea solea) behaviour. The individual model is given in terms of an Extended Probabilistic Discrete Timed Automaton (EPDTA), a new formalism that is introduced in the paper and that is shown to be interpretable as a Markov decision process. A given EPDTA model can be probabilistically model-checked by giving a suitable translation into syntax accepted by existing model-checkers. In order to simulate the dynamics of a given population of soles in different environmental scenarios, an agent-based simulation environment is defined in which each agent implements the behaviour of the given EPDTA model. By varying the probabilities and the characteristic functions embedded in the EPDTA model it is possible to represent different scenarios and to tune the model itself by comparing the results of the simulations with real data about the sole stock in the North Adriatic sea, available from the recent project SoleMon. The simulator is presented and made available for its adaptation to other species.Comment: In Proceedings AMCA-POP 2010, arXiv:1008.314

    Appearance-Based Gaze Estimation in the Wild

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    Appearance-based gaze estimation is believed to work well in real-world settings, but existing datasets have been collected under controlled laboratory conditions and methods have been not evaluated across multiple datasets. In this work we study appearance-based gaze estimation in the wild. We present the MPIIGaze dataset that contains 213,659 images we collected from 15 participants during natural everyday laptop use over more than three months. Our dataset is significantly more variable than existing ones with respect to appearance and illumination. We also present a method for in-the-wild appearance-based gaze estimation using multimodal convolutional neural networks that significantly outperforms state-of-the art methods in the most challenging cross-dataset evaluation. We present an extensive evaluation of several state-of-the-art image-based gaze estimation algorithms on three current datasets, including our own. This evaluation provides clear insights and allows us to identify key research challenges of gaze estimation in the wild
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