20,371 research outputs found
Non-metric coordinates for predicting network proximity
We consider the problem of determining the “closest”, or best Internet host to connect to, from a list of candidate servers. Most existing approaches rely on the use of metric, or more specifically Euclidean coordinates to infer network proximity. This is problematic, given that network distances such as latency are known to violate the triangle inequality. This leads us to consider non-metric coordinate systems. We perform an empirical comparison between the “min-plus” non-metric coordinates and two metric coordinates, namely L-infinity and Euclidean. We observe that, when sufficiently many dimensions are used, min-plus outperforms metric coordinates for predicting Internet latencies. We also consider the prediction of “widest path capacity” between nodes. In this framework, we propose a generalization of min-plus coordinates. These results apply when node coordinates consist in measured network proximity to a random subset of landmark nodes. We perform empirical validation of these results on widest path bandwidth between PlanetLab nodes. We conclude that appropriate non-metric coordinates such as generalized min-plus systems are better suited than metric systems for representing the underlying structure of Internet distances, measured either via latencies or bandwidth
A Survey of Location Prediction on Twitter
Locations, e.g., countries, states, cities, and point-of-interests, are
central to news, emergency events, and people's daily lives. Automatic
identification of locations associated with or mentioned in documents has been
explored for decades. As one of the most popular online social network
platforms, Twitter has attracted a large number of users who send millions of
tweets on daily basis. Due to the world-wide coverage of its users and
real-time freshness of tweets, location prediction on Twitter has gained
significant attention in recent years. Research efforts are spent on dealing
with new challenges and opportunities brought by the noisy, short, and
context-rich nature of tweets. In this survey, we aim at offering an overall
picture of location prediction on Twitter. Specifically, we concentrate on the
prediction of user home locations, tweet locations, and mentioned locations. We
first define the three tasks and review the evaluation metrics. By summarizing
Twitter network, tweet content, and tweet context as potential inputs, we then
structurally highlight how the problems depend on these inputs. Each dependency
is illustrated by a comprehensive review of the corresponding strategies
adopted in state-of-the-art approaches. In addition, we also briefly review two
related problems, i.e., semantic location prediction and point-of-interest
recommendation. Finally, we list future research directions.Comment: Accepted to TKDE. 30 pages, 1 figur
XNect: Real-time Multi-Person 3D Motion Capture with a Single RGB Camera
We present a real-time approach for multi-person 3D motion capture at over 30
fps using a single RGB camera. It operates successfully in generic scenes which
may contain occlusions by objects and by other people. Our method operates in
subsequent stages. The first stage is a convolutional neural network (CNN) that
estimates 2D and 3D pose features along with identity assignments for all
visible joints of all individuals.We contribute a new architecture for this
CNN, called SelecSLS Net, that uses novel selective long and short range skip
connections to improve the information flow allowing for a drastically faster
network without compromising accuracy. In the second stage, a fully connected
neural network turns the possibly partial (on account of occlusion) 2Dpose and
3Dpose features for each subject into a complete 3Dpose estimate per
individual. The third stage applies space-time skeletal model fitting to the
predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose,
and enforce temporal coherence. Our method returns the full skeletal pose in
joint angles for each subject. This is a further key distinction from previous
work that do not produce joint angle results of a coherent skeleton in real
time for multi-person scenes. The proposed system runs on consumer hardware at
a previously unseen speed of more than 30 fps given 512x320 images as input
while achieving state-of-the-art accuracy, which we will demonstrate on a range
of challenging real-world scenes.Comment: To appear in ACM Transactions on Graphics (SIGGRAPH) 202
XNect: Real-time Multi-person 3D Human Pose Estimation with a Single RGB Camera
We present a real-time approach for multi-person 3D motion capture at over 30 fps using a single RGB camera. It operates in generic scenes and is robust to difficult occlusions both by other people and objects. Our method operates in subsequent stages. The first stage is a convolutional neural network (CNN) that estimates 2D and 3D pose features along with identity assignments for all visible joints of all individuals. We contribute a new architecture for this CNN, called SelecSLS Net, that uses novel selective long and short range skip connections to improve the information flow allowing for a drastically faster network without compromising accuracy. In the second stage, a fully-connected neural network turns the possibly partial (on account of occlusion) 2D pose and 3D pose features for each subject into a complete 3D pose estimate per individual. The third stage applies space-time skeletal model fitting to the predicted 2D and 3D pose per subject to further reconcile the 2D and 3D pose, and enforce temporal coherence. Our method returns the full skeletal pose in joint angles for each subject. This is a further key distinction from previous work that neither extracted global body positions nor joint angle results of a coherent skeleton in real time for multi-person scenes. The proposed system runs on consumer hardware at a previously unseen speed of more than 30 fps given 512x320 images as input while achieving state-of-the-art accuracy, which we will demonstrate on a range of challenging real-world scenes
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