354 research outputs found
EG-ICE 2021 Workshop on Intelligent Computing in Engineering
The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways
EG-ICE 2021 Workshop on Intelligent Computing in Engineering
The 28th EG-ICE International Workshop 2021 brings together international experts working at the interface between advanced computing and modern engineering challenges. Many engineering tasks require open-world resolutions to support multi-actor collaboration, coping with approximate models, providing effective engineer-computer interaction, search in multi-dimensional solution spaces, accommodating uncertainty, including specialist domain knowledge, performing sensor-data interpretation and dealing with incomplete knowledge. While results from computer science provide much initial support for resolution, adaptation is unavoidable and most importantly, feedback from addressing engineering challenges drives fundamental computer-science research. Competence and knowledge transfer goes both ways
Cultural Heritage Storytelling, Engagement and Management in the Era of Big Data and the Semantic Web
The current Special Issue launched with the aim of further enlightening important CH areas, inviting researchers to submit original/featured multidisciplinary research works related to heritage crowdsourcing, documentation, management, authoring, storytelling, and dissemination. Audience engagement is considered very important at both sites of the CH production–consumption chain (i.e., push and pull ends). At the same time, sustainability factors are placed at the center of the envisioned analysis. A total of eleven (11) contributions were finally published within this Special Issue, enlightening various aspects of contemporary heritage strategies placed in today’s ubiquitous society. The finally published papers are related but not limited to the following multidisciplinary topics:Digital storytelling for cultural heritage;Audience engagement in cultural heritage;Sustainability impact indicators of cultural heritage;Cultural heritage digitization, organization, and management;Collaborative cultural heritage archiving, dissemination, and management;Cultural heritage communication and education for sustainable development;Semantic services of cultural heritage;Big data of cultural heritage;Smart systems for Historical cities – smart cities;Smart systems for cultural heritage sustainability
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Holoscopic 3D perception for autonomous vehicles
This thesis was submitted for the award of Doctor of Philosophy and was awarded by Brunel University LondonAutonomous mobile platforms are going to be huge part of the future transportation and autonomous navigation is the critical part of autonomous platforms. An autonomous mobile platform navigates the vehicle by perceiving the environment through the sensors mount on the vehicle, and acting on the data it receives from these sensors by making sense of the environmental and surroundings. As a result, an autonomous mobile platform
consists of localisation aka positioning and path planning. Both of them require very accurate sensor measurements. In terms of accuracy, sensor can generally be divided into two groups (a) High accuracy sensors like the state-of-the-art in LiDAR and vision sensors e.g. mobile-eye sensor. (b) Low accuracy sensors whereas GPS (accurate within 2-10 metres) sensor and IMU (suffering from drifts) could be fused to improve the other method of positioning. These are expensive process due to offline map creation. To deal with low
accuracy sensors, researchers normally use very complex models, which again run into performance reliability and consistency issue. Furthermore, it is common believe, that when navigating autonomously, perception and
situation cognisance is an important component to navigate safely and there have been a huge research on AI enabled perception such as Mobile Eye and Tesla car which uses 2D cameras for its perception. In this research, an innovative method is proposed to use rich vision sensor holoscopic 3D camera for environment perception with artificial intelligent algorithms to observe road objects and learn their 3D behavioural for reliable detection and recognition. The sensor provides rich information - 3D cubic visual information about the
environment including the very valuable “depth information” to imitate third coordinate of real world. To learn the objects, different AI algorithms are studied and in particular deep learning model is proposed that provides a reasonable good result. To evaluate the innovative holoscopic 3D sensor, we applied to face recognition challenge under different face expression where 2D images are considered to fail. However the holoscopic 3D sensor outperform and delivered outstanding performance by recognising faces under different expression by only training on the neutral face using a simple AI algorithm. Then we design and develop holoscopic perception database of 200000 frames for autonomous car. The experimental result has shown a promising result that AI algorithm, particularly deep learning algorithm learns effectively from holoscopic 3D content compared to traditional 2D images even those DL models which were designed for visual features yet holoscopic 3D images contain motion data which shall be exploited
The Future of Humanoid Robots
This book provides state of the art scientific and engineering research findings and developments in the field of humanoid robotics and its applications. It is expected that humanoids will change the way we interact with machines, and will have the ability to blend perfectly into an environment already designed for humans. The book contains chapters that aim to discover the future abilities of humanoid robots by presenting a variety of integrated research in various scientific and engineering fields, such as locomotion, perception, adaptive behavior, human-robot interaction, neuroscience and machine learning. The book is designed to be accessible and practical, with an emphasis on useful information to those working in the fields of robotics, cognitive science, artificial intelligence, computational methods and other fields of science directly or indirectly related to the development and usage of future humanoid robots. The editor of the book has extensive R&D experience, patents, and publications in the area of humanoid robotics, and his experience is reflected in editing the content of the book
Constructing 3D faces from natural language interface
This thesis presents a system by which 3D images of human faces can be constructed
using a natural language interface. The driving force behind the project was the need to
create a system whereby a machine could produce artistic images from verbal or
composed descriptions. This research is the first to look at constructing and modifying
facial image artwork using a natural language interface.
Specialised modules have been developed to control geometry of 3D polygonal head
models in a commercial modeller from natural language descriptions. These modules
were produced from research on human physiognomy, 3D modelling techniques and
tools, facial modelling and natural language processing. [Continues.
Aesthetic choices: Defining the range of aesthetic views in interactive digital media including games and 3D virtual environments (3D VEs)
Defining aesthetic choices for interactive digital media such as games is a challenging task. Objective and subjective factors such as colour, symmetry, order and complexity, and statistical features among others play an important role for defining the aesthetic properties of interactive digital artifacts. Computational approaches developed in this regard also consider objective factors such as statistical image features for the assessment of aesthetic qualities. However, aesthetics for interactive digital media, such as games, requires more nuanced consideration than simple objective and subjective factors, for choosing a range of aesthetic features.
From the study it was found that the there is no one single optimum position or viewpoint with a corresponding relationship to the aesthetic considerations that influence interactive digital media. Instead, the incorporation of aesthetic features demonstrates the need to consider each component within interactive digital media as part of a range of possible features, and therefore within a range of possible camera positions. A framework, named as PCAWF, emphasized that combination of features and factors demonstrated the need to define a range of aesthetic viewpoints. This is important for improved user experience. From the framework it has been found that factors including the storyline, user state, gameplay, and application type are critical to defining the reasons associated with making aesthetic choices. The selection of a range of aesthetic features and characteristics is influenced by four main factors and sub-factors associated with the main factors.
This study informs the future of interactive digital media interaction by providing clarity and reasoning behind the aesthetic decision-making inclusions that are integrated into automatically generated vision by providing a framework for choosing a range of aesthetic viewpoints in a 3D virtual environment of a game. The study identifies critical juxtapositions between photographic and cinema-based media aesthetics by incorporating qualitative rationales from experts within the interactive digital media field. This research will change the way Artificial Intelligence (AI) generated interactive digital media in the way that it chooses visual outputs in terms of camera positions, field-view, orientation, contextual considerations, and user experiences. It will impact across all automated systems to ensure that human-values, rich variations, and extensive complexity are integrated in the AI-dominated development and design of future interactive digital media production
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