2,573 research outputs found

    Sensing, interpreting, and anticipating human social behaviour in the real world

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    Low-level nonverbal social signals like glances, utterances, facial expressions and body language are central to human communicative situations and have been shown to be connected to important high-level constructs, such as emotions, turn-taking, rapport, or leadership. A prerequisite for the creation of social machines that are able to support humans in e.g. education, psychotherapy, or human resources is the ability to automatically sense, interpret, and anticipate human nonverbal behaviour. While promising results have been shown in controlled settings, automatically analysing unconstrained situations, e.g. in daily-life settings, remains challenging. Furthermore, anticipation of nonverbal behaviour in social situations is still largely unexplored. The goal of this thesis is to move closer to the vision of social machines in the real world. It makes fundamental contributions along the three dimensions of sensing, interpreting and anticipating nonverbal behaviour in social interactions. First, robust recognition of low-level nonverbal behaviour lays the groundwork for all further analysis steps. Advancing human visual behaviour sensing is especially relevant as the current state of the art is still not satisfactory in many daily-life situations. While many social interactions take place in groups, current methods for unsupervised eye contact detection can only handle dyadic interactions. We propose a novel unsupervised method for multi-person eye contact detection by exploiting the connection between gaze and speaking turns. Furthermore, we make use of mobile device engagement to address the problem of calibration drift that occurs in daily-life usage of mobile eye trackers. Second, we improve the interpretation of social signals in terms of higher level social behaviours. In particular, we propose the first dataset and method for emotion recognition from bodily expressions of freely moving, unaugmented dyads. Furthermore, we are the first to study low rapport detection in group interactions, as well as investigating a cross-dataset evaluation setting for the emergent leadership detection task. Third, human visual behaviour is special because it functions as a social signal and also determines what a person is seeing at a given moment in time. Being able to anticipate human gaze opens up the possibility for machines to more seamlessly share attention with humans, or to intervene in a timely manner if humans are about to overlook important aspects of the environment. We are the first to propose methods for the anticipation of eye contact in dyadic conversations, as well as in the context of mobile device interactions during daily life, thereby paving the way for interfaces that are able to proactively intervene and support interacting humans.Blick, Gesichtsausdrücke, Körpersprache, oder Prosodie spielen als nonverbale Signale eine zentrale Rolle in menschlicher Kommunikation. Sie wurden durch vielzählige Studien mit wichtigen Konzepten wie Emotionen, Sprecherwechsel, Führung, oder der Qualität des Verhältnisses zwischen zwei Personen in Verbindung gebracht. Damit Menschen effektiv während ihres täglichen sozialen Lebens von Maschinen unterstützt werden können, sind automatische Methoden zur Erkennung, Interpretation, und Antizipation von nonverbalem Verhalten notwendig. Obwohl die bisherige Forschung in kontrollierten Studien zu ermutigenden Ergebnissen gekommen ist, bleibt die automatische Analyse nonverbalen Verhaltens in weniger kontrollierten Situationen eine Herausforderung. Darüber hinaus existieren kaum Untersuchungen zur Antizipation von nonverbalem Verhalten in sozialen Situationen. Das Ziel dieser Arbeit ist, die Vision vom automatischen Verstehen sozialer Situationen ein Stück weit mehr Realität werden zu lassen. Diese Arbeit liefert wichtige Beiträge zur autmatischen Erkennung menschlichen Blickverhaltens in alltäglichen Situationen. Obwohl viele soziale Interaktionen in Gruppen stattfinden, existieren unüberwachte Methoden zur Augenkontakterkennung bisher lediglich für dyadische Interaktionen. Wir stellen einen neuen Ansatz zur Augenkontakterkennung in Gruppen vor, welcher ohne manuelle Annotationen auskommt, indem er sich den statistischen Zusammenhang zwischen Blick- und Sprechverhalten zu Nutze macht. Tägliche Aktivitäten sind eine Herausforderung für Geräte zur mobile Augenbewegungsmessung, da Verschiebungen dieser Geräte zur Verschlechterung ihrer Kalibrierung führen können. In dieser Arbeit verwenden wir Nutzerverhalten an mobilen Endgeräten, um den Effekt solcher Verschiebungen zu korrigieren. Neben der Erkennung verbessert diese Arbeit auch die Interpretation sozialer Signale. Wir veröffentlichen den ersten Datensatz sowie die erste Methode zur Emotionserkennung in dyadischen Interaktionen ohne den Einsatz spezialisierter Ausrüstung. Außerdem stellen wir die erste Studie zur automatischen Erkennung mangelnder Verbundenheit in Gruppeninteraktionen vor, und führen die erste datensatzübergreifende Evaluierung zur Detektion von sich entwickelndem Führungsverhalten durch. Zum Abschluss der Arbeit präsentieren wir die ersten Ansätze zur Antizipation von Blickverhalten in sozialen Interaktionen. Blickverhalten hat die besondere Eigenschaft, dass es sowohl als soziales Signal als auch der Ausrichtung der visuellen Wahrnehmung dient. Somit eröffnet die Fähigkeit zur Antizipation von Blickverhalten Maschinen die Möglichkeit, sich sowohl nahtloser in soziale Interaktionen einzufügen, als auch Menschen zu warnen, wenn diese Gefahr laufen wichtige Aspekte der Umgebung zu übersehen. Wir präsentieren Methoden zur Antizipation von Blickverhalten im Kontext der Interaktion mit mobilen Endgeräten während täglicher Aktivitäten, als auch während dyadischer Interaktionen mittels Videotelefonie

    A Survey of Applications and Human Motion Recognition with Microsoft Kinect

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    Microsoft Kinect, a low-cost motion sensing device, enables users to interact with computers or game consoles naturally through gestures and spoken commands without any other peripheral equipment. As such, it has commanded intense interests in research and development on the Kinect technology. In this paper, we present, a comprehensive survey on Kinect applications, and the latest research and development on motion recognition using data captured by the Kinect sensor. On the applications front, we review the applications of the Kinect technology in a variety of areas, including healthcare, education and performing arts, robotics, sign language recognition, retail services, workplace safety training, as well as 3D reconstructions. On the technology front, we provide an overview of the main features of both versions of the Kinect sensor together with the depth sensing technologies used, and review literatures on human motion recognition techniques used in Kinect applications. We provide a classification of motion recognition techniques to highlight the different approaches used in human motion recognition. Furthermore, we compile a list of publicly available Kinect datasets. These datasets are valuable resources for researchers to investigate better methods for human motion recognition and lower-level computer vision tasks such as segmentation, object detection and human pose estimation

    Designable Visual Markers for Mobile Human-Computer Interaction

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    Visual markers are graphic symbols designed to be easily recognised by machines. They are traditionally used to track goods, but there is increasing interest in their application to mobile human-computer interaction (HCI). By scanning a visual marker through a camera phone, users can retrieve localised information and access mobile services. In particular the dissertation examines the application of visual markers to physical tagging: practices of association of digital information with physical items. One missed opportunity in current visual marker systems is that the markers themselves cannot be visually designed; they are not expressive to humans, and thus fail to convey information before being scanned. To address this limitation, this dissertation introduces the idea of designable markers, visual markers that are both machine-readable and visually communicative to humans, and presents an investigation of the ways in which they can support mobile human-computer interaction. The application of designable visual markers to the creation of mobile interfaces is explored through a variety of methods: through formal usability experiments, through the creation and analysis of example designs, as well as through the qualitative analysis of two field trials. All three approaches were enabled by the engineering and development of d-touch, an actual recognition system that supports designable visual markers and by its integration in a variety of applications and experimental probes. D-touch is based on image topology, and its markers are defined in terms of constraints on the nesting of dark and light regions. The constraints imposed by d-touch are flexible enough to allow novice users to create markers which are visually expressive and at the same time machine readable. A user study demonstrates how such system enables people to design their own functional visual markers, determining their aesthetic qualities and what they visually communicate to others. A desktop application to support users in the creation of valid markers, the d-touch analyser, is presented and its usefulness is demonstrated through the same study. A formal usability experiment comparing five variations of marker-based interfaces on keypad and touch-screen phones shows that all of them allow users to reliably select targets within, on average, less than 4 seconds. Participants of the experiment reported a strong preference for interfaces that involve only marker scanning, compared to those that require a combination of marker scanning and key-presses or touch selections. Example designs of mobile interface generated by the author as well as others are presented to expose how the d-touch recognition system can be integrated in mobile applications. The examples illustrate a variety of ways in which markers can be used to augment printed materials such as cards, books and product packages, adding to them interactive capabilities. The examples show also different approaches to marker design, ranging from simple and recognisable iconic design, to symbols that integrate cues about the interactive functionality, to making them invisible by hiding them in existing graphics. Finally, the dissertation reports and analyses two field trials conducted to study what practices of physical tagging can emerge from, and be supported by, the use of markers. The trials were centred around the use of uWiki, a functional prototype based on d-touch, that allows users to associate digital content to markers printed on physical tags that can be affixed to objects or buildings. Observations show that a variety of practices emerge around the use of this technology, indicating that they provide a rich medium that has potential to attract the interest of real users. Though the results of this work are preliminary, they serve to demonstrate the range of potential for the future of such systems

    On-the-fly dense 3D surface reconstruction for geometry-aware augmented reality.

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    Augmented Reality (AR) is an emerging technology that makes seamless connections between virtual space and the real world by superimposing computer-generated information onto the real-world environment. AR can provide additional information in a more intuitive and natural way than any other information-delivery method that a human has ever in- vented. Camera tracking is the enabling technology for AR and has been well studied for the last few decades. Apart from the tracking problems, sensing and perception of the surrounding environment are also very important and challenging problems. Although there are existing hardware solutions such as Microsoft Kinect and HoloLens that can sense and build the environmental structure, they are either too bulky or too expensive for AR. In this thesis, the challenging real-time dense 3D surface reconstruction technologies are studied and reformulated for the reinvention of basic position-aware AR towards geometry-aware and the outlook of context- aware AR. We initially propose to reconstruct the dense environmental surface using the sparse point from Simultaneous Localisation and Map- ping (SLAM), but this approach is prone to fail in challenging Minimally Invasive Surgery (MIS) scenes such as the presence of deformation and surgical smoke. We subsequently adopt stereo vision with SLAM for more accurate and robust results. With the success of deep learning technology in recent years, we present learning based single image re- construction and achieve the state-of-the-art results. Moreover, we pro- posed context-aware AR, one step further from purely geometry-aware AR towards the high-level conceptual interaction modelling in complex AR environment for enhanced user experience. Finally, a learning-based smoke removal method is proposed to ensure an accurate and robust reconstruction under extreme conditions such as the presence of surgical smoke

    Mobile Wound Assessment and 3D Modeling from a Single Image

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    The prevalence of camera-enabled mobile phones have made mobile wound assessment a viable treatment option for millions of previously difficult to reach patients. We have designed a complete mobile wound assessment platform to ameliorate the many challenges related to chronic wound care. Chronic wounds and infections are the most severe, costly and fatal types of wounds, placing them at the center of mobile wound assessment. Wound physicians assess thousands of single-view wound images from all over the world, and it may be difficult to determine the location of the wound on the body, for example, if the wound is taken at close range. In our solution, end-users capture an image of the wound by taking a picture with their mobile camera. The wound image is segmented and classified using modern convolution neural networks, and is stored securely in the cloud for remote tracking. We use an interactive semi-automated approach to allow users to specify the location of the wound on the body. To accomplish this we have created, to the best our knowledge, the first 3D human surface anatomy labeling system, based off the current NYU and Anatomy Mapper labeling systems. To interactively view wounds in 3D, we have presented an efficient projective texture mapping algorithm for texturing wounds onto a 3D human anatomy model. In so doing, we have demonstrated an approach to 3D wound reconstruction that works even for a single wound image

    Electronic Imaging & the Visual Arts. EVA 2012 Florence

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    The key aim of this Event is to provide a forum for the user, supplier and scientific research communities to meet and exchange experiences, ideas and plans in the wide area of Culture & Technology. Participants receive up to date news on new EC and international arts computing & telecommunications initiatives as well as on Projects in the visual arts field, in archaeology and history. Working Groups and new Projects are promoted. Scientific and technical demonstrations are presented

    Deep Learning for Free-Hand Sketch: A Survey

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    Free-hand sketches are highly illustrative, and have been widely used by humans to depict objects or stories from ancient times to the present. The recent prevalence of touchscreen devices has made sketch creation a much easier task than ever and consequently made sketch-oriented applications increasingly popular. The progress of deep learning has immensely benefited free-hand sketch research and applications. This paper presents a comprehensive survey of the deep learning techniques oriented at free-hand sketch data, and the applications that they enable. The main contents of this survey include: (i) A discussion of the intrinsic traits and unique challenges of free-hand sketch, to highlight the essential differences between sketch data and other data modalities, e.g., natural photos. (ii) A review of the developments of free-hand sketch research in the deep learning era, by surveying existing datasets, research topics, and the state-of-the-art methods through a detailed taxonomy and experimental evaluation. (iii) Promotion of future work via a discussion of bottlenecks, open problems, and potential research directions for the community.Comment: This paper is accepted by IEEE TPAM

    Pose estimation system based on monocular cameras

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    Our world is full of wonders. It is filled with mysteries and challenges, which through the ages inspired and called for the human civilization to grow itself, either philosophically or sociologically. In time, humans reached their own physical limitations; nevertheless, we created technology to help us overcome it. Like the ancient uncovered land, we are pulled into the discovery and innovation of our time. All of this is possible due to a very human characteristic - our imagination. The world that surrounds us is mostly already discovered, but with the power of computer vision (CV) and augmented reality (AR), we are able to live in multiple hidden universes alongside our own. With the increasing performance and capabilities of the current mobile devices, AR is what we dream it can be. There are still many obstacles, but this future is already our reality, and with the evolving technologies closing the gap between the real and the virtual world, soon it will be possible for us to surround ourselves into other dimensions, or fuse them with our own. This thesis focuses on the development of a system to predict the camera’s pose estimation in the real-world regarding to the virtual world axis. The work was developed as a sub-module integrated on the M5SAR project: Mobile Five Senses Augmented Reality System for Museums, aiming to a more immerse experience with the total or partial replacement of the environments’ surroundings. It is based mainly on man-made buildings indoors and their typical rectangular cuboid shape. With the possibility of knowing the user’s camera direction, we can then superimpose dynamic AR content, inviting the user to explore the hidden worlds. The M5SAR project introduced a new way to explore the existent historical museums by exploring the human’s five senses: hearing, smell, taste, touch, vision. With this innovative technology, the user is able to enhance their visitation and immerse themselves into a virtual world blended with our reality. A mobile device application was built containing an innovating framework: MIRAR - Mobile Image Recognition based Augmented Reality - containing object recognition, navigation, and additional AR information projection in order to enrich the users’ visit, providing an intuitive and compelling information regarding the available artworks, exploring the hearing and vision senses. A device specially designed was built to explore the additional three senses: smell, taste and touch which, when attached to a mobile device, either smartphone or tablet, would pair with it and automatically react in with the offered narrative related to the artwork, immersing the user with a sensorial experience. As mentioned above, the work presented on this thesis is relative to a sub-module of the MIRAR regarding environment detection and the superimposition of AR content. With the main goal being the full replacement of the walls’ contents, and with the possibility of keeping the artwork visible or not, it presented an additional challenge with the limitation of using only monocular cameras. Without the depth information, any 2D image of an environment, to a computer doesn’t represent the tridimensional layout of the real-world dimensions. Nevertheless, man-based building tends to follow a rectangular approach to divisions’ constructions, which allows for a prediction to where the vanishing point on any environment image may point, allowing the reconstruction of an environment’s layout from a 2D image. Furthermore, combining this information with an initial localization through an improved image recognition to retrieve the camera’s spatial position regarding to the real-world coordinates and the virtual-world, alas, pose estimation, allowed for the possibility of superimposing specific localized AR content over the user’s mobile device frame, in order to immerse, i.e., a museum’s visitor into another era correlated to the present artworks’ historical period. Through the work developed for this thesis, it was also presented a better planar surface in space rectification and retrieval, a hybrid and scalable multiple images matching system, a more stabilized outlier filtration applied to the camera’s axis, and a continuous tracking system that works with uncalibrated cameras and is able to achieve particularly obtuse angles and still maintain the surface superimposition. Furthermore, a novelty method using deep learning models for semantic segmentation was introduced for indoor layout estimation based on monocular images. Contrary to the previous developed methods, there is no need to perform geometric calculations to achieve a near state of the art performance with a fraction of the parameters required by similar methods. Contrary to the previous work presented on this thesis, this method performs well even in unseen and cluttered rooms if they follow the Manhattan assumption. An additional lightweight application to retrieve the camera pose estimation is presented using the proposed method.O nosso mundo está repleto de maravilhas. Está cheio de mistérios e desafios, os quais, ao longo das eras, inspiraram e impulsionaram a civilização humana a evoluir, seja filosófica ou sociologicamente. Eventualmente, os humanos foram confrontados com os seus limites físicos; desta forma, criaram tecnologias que permitiram superá-los. Assim como as terras antigas por descobrir, somos impulsionados à descoberta e inovação da nossa era, e tudo isso é possível graças a uma característica marcadamente humana: a nossa imaginação. O mundo que nos rodeia está praticamente todo descoberto, mas com o poder da visão computacional (VC) e da realidade aumentada (RA), podemos viver em múltiplos universos ocultos dentro do nosso. Com o aumento da performance e das capacidades dos dispositivos móveis da atualidade, a RA pode ser exatamente aquilo que sonhamos. Continuam a existir muitos obstáculos, mas este futuro já é o nosso presente, e com a evolução das tecnologias a fechar o fosso entre o mundo real e o mundo virtual, em breve será possível cercarmo-nos de outras dimensões, ou fundi-las dentro da nossa. Esta tese foca-se no desenvolvimento de um sistema de predição para a estimação da pose da câmara no mundo real em relação ao eixo virtual do mundo. Este trabalho foi desenvolvido como um sub-módulo integrado no projeto M5SAR: Mobile Five Senses Augmented Reality System for Museums, com o objetivo de alcançar uma experiência mais imersiva com a substituição total ou parcial dos limites do ambiente. Dedica-se ao interior de edifícios de arquitetura humana e a sua típica forma de retângulo cuboide. Com a possibilidade de saber a direção da câmara do dispositivo, podemos então sobrepor conteúdo dinâmico de RA, num convite ao utilizador para explorar os mundos ocultos. O projeto M5SAR introduziu uma nova forma de explorar os museus históricos existentes através da exploração dos cinco sentidos humanos: a audição, o cheiro, o paladar, o toque e a visão. Com essa tecnologia inovadora, o utilizador pode engrandecer a sua visita e mergulhar num mundo virtual mesclado com a nossa realidade. Uma aplicação para dispositivo móvel foi criada, contendo uma estrutura inovadora: MIRAR - Mobile Image Recognition based Augmented Reality - a possuir o reconhecimento de objetos, navegação e projeção de informação de RA adicional, de forma a enriquecer a visita do utilizador, a fornecer informação intuitiva e interessante em relação às obras de arte disponíveis, a explorar os sentidos da audição e da visão. Foi também desenhado um dispositivo para exploração em particular dos três outros sentidos adicionais: o cheiro, o toque e o sabor. Este dispositivo, quando afixado a um dispositivo móvel, como um smartphone ou tablet, emparelha e reage com este automaticamente com a narrativa relacionada à obra de arte, a imergir o utilizador numa experiência sensorial. Como já referido, o trabalho apresentado nesta tese é relativo a um sub-módulo do MIRAR, relativamente à deteção do ambiente e a sobreposição de conteúdo de RA. Sendo o objetivo principal a substituição completa dos conteúdos das paredes, e com a possibilidade de manter as obras de arte visíveis ou não, foi apresentado um desafio adicional com a limitação do uso de apenas câmaras monoculares. Sem a informação relativa à profundidade, qualquer imagem bidimensional de um ambiente, para um computador isso não se traduz na dimensão tridimensional das dimensões do mundo real. No entanto, as construções de origem humana tendem a seguir uma abordagem retangular às divisões dos edifícios, o que permite uma predição de onde poderá apontar o ponto de fuga de qualquer ambiente, a permitir a reconstrução da disposição de uma divisão através de uma imagem bidimensional. Adicionalmente, ao combinar esta informação com uma localização inicial através de um reconhecimento por imagem refinado, para obter a posição espacial da câmara em relação às coordenadas do mundo real e do mundo virtual, ou seja, uma estimativa da pose, foi possível alcançar a possibilidade de sobrepor conteúdo de RA especificamente localizado sobre a moldura do dispositivo móvel, de maneira a imergir, ou seja, colocar o visitante do museu dentro de outra era, relativa ao período histórico da obra de arte em questão. Ao longo do trabalho desenvolvido para esta tese, também foi apresentada uma melhor superfície planar na recolha e retificação espacial, um sistema de comparação de múltiplas imagens híbrido e escalável, um filtro de outliers mais estabilizado, aplicado ao eixo da câmara, e um sistema de tracking contínuo que funciona com câmaras não calibradas e que consegue obter ângulos particularmente obtusos, continuando a manter a sobreposição da superfície. Adicionalmente, um algoritmo inovador baseado num modelo de deep learning para a segmentação semântica foi introduzido na estimativa do traçado com base em imagens monoculares. Ao contrário de métodos previamente desenvolvidos, não é necessário realizar cálculos geométricos para obter um desempenho próximo ao state of the art e ao mesmo tempo usar uma fração dos parâmetros requeridos para métodos semelhantes. Inversamente ao trabalho previamente apresentado nesta tese, este método apresenta um bom desempenho mesmo em divisões sem vista ou obstruídas, caso sigam a mesma premissa Manhattan. Uma leve aplicação adicional para obter a posição da câmara é apresentada usando o método proposto
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