34,512 research outputs found

    Survey on Vision-based Path Prediction

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    Path prediction is a fundamental task for estimating how pedestrians or vehicles are going to move in a scene. Because path prediction as a task of computer vision uses video as input, various information used for prediction, such as the environment surrounding the target and the internal state of the target, need to be estimated from the video in addition to predicting paths. Many prediction approaches that include understanding the environment and the internal state have been proposed. In this survey, we systematically summarize methods of path prediction that take video as input and and extract features from the video. Moreover, we introduce datasets used to evaluate path prediction methods quantitatively.Comment: DAPI 201

    I Can See Your Aim: Estimating User Attention From Gaze For Handheld Robot Collaboration

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    This paper explores the estimation of user attention in the setting of a cooperative handheld robot: a robot designed to behave as a handheld tool but that has levels of task knowledge. We use a tool-mounted gaze tracking system, which, after modelling via a pilot study, we use as a proxy for estimating the attention of the user. This information is then used for cooperation with users in a task of selecting and engaging with objects on a dynamic screen. Via a video game setup, we test various degrees of robot autonomy from fully autonomous, where the robot knows what it has to do and acts, to no autonomy where the user is in full control of the task. Our results measure performance and subjective metrics and show how the attention model benefits the interaction and preference of users.Comment: this is a corrected version of the one that was published at IROS 201

    Learning and Acting in Peripersonal Space: Moving, Reaching, and Grasping

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    The young infant explores its body, its sensorimotor system, and the immediately accessible parts of its environment, over the course of a few months creating a model of peripersonal space useful for reaching and grasping objects around it. Drawing on constraints from the empirical literature on infant behavior, we present a preliminary computational model of this learning process, implemented and evaluated on a physical robot. The learning agent explores the relationship between the configuration space of the arm, sensing joint angles through proprioception, and its visual perceptions of the hand and grippers. The resulting knowledge is represented as the peripersonal space (PPS) graph, where nodes represent states of the arm, edges represent safe movements, and paths represent safe trajectories from one pose to another. In our model, the learning process is driven by intrinsic motivation. When repeatedly performing an action, the agent learns the typical result, but also detects unusual outcomes, and is motivated to learn how to make those unusual results reliable. Arm motions typically leave the static background unchanged, but occasionally bump an object, changing its static position. The reach action is learned as a reliable way to bump and move an object in the environment. Similarly, once a reliable reach action is learned, it typically makes a quasi-static change in the environment, moving an object from one static position to another. The unusual outcome is that the object is accidentally grasped (thanks to the innate Palmar reflex), and thereafter moves dynamically with the hand. Learning to make grasps reliable is more complex than for reaches, but we demonstrate significant progress. Our current results are steps toward autonomous sensorimotor learning of motion, reaching, and grasping in peripersonal space, based on unguided exploration and intrinsic motivation.Comment: 35 pages, 13 figure

    Proof of concept of a workflow methodology for the creation of basic canine head anatomy veterinary education tool using augmented reality

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    Neuroanatomy can be challenging to both teach and learn within the undergraduate veterinary medicine and surgery curriculum. Traditional techniques have been used for many years, but there has now been a progression to move towards alternative digital models and interactive 3D models to engage the learner. However, digital innovations in the curriculum have typically involved the medical curriculum rather than the veterinary curriculum. Therefore, we aimed to create a simple workflow methodology to highlight the simplicity there is in creating a mobile augmented reality application of basic canine head anatomy. Using canine CT and MRI scans and widely available software programs, we demonstrate how to create an interactive model of head anatomy. This was applied to augmented reality for a popular Android mobile device to demonstrate the user-friendly interface. Here we present the processes, challenges and resolutions for the creation of a highly accurate, data based anatomical model that could potentially be used in the veterinary curriculum. This proof of concept study provides an excellent framework for the creation of augmented reality training products for veterinary education. The lack of similar resources within this field provides the ideal platform to extend this into other areas of veterinary education and beyond

    Habituation to novel visual vestibular environments with special reference to space flight

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    The etiology of space motion sickness and the underlying physiological mechanisms associated with spatial orientation in a space environment were investigated. Human psychophysical experiments were used as the basis for the research concerning the interaction of visual and vestibular cues in the development of motion sickness. Particular emphasis is placed on the conflict theory in terms of explaining these interactions. Research on the plasticity of the vestibulo-ocular reflex is discussed
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