1,251 research outputs found

    DocMIR: An automatic document-based indexing system for meeting retrieval

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    This paper describes the DocMIR system which captures, analyzes and indexes automatically meetings, conferences, lectures, etc. by taking advantage of the documents projected (e.g. slideshows, budget tables, figures, etc.) during the events. For instance, the system can automatically apply the above-mentioned procedures to a lecture and automatically index the event according to the presented slides and their contents. For indexing, the system requires neither specific software installed on the presenter's computer nor any conscious intervention of the speaker throughout the presentation. The only material required by the system is the electronic presentation file of the speaker. Even if not provided, the system would temporally segment the presentation and offer a simple storyboard-like browsing interface. The system runs on several capture boxes connected to cameras and microphones that records events, synchronously. Once the recording is over, indexing is automatically performed by analyzing the content of the captured video containing projected documents and detects the scene changes, identifies the documents, computes their duration and extracts their textual content. Each of the captured images is identified from a repository containing all original electronic documents, captured audio-visual data and metadata created during post-production. The identification is based on documents' signatures, which hierarchically structure features from both layout structure and color distributions of the document images. Video segments are finally enriched with textual content of the identified original documents, which further facilitate the query and retrieval without using OCR. The signature-based indexing method proposed in this article is robust and works with low-resolution images and can be applied to several other applications including real-time document recognition, multimedia IR and augmented reality system

    Scene understanding through semantic image segmentation in augmented reality

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    Abstract. Semantic image segmentation, the task of assigning a label to each pixel in an image, is a major challenge in the field of computer vision. Semantic image segmentation using fully convolutional neural networks (FCNNs) offers an online solution to the scene understanding while having a simple training procedure and fast inference speed if designed efficiently. The semantic information provided by the semantic segmentation is a detailed understanding of the current context and this scene understanding is vital for scene modification in augmented reality (AR), especially if one aims to perform destructive scene augmentation. Augmented reality systems, by nature, aim to have a real-time modification of the context through head-mounted see-through or video-see-through displays, thus require efficiency in each step. Although there are many solutions to the semantic image segmentation in the literature such as DeeplabV3+, Deeplab DPC, they fail to offer a low latency inference due to their complex architectures in aim to acquire the best accuracy. As a part of this thesis work, we provide an efficient architecture for semantic image segmentation using an FCNN model and achieve real-time performance on smartphones at 19.65 frames per second (fps) while maintaining a high mean intersection over union (mIOU) of 67.7% on Cityscapes validation set with our "Basic" variant and 15.41 fps and 70.3% mIOU on Cityscapes test set using our "DPC" variant. The implementation is open-sourced and compatible with Tensorflow Lite, thus able to run on embedded and mobile devices. Furthermore, the thesis work demonstrates an augmented reality implementation where semantic segmentation masks are tracked online in a 3D environment using Google ARCore. We show that the frequent calculation of semantic information is not necessary and by tracking the calculated semantic information in 3D space using inertial-visual odometry that is provided by the ARCore framework, we can achieve savings on battery and CPU usage while maintaining a high mIOU. We further demonstrate a possible use case of the system by inpainting the objects in 3D space that are found by the semantic image segmentation network. The implemented Android application performs real-time augmented reality at 30 fps while running the computationally efficient network that was proposed as a part of this thesis work in parallel

    Anomaly Detection, Rule Adaptation and Rule Induction Methodologies in the Context of Automated Sports Video Annotation.

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    Automated video annotation is a topic of considerable interest in computer vision due to its applications in video search, object based video encoding and enhanced broadcast content. The domain of sport broadcasting is, in particular, the subject of current research attention due to its fixed, rule governed, content. This research work aims to develop, analyze and demonstrate novel methodologies that can be useful in the context of adaptive and automated video annotation systems. In this thesis, we present methodologies for addressing the problems of anomaly detection, rule adaptation and rule induction for court based sports such as tennis and badminton. We first introduce an HMM induction strategy for a court-model based method that uses the court structure in the form of a lattice for two related modalities of singles and doubles tennis to tackle the problems of anomaly detection and rectification. We also introduce another anomaly detection methodology that is based on the disparity between the low-level vision based classifiers and the high-level contextual classifier. Another approach to address the problem of rule adaptation is also proposed that employs Convex hulling of the anomalous states. We also investigate a number of novel hierarchical HMM generating methods for stochastic induction of game rules. These methodologies include, Cartesian product Label-based Hierarchical Bottom-up Clustering (CLHBC) that employs prior information within the label structures. A new constrained variant of the classical Chinese Restaurant Process (CRP) is also introduced that is relevant to sports games. We also propose two hybrid methodologies in this context and a comparative analysis is made against the flat Markov model. We also show that these methods are also generalizable to other rule based environments

    Tools of Trade of the Next Blue-Collar Job? Antecedents, Design Features, and Outcomes of Interactive Labeling Systems

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    Supervised machine learning is becoming increasingly popular - and so is the need for annotated training data. Such data often needs to be manually labeled by human workers, not unlikely to negatively impact the involved workforce. To alleviate this issue, a new information systems class has emerged - interactive labeling systems. However, this young, but rapidly growing field lacks guidance and structure regarding the design of such systems. Against this backdrop, this paper describes antecedents, design features, and outcomes of interactive labeling systems. We perform a systematic literature review, identifying 188 relevant articles. Our results are presented as a morphological box with 14 dimensions, which we evaluate using card sorting. By additionally offering this box as a web-based artifact, we provide actionable guidance for interactive labeling system development for scholars and practitioners. Lastly, we discuss imbalances in the article distribution of our morphological box and suggest future work directions

    International Summerschool Computer Science 2014: Proceedings of Summerschool 7.7. - 13.7.2014

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    Proceedings of International Summerschool Computer Science 201

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
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