25,499 research outputs found

    Planar Object Tracking in the Wild: A Benchmark

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    Planar object tracking is an actively studied problem in vision-based robotic applications. While several benchmarks have been constructed for evaluating state-of-the-art algorithms, there is a lack of video sequences captured in the wild rather than in constrained laboratory environment. In this paper, we present a carefully designed planar object tracking benchmark containing 210 videos of 30 planar objects sampled in the natural environment. In particular, for each object, we shoot seven videos involving various challenging factors, namely scale change, rotation, perspective distortion, motion blur, occlusion, out-of-view, and unconstrained. The ground truth is carefully annotated semi-manually to ensure the quality. Moreover, eleven state-of-the-art algorithms are evaluated on the benchmark using two evaluation metrics, with detailed analysis provided for the evaluation results. We expect the proposed benchmark to benefit future studies on planar object tracking.Comment: Accepted by ICRA 201

    RGBD Datasets: Past, Present and Future

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    Since the launch of the Microsoft Kinect, scores of RGBD datasets have been released. These have propelled advances in areas from reconstruction to gesture recognition. In this paper we explore the field, reviewing datasets across eight categories: semantics, object pose estimation, camera tracking, scene reconstruction, object tracking, human actions, faces and identification. By extracting relevant information in each category we help researchers to find appropriate data for their needs, and we consider which datasets have succeeded in driving computer vision forward and why. Finally, we examine the future of RGBD datasets. We identify key areas which are currently underexplored, and suggest that future directions may include synthetic data and dense reconstructions of static and dynamic scenes.Comment: 8 pages excluding references (CVPR style

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices

    Digging Deeper into Egocentric Gaze Prediction

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    This paper digs deeper into factors that influence egocentric gaze. Instead of training deep models for this purpose in a blind manner, we propose to inspect factors that contribute to gaze guidance during daily tasks. Bottom-up saliency and optical flow are assessed versus strong spatial prior baselines. Task-specific cues such as vanishing point, manipulation point, and hand regions are analyzed as representatives of top-down information. We also look into the contribution of these factors by investigating a simple recurrent neural model for ego-centric gaze prediction. First, deep features are extracted for all input video frames. Then, a gated recurrent unit is employed to integrate information over time and to predict the next fixation. We also propose an integrated model that combines the recurrent model with several top-down and bottom-up cues. Extensive experiments over multiple datasets reveal that (1) spatial biases are strong in egocentric videos, (2) bottom-up saliency models perform poorly in predicting gaze and underperform spatial biases, (3) deep features perform better compared to traditional features, (4) as opposed to hand regions, the manipulation point is a strong influential cue for gaze prediction, (5) combining the proposed recurrent model with bottom-up cues, vanishing points and, in particular, manipulation point results in the best gaze prediction accuracy over egocentric videos, (6) the knowledge transfer works best for cases where the tasks or sequences are similar, and (7) task and activity recognition can benefit from gaze prediction. Our findings suggest that (1) there should be more emphasis on hand-object interaction and (2) the egocentric vision community should consider larger datasets including diverse stimuli and more subjects.Comment: presented at WACV 201
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