20,038 research outputs found

    Taking the bite out of automated naming of characters in TV video

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    We investigate the problem of automatically labelling appearances of characters in TV or film material with their names. This is tremendously challenging due to the huge variation in imaged appearance of each character and the weakness and ambiguity of available annotation. However, we demonstrate that high precision can be achieved by combining multiple sources of information, both visual and textual. The principal novelties that we introduce are: (i) automatic generation of time stamped character annotation by aligning subtitles and transcripts; (ii) strengthening the supervisory information by identifying when characters are speaking. In addition, we incorporate complementary cues of face matching and clothing matching to propose common annotations for face tracks, and consider choices of classifier which can potentially correct errors made in the automatic extraction of training data from the weak textual annotation. Results are presented on episodes of the TV series ‘‘Buffy the Vampire Slayer”

    Identifying and addressing adaptability and information system requirements for tactical management

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    Biometric features modeling to measure students engagement.

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    The ability to measure students’ engagement in an educational setting may improve student retention and academic success, revealing which students are disinterested, or which segments of a lesson are causing difficulties. This ability will facilitate timely intervention in both the learning and the teaching process in a variety of classroom settings. In this dissertation, an automatic students engagement measure is proposed through investigating three main engagement components of the engagement: the behavioural engagement, the emotional engagement and the cognitive engagement. The main goal of the proposed technology is to provide the instructors with a tool that could help them estimating both the average class engagement level and the individuals engagement levels while they give the lecture in real-time. Such system could help the instructors to take actions to improve students\u27 engagement. Also, it can be used by the instructor to tailor the presentation of material in class, identify course material that engages and disengages with students, and identify students who are engaged or disengaged and at risk of failure. A biometric sensor network (BSN) is designed to capture data consist of individuals facial capture cameras, wall-mounted cameras and high performance computing machine to capture students head pose, eye gaze, body pose, body movements, and facial expressions. These low level features will be used to train a machine-learning model to estimate the behavioural and emotional engagements in either e-learning or in-class environment. A set of experiments is conducted to compare the proposed technology with the state-of-the-art frameworks in terms of performance. The proposed framework shows better accuracy in estimating both behavioral and emotional engagement. Also, it offers superior flexibility to work in any educational environment. Further, this approach allows quantitative comparison of teaching methods, such as lecture, flipped classrooms, classroom response systems, etc. such that an objective metric can be used for teaching evaluation with immediate closed-loop feedback to the instructor

    Training a Fast Object Detector for LiDAR Range Images Using Labeled Data from Sensors with Higher Resolution

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    In this paper, we describe a strategy for training neural networks for object detection in range images obtained from one type of LiDAR sensor using labeled data from a different type of LiDAR sensor. Additionally, an efficient model for object detection in range images for use in self-driving cars is presented. Currently, the highest performing algorithms for object detection from LiDAR measurements are based on neural networks. Training these networks using supervised learning requires large annotated datasets. Therefore, most research using neural networks for object detection from LiDAR point clouds is conducted on a very small number of publicly available datasets. Consequently, only a small number of sensor types are used. We use an existing annotated dataset to train a neural network that can be used with a LiDAR sensor that has a lower resolution than the one used for recording the annotated dataset. This is done by simulating data from the lower resolution LiDAR sensor based on the higher resolution dataset. Furthermore, improvements to models that use LiDAR range images for object detection are presented. The results are validated using both simulated sensor data and data from an actual lower resolution sensor mounted to a research vehicle. It is shown that the model can detect objects from 360{\deg} range images in real time

    User-Friendly Locations of Error Messages in Web Forms: An Eye Tracking Study

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    Error messages presented to users are one of the most important elements of Web forms. Error messages are embedded in different parts of the forms available on the Internet and presented in various formats. One of the measures of a user-friendly error message design is the ability to easily capture users’ attention and facilitate fast error correction. In this empirical study, I tested four different locations of error messages frequently used in Web forms on 32 participants. In addition, I analysed the participants’ interactions with error messages through their eye movements. The results of the study showed that the participants spotted the error message fastest when it was displayed on the right side of the erroneous input field. When error messages displayed further the input field users have less saccades to and fixations on error messages compared to those located near to this field, suggesting that less effort has been spent to understand the given message. However, group mean dif-ferences were not statistically significant for form completion time, error recognition time, the number of saccades, and error correction time

    FaceVR: Real-Time Facial Reenactment and Eye Gaze Control in Virtual Reality

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    We introduce FaceVR, a novel method for gaze-aware facial reenactment in the Virtual Reality (VR) context. The key component of FaceVR is a robust algorithm to perform real-time facial motion capture of an actor who is wearing a head-mounted display (HMD), as well as a new data-driven approach for eye tracking from monocular videos. In addition to these face reconstruction components, FaceVR incorporates photo-realistic re-rendering in real time, thus allowing artificial modifications of face and eye appearances. For instance, we can alter facial expressions, change gaze directions, or remove the VR goggles in realistic re-renderings. In a live setup with a source and a target actor, we apply these newly-introduced algorithmic components. We assume that the source actor is wearing a VR device, and we capture his facial expressions and eye movement in real-time. For the target video, we mimic a similar tracking process; however, we use the source input to drive the animations of the target video, thus enabling gaze-aware facial reenactment. To render the modified target video on a stereo display, we augment our capture and reconstruction process with stereo data. In the end, FaceVR produces compelling results for a variety of applications, such as gaze-aware facial reenactment, reenactment in virtual reality, removal of VR goggles, and re-targeting of somebody's gaze direction in a video conferencing call
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