14,604 research outputs found
Creation of virtual worlds from 3D models retrieved from content aware networks based on sketch and image queries
The recent emergence of user generated content requires new content creation tools that will be both easy to learn and easy to use. These new tools should enable the user to construct new high-quality content with minimum effort; it is essential to allow existing multimedia content to be reused as building blocks when creating new content. In this work we present a new tool for automatically constructing virtual worlds with minimum user intervention. Users can create these worlds by drawing a simple sketch, or by using interactively segmented 2D objects from larger images. The system receives as a query the sketch or the segmented image, and uses it to find similar 3D models that are stored in a Content Centric Network. The user selects a suitable model from the retrieved models, and the system uses it to automatically construct a virtual 3D world
Crowdsourcing in Computer Vision
Computer vision systems require large amounts of manually annotated data to
properly learn challenging visual concepts. Crowdsourcing platforms offer an
inexpensive method to capture human knowledge and understanding, for a vast
number of visual perception tasks. In this survey, we describe the types of
annotations computer vision researchers have collected using crowdsourcing, and
how they have ensured that this data is of high quality while annotation effort
is minimized. We begin by discussing data collection on both classic (e.g.,
object recognition) and recent (e.g., visual story-telling) vision tasks. We
then summarize key design decisions for creating effective data collection
interfaces and workflows, and present strategies for intelligently selecting
the most important data instances to annotate. Finally, we conclude with some
thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in
Computer Graphics and Vision, 201
Real Time Relativity: exploration learning of special relativity
Real Time Relativity is a computer program that lets students fly at
relativistic speeds though a simulated world populated with planets, clocks,
and buildings. The counterintuitive and spectacular optical effects of
relativity are prominent, while systematic exploration of the simulation allows
the user to discover relativistic effects such as length contraction and the
relativity of simultaneity. We report on the physics and technology
underpinning the simulation, and our experience using it for teaching special
relativity to first year university students
Interactively Test Driving an Object Detector: Estimating Performance on Unlabeled Data
In this paper, we study the problem of `test-driving' a detector, i.e.
allowing a human user to get a quick sense of how well the detector generalizes
to their specific requirement. To this end, we present the first system that
estimates detector performance interactively without extensive ground truthing
using a human in the loop. We approach this as a problem of estimating
proportions and show that it is possible to make accurate inferences on the
proportion of classes or groups within a large data collection by observing
only of samples from the data. In estimating the false detections (for
precision), the samples are chosen carefully such that the overall
characteristics of the data collection are preserved. Next, inspired by its use
in estimating disease propagation we apply pooled testing approaches to
estimate missed detections (for recall) from the dataset. The estimates thus
obtained are close to the ones obtained using ground truth, thus reducing the
need for extensive labeling which is expensive and time consuming.Comment: Published at Winter Conference on Applications of Computer Vision,
201
Let's Sketch in 360º: spherical perspectives for virtual reality panoramas
Conferência realizada em Stockholm, Sweden de 25–29 julho de 2018In this workshop we will learn how to draw a 360-degree view of our environment using spherical perspective,
and how to visualize these drawings as immersive panoramas by uploading them to virtual reality platforms that
provide an interactive visualization of a 3D reconstruction of the original scene. We shall show how to construct
these drawing in a simple way, using ruler and compass constructions, facilitated by adequate gridding that takes advantage of the symmetry groups of these spherical perspectives. We will consider two spherical perspectives: equirectangular and azimuthal equidistant, with a focus on the former due to its seamless integration with visualization software readily available on social networks. We will stress the relationship between these panoramas and the notion of spherical anamorphosis.info:eu-repo/semantics/publishedVersio
Video browsing interfaces and applications: a review
We present a comprehensive review of the state of the art in video browsing and retrieval systems, with special emphasis on interfaces and applications. There has been a significant increase in activity (e.g., storage, retrieval, and sharing) employing video data in the past decade, both for personal and professional use. The ever-growing amount of video content available for human consumption and the inherent characteristics of video data—which, if presented in its raw format, is rather unwieldy and costly—have become driving forces for the development of more effective solutions to present video contents and allow rich user interaction. As a result, there are many contemporary research efforts toward developing better video browsing solutions, which we summarize. We review more than 40 different video browsing and retrieval interfaces and classify them into three groups: applications that use video-player-like interaction, video retrieval applications, and browsing solutions based on video surrogates. For each category, we present a summary of existing work, highlight the technical aspects of each solution, and compare them against each other
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