268 research outputs found
Towards Egocentric Person Re-identification and Social Pattern Analysis
Wearable cameras capture a first-person view of the daily activities of the
camera wearer, offering a visual diary of the user behaviour. Detection of the
appearance of people the camera user interacts with for social interactions
analysis is of high interest. Generally speaking, social events, lifestyle and
health are highly correlated, but there is a lack of tools to monitor and
analyse them. We consider that egocentric vision provides a tool to obtain
information and understand users social interactions. We propose a model that
enables us to evaluate and visualize social traits obtained by analysing social
interactions appearance within egocentric photostreams. Given sets of
egocentric images, we detect the appearance of faces within the days of the
camera wearer, and rely on clustering algorithms to group their feature
descriptors in order to re-identify persons. Recurrence of detected faces
within photostreams allows us to shape an idea of the social pattern of
behaviour of the user. We validated our model over several weeks recorded by
different camera wearers. Our findings indicate that social profiles are
potentially useful for social behaviour interpretation
Lifestyle understanding through the analysis of egocentric photo-streams
At 8:15, before going to work, Rose puts on her pullover and attaches to it the small portable camera that looks like a hanger. The camera will take two images per minute throughout the day and will record almost everything Rose experiences: the people she meets, how long she sits in front of her computer, what she eats, where she goes, etc. These images show an objective description of Rose's experiences. This thesis addresses the development of automatic computer vision tools for the study of people's behaviours. To this end, we rely on the analysis of the visual data offered by these collected sequences of images by wearable cameras. Our developed models have demonstrated to be a powerful tool for the extraction of information about the behaviours of people in society. Examples of applications: 1) selected images as cues to trigger autobiographical memory about past events for prevention of cognitive and functional decline and memory enhancement in elderly people. 2) Self-monitoring devices as people want to increase their self-knowledge through quantitative analysis, expecting that it will lead to psychological well-being and the improvement of their lifestyle. 3) businesses are already making use of such data regarding information about their employees and clients, in order to improve productivity, well-being and customer satisfaction. The ultimate goal is to help people like Rose to improve the quality of our life by creating awareness about our habits and life balance
Visual Object Tracking in First Person Vision
The understanding of human-object interactions is fundamental in First Person Vision (FPV). Visual tracking algorithms which follow the objects manipulated by the camera wearer can provide useful information to effectively model such interactions. In the last years, the computer vision community has significantly improved the performance of tracking algorithms for a large variety of target objects and scenarios. Despite a few previous attempts to exploit trackers in the FPV domain, a methodical analysis of the performance of state-of-the-art trackers is still missing. This research gap raises the question of whether current solutions can be used âoff-the-shelfâ or more domain-specific investigations should be carried out. This paper aims to provide answers to such questions. We present the first systematic investigation of single object tracking in FPV. Our study extensively analyses the performance of 42 algorithms including generic object trackers and baseline FPV-specific trackers. The analysis is carried out by focusing on different aspects of the FPV setting, introducing new performance measures, and in relation to FPV-specific tasks. The study is made possible through the introduction of TREK-150, a novel benchmark dataset composed of 150 densely annotated video sequences. Our results show that object tracking in FPV poses new challenges to current visual trackers. We highlight the factors causing such behavior and point out possible research directions. Despite their difficulties, we prove that trackers bring benefits to FPV downstream tasks requiring short-term object tracking. We expect that generic object tracking will gain popularity in FPV as new and FPV-specific methodologies are investigated
Mining reality to explore the 21st century student experience
Understanding student experience is a key aspect of higher education research. To date, the dominant methods for advancing this area have been the use of surveys and interviews, methods that typically rely on post-event recollections or perceptions, which can be incomplete and unreliable. Advances in mobile sensor technologies afford the opportunity to capture continuous, naturally-occurring student activity. In this thesis, I propose a new research approach for higher education that redefines student experience in terms of objective activity observation, rather than a construct of perception. I argue that novel, technologically driven research practices such as âReality Miningââcontinuous capture of digital data from wearable devices and the use of multi-modal datasets captured over prolonged periods, offer a deeper, more accurate representation of studentsâ lived experience.
To explore the potential of these new methods, I implemented and evaluated three approaches to gathering student activity and behaviour data. I collected data from 21 undergraduate health science students at the University of Otago, over the period of a single semester (approximately four months). The data captured included GPS trace data from a smartphone app to explore student spaces and movements; photo data from a wearable auto-camera (that takes a photo from the wearerâs point-of-view, every 30 seconds) to investigate student activities; and computer usage data captured via the RescueTime software to gain insight into studentsâ digital practices. I explored the findings of these three datasets, visualising the student experience in different ways to demonstrate different perspectives on student activity, and utilised a number of new analytical approaches (such as Computer Vision algorithms for automatically categorising photostream data) to make sense of the voluminous data generated. To help future researchers wanting to utilise similar techniques, I also outlined the limitations and challenges encountered in using these new methods/devices for research.
The findings of the three method explorations offer some insights into various aspects of the student experience, but serve mostly to highlight the idiographic nature of student life. The principal finding of this research is that these types of âstudent analyticsâ are most readily useful to the students themselves, for highlighting their practices and informing self-improvement. I look at this aspect through the lens of a movement called the âQuantified Selfâ, which promotes the use of self-tracking technologies for personal development.
To conclude my thesis, I discuss broadly how these methods could feature in higher education research, for researchers, for the institution, and, most importantly, for the students themselves. To this end, I develop a conceptual framework derived from Tschumiâs (1976) Space-Event-Movement framework. At the same time, I also take a critical perspective about the role of these types of personal analytics in the future of higher education, and question how involved the institution should be in the capture and utilisation of these data. Ultimately, there is value in exploring these data capture methods further, but always keeping the âstudentâ placed squarely at the centre of the âstudent experienceâ
The You-Turn in Philosophy of Mind: On the Significance of Experiences that Arenât Mine.
Ph.D. Thesis. University of HawaiÊ»i at MÄnoa 2018
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Technological framework for ubiquitous interactions using contextâaware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the usersâ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input â e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
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