112 research outputs found
Temporal Recurrent Networks for Online Action Detection
Most work on temporal action detection is formulated as an offline problem,
in which the start and end times of actions are determined after the entire
video is fully observed. However, important real-time applications including
surveillance and driver assistance systems require identifying actions as soon
as each video frame arrives, based only on current and historical observations.
In this paper, we propose a novel framework, Temporal Recurrent Network (TRN),
to model greater temporal context of a video frame by simultaneously performing
online action detection and anticipation of the immediate future. At each
moment in time, our approach makes use of both accumulated historical evidence
and predicted future information to better recognize the action that is
currently occurring, and integrates both of these into a unified end-to-end
architecture. We evaluate our approach on two popular online action detection
datasets, HDD and TVSeries, as well as another widely used dataset, THUMOS'14.
The results show that TRN significantly outperforms the state-of-the-art
Textielpatroon (fractal pied de poule)
Het patroon is opgebouwd uit regelmatig terugkerende pied de poule figuren met een fractale opbouw, dat wil zeggen, binne een pied de poule figuur bevinden zich verkleind weer meerdere pied de poule figuren en daarbinnen ook weer
Torus and Klein bottle tessellations with a single tile of pied de poule (Houndstooth)
We design a 3D surface made by continuous deformation applied to a single tile. The contour edges are aligned according to the network topology of a Pied-de-poule tessellation. In a classical tessellation, each edge is aligned with a matching edge of a neighbouring tile, but here the single tile acts as a neighbouring tile too. The continuous deformation mapping the Pied-de-poule tile to the 3D surface preserves the staircase nature of the contour edges of the tile. It is a diffeomorphism. The 3D surface thus appears as a torus with gaps where the sides of the tile meet. Next we present another surface, also a single Pied-de-poule tile, but with different tessellation type, a Klein bottle. Both surfaces are 3D printed as innovative art works, connecting topological manifolds and the famous fashion pattern
Textielpatroon (fractal line pied de poule)
Het patroon bestaat uit een enkele lijn van een zigzagvorm die regelmatig terugkerende pied de boule figuren oplevert met fractale opbouw, dat wil zeggen: binnen een pied de poule figuur bevinden zich weer meerdere verkleinde pied de poule figuren en daarbinnen ook weer. Het is een kenmerk van het patroon dat de kleinere figuren 45 graden gedraaid zijn ten opzichte van de grotere
Multi-tasking and Arduino : why and how?
In this article I argue that it is important to develop experiential prototypes which have multi-tasking capabilities. At the same time I show that for embedded prototype software based on the popular Arduino platform this is not too difficult. The approach is explained and illustrated using technical examples – practical and hands-on, down to the code level. At the same time a few helpful notations for designing and documenting the software are introduced and illustrated by the same examples. Finally a few case studies of the technical approach are listed
A program for Victory Boogie Woogie
\u3cp\u3eThe paintings of Piet Mondrian have been attractive for programmers and researchers writing programs that produce compositions resembling the originals. In earlier work published in Leonardo, a generic framework was proposed, which turned out flexible and could be adapted to generate many different Mondrian types. Until recently, there were hardly any attempts to target Mondrian's Victory Boogie Woogie, which is more difficult than most of the earlier Mondrian types. This article describes an extension of the Leonardo approach by including Victory Boogie Woogie. This work poses different challenges because of its uniqueness, its complexity and the fact that it is unfinished. In the extension, three principles for modelling and programming are used: (1) working with cells, (2) nesting, and (3) object-orientation. The program entered and won a Dutch national competition on programming Victory Boogie Woogie in 2013.\u3c/p\u3
Geometry and computation of Houndstooth (Pied-de-poule)
We apply a variety of geometric and computational tools to improve our understanding of the Houndstooth (Pied de
poule) pattern. Although the pattern must have been known for centuries, it was made famous mostly by Christian
Dior and is still frequently used in many variations. It is a non-exhaustible source of inspiration for fashion designers
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