16 research outputs found

    The analysis of facial beauty: an emerging area of research in pattern analysis

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    Much research presented recently supports the idea that the human perception of attractiveness is data-driven and largely irrespective of the perceiver. This suggests using pattern analysis techniques for beauty analysis. Several scientific papers on this subject are appearing in image processing, computer vision and pattern analysis contexts, or use techniques of these areas. In this paper, we will survey the recent studies on automatic analysis of facial beauty, and discuss research lines and practical application

    Models and algorithms for energy-efficient scheduling with immediate start of jobs

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    We study a scheduling model with speed scaling for machines and the immediate start requirement for jobs. Speed scaling improves the system performance, but incurs the energy cost. The immediate start condition implies that each job should be started exactly at its release time. Such a condition is typical for modern Cloud computing systems with abundant resources. We consider two cost functions, one that represents the quality of service and the other that corresponds to the cost of running. We demonstrate that the basic scheduling model to minimize the aggregated cost function with n jobs is solvable in O(nlogn) time in the single-machine case and in O(n²m) time in the case of m parallel machines. We also address additional features, e.g., the cost of job rejection or the cost of initiating a machine. In the case of a single machine, we present algorithms for minimizing one of the cost functions subject to an upper bound on the value of the other, as well as for finding a Pareto-optimal solution

    Understanding Gesture Articulations Variability

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    Part 4: Information on Demand, on the Move, and Gesture InteractionInternational audienceInterfaces based on mid-air gestures often use a one-to-one mapping between gestures and commands, but most remain very basic. Actually, people exhibit inherent intrinsic variations for their gesture articulations because gestures carry dependency with both the person producing them and the specific context, social or cultural, in which they are being produced. We advocate that allowing applications to map many gestures to one command is a key step to give more flexibility, avoid penalizations, and lead to better user interaction experiences. Accordingly, this paper presents our results on mid-air gesture variability. We are mainly concerned with understanding variability in mid-air gesture articulations from a pure user-centric perspective. We describe a comprehensive investigation on how users vary the production of gestures under unconstrained articulation conditions. The conducted user study consisted in two tasks. The first one provides a model of user conception and production of gestures; from this study we also derive an embodied taxonomy of gestures. This taxonomy is used as a basis for the second experiment, in which we perform a fine grain quantitative analysis of gesture articulation variability. Based on these results, we discuss implications for gesture interface designs

    Refining Geometry from Depth Sensors using IR Shading Images

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    We propose a method to refine geometry of 3D meshes from a consumer level depth camera, e.g. Kinect, by exploiting shading cues captured from an infrared (IR) camera. A major benefit to using an IR camera instead of an RGB camera is that the IR images captured are narrow band images that filter out most undesired ambient light, which makes our system robust against natural indoor illumination. Moreover, for many natural objects with colorful textures in the visible spectrum, the subjects appear to have a uniform albedo in the IR spectrum. Based on our analyses on the IR projector light of the Kinect, we define a near light source IR shading model that describes the captured intensity as a function of surface normals, albedo, lighting direction, and distance between light source and surface points. To resolve the ambiguity in our model between the normals and distances, we utilize an initial 3D mesh from the Kinect fusion and multi-view information to reliably estimate surface details that were not captured and reconstructed by the Kinect fusion. Our approach directly operates on the mesh model for geometry refinement. We ran experiments on our algorithm for geometries captured by both the Kinect I and Kinect II, as the depth acquisition in Kinect I is based on a structured-light technique and that of the Kinect II is based on a time-of-flight technology. The effectiveness of our approach is demonstrated through several challenging real-world examples. We have also performed a user study to evaluate the quality of the mesh models before and after our refinements.11Nsciescopu
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