14 research outputs found
OmniHorizon: In-the-Wild Outdoors Depth and Normal Estimation from Synthetic Omnidirectional Dataset
Understanding the ambient scene is imperative for several applications such
as autonomous driving and navigation. While obtaining real-world image data
with per-pixel labels is challenging, existing accurate synthetic image
datasets primarily focus on indoor spaces with fixed lighting and scene
participants, thereby severely limiting their application to outdoor scenarios.
In this work we introduce OmniHorizon, a synthetic dataset with 24,335
omnidirectional views comprising of a broad range of indoor and outdoor spaces
consisting of buildings, streets, and diverse vegetation. Our dataset also
accounts for dynamic scene components including lighting, different times of a
day settings, pedestrians, and vehicles. Furthermore, we also demonstrate a
learned synthetic-to-real cross-domain inference method for in-the-wild 3D
scene depth and normal estimation method using our dataset. To this end, we
propose UBotNet, an architecture based on a UNet and a Bottleneck Transformer,
to estimate scene-consistent normals. We show that UBotNet achieves
significantly improved depth accuracy (4.6%) and normal estimation (5.75%)
compared to several existing networks such as U-Net with skip-connections.
Finally, we demonstrate in-the-wild depth and normal estimation on real-world
images with UBotNet trained purely on our OmniHorizon dataset, showing the
promise of proposed dataset and network for scene understanding.Comment: 16 pages and 18 figure
Modeling and Simulation of Thermal Grill Illusion Using Neurophysiological Theory
The Thermal Grill Illusion (TGI) is a temperature-based perceptual illusion in which innocuous warm and cold stimuli evoke pain when applied simultaneously in a juxtaposed pattern. Based on neurophysiological and psychological findings, several theories have been proposed to explain the mechanisms behind TGI. However, the significance of an analytical model for TGI is not addressed in the literature. This study focuses on developing an analytical model based on the 'disinhibition theory' to predict the intensity of TGI pain. A psychophysical experiment on perceived TGI pain was first conducted, and then an analytical model was developed. The model's objective is to predict the neuronal activity of pain-sensitive HPC (Heat-Pinch-Cold) nerve fibers by leveraging the existing popular models of warm and cold receptors. An experimental thermal grill setup was used to provide five temperature differences between warm and cold grills (each repeated three times). Participants rated the perceived TGI pain sensation on a Likert scale of one to ten. Both the experimental results and the simulation showed a monotonically increasing relationship between temperature differences and the perceived TGI intensity. The proposed model bridges the gap between neurophysiological and psychophysical knowledge of TGI, potentially aiding thermal display designs
VisTaNet: Attention Guided Deep Fusion for Surface Roughness Classification
Human texture perception is a weighted average of multi-sensory inputs:
visual and tactile. While the visual sensing mechanism extracts global
features, the tactile mechanism complements it by extracting local features.
The lack of coupled visuotactile datasets in the literature is a challenge for
studying multimodal fusion strategies analogous to human texture perception.
This paper presents a visual dataset that augments an existing tactile dataset.
We propose a novel deep fusion architecture that fuses visual and tactile data
using four types of fusion strategies: summation, concatenation, max-pooling,
and attention. Our model shows significant performance improvements (97.22%) in
surface roughness classification accuracy over tactile only (SVM - 92.60%) and
visual only (FENet-50 - 85.01%) architectures. Among the several fusion
techniques, attention-guided architecture results in better classification
accuracy. Our study shows that analogous to human texture perception, the
proposed model chooses a weighted combination of the two modalities (visual and
tactile), thus resulting in higher surface roughness classification accuracy;
and it chooses to maximize the weightage of the tactile modality where the
visual modality fails and vice-versa
Breath rate variability: A novel measure to study the meditation effects
Context: Reliable quantitative measure of meditation is still elusive. Although electroencephalogram (EEG) and heart rate variability (HRV) are known as quantitative measures of meditation, effects of meditation on EEG and HRV may well take long time as these measures are involuntarily controlled. Effect of mediation on respiration is well known; however, quantitative measures of respiration during meditation have not been studied. Aims: Breath rate variability (BRV) as an alternate measure of meditation even over a short duration is proposed. The main objective of this study is to test the hypothesis that BRV is a simple measure that differentiates between meditators and nonmeditators. Settings and Design: This was a nonrandomized, controlled trial. Volunteers meditate in their natural habitat during signal acquisition. Subjects and Methods: We used Photo-Plythysmo-Gram (PPG) signal acquisition system from BIO-PAC and recorded video of chest and abdomen movement due to respiration during a short meditation (15 min) session for 12 individuals (all males) meditating in a relaxed sitting posture. Seven of the 12 individuals had substantial experience in meditation, while others are controls without any experience in meditation. Respiratory signal from PPG signal was derived and matched with that of the video respiratory signal. This derived respiratory signal is used for calculating BRV parameters in time, frequency, nonlinear, and time-frequency domain. Statistical Analysis Used: First, breath-to-breath interval (BBI) was calculated from the respiration signal, then time domain parameters such as standard deviation of BBI (SDBB), root mean square value of SDBB (RMSSD), and standard deviation of SDBB (SDSD) were calculated. We performed spectral analysis to calculate frequency domain parameters (power spectral density [PSD], power of each band, peak frequency of each band, and normalized frequency) using Burg, Welch, and Lomb–Scargle (LS) method. We calculated nonlinear parameters (sample entropy, approximate entropy, Poincare plot, and Renyi entropy). We calculated time frequency parameters (global PSD, low frequency-high frequency [LF-HF] ratio, and LF-HF power) by Burg LS and wavelet method. Results: The results show that the mediated individuals have high value of SDSD (+24%), SDBB (+29%), and RMSSD (+26%). Frequency domain analysis shows substantial increment in LFHF power (+73%) and LFHF ratio (+33%). Nonlinear parameters such as SD1 and SD2 were also more (>20%) for meditated persons. Conclusions: As compared to HRV, BRV can provide short-term effect on anatomic nervous system meditation, while HRV shows long-term effects. Improved autonomic function is one of the long-term effects of meditation in which an increase in parasympathetic activity and decrease in sympathetic dominance are observed. In future works, BRV could also be used for measuring stress
Rendering stiffer walls: a hybrid haptic system using continuous and discrete time feedback
Instability in conventional haptic rendering destroys the perception of rigid objects in virtual environments. Inherent limitations in the conventional haptic loop restrict the maximum stiffness that can be rendered. In this paper we present a method to render virtual walls that are much stiffer than those achieved by conventional techniques. By removing the conventional digital haptic loop and replacing it with a part-continuous and part-discrete time hybrid haptic loop, we were able to render stiffer walls. The control loop is implemented as a combinational logic circuit on an field-programmable gate array. We compared the performance of the conventional haptic loop and our hybrid haptic loop on the same haptic device, and present mathematical analysis to show the limit of stability of our device. Our hybrid method removes the computer-intensive haptic loop from the CPU-this can free a significant amount of resources that can be used for other purposes such as graphical rendering and physics modeling. It is our hope that, in the future, similar designs will lead to a haptics processing unit (HPU)