Moderator:
Claus B. Madsen
Approximately every other week the
CVMT group
meets for
a technical colloquium, where people
from the
group take turns
to present own recent research,
relevant research
by other groups, or
rehearse an upcoming conference
presentation.
This page contains the
abstracts for these
colloquia in reverse
chronological order, i.e., the
latest is listed
at the top of the page.
NEXT AND PAST
EVENTS (Scroll down further to see planned events)
October 1, 2008: Anne-Marie Rasmussen
Title: Information entering in VBN
VBN is an increasingly important
element in our daily lives. The information stored in VBN concerning
publications and other activities are directly linked to the funding
and other priviliges we enjoy. The Faculty is basing more and more of
the distribution of funds on information we all are obligated to enter
into VBN.
September 10, 2008: David Meredith
Title: Automated Music Analysis
David Meredith has applied for our
vacant assistant professorship with a focus on AI programming for game
technology. As part of the evaluation of his application CVMT invited
him to Aalborg to give an informal colloquium on his research work in
music processing/analysis.
May 29,
2008: Michael Nielsen and Thomas Moeslund
Please note the date. It is a
Thursday,
not a Wednesday!
Title: HCI - beyond the GUI

In celebration
of publishing a chapter in a book intended for use in
teaching alternative user interfaces we would like to present the
contents. First we place our work within the scope of the entire book
and then focus on our contribution. The focus was gesture interfaces
including usage and design guidelines of such interfaces. Tehr is also
a section on gesture interfaces in relation to multi-modal research.
Furthermore, a case study of our own experiments is published on a
website in conjunction with the book.
May 14,
2008: Hans Jørgen Andersen
Title: Adaptive Mixture of
Gaussians for Robot to Person Encounters
This paper introduces a new method for adaptive control of a robot
approaching a person. The proposed method is based on a cost function
centered in the person based on summation of four
Gaussian distributions. The distributions may be adapted according to
the behavior of the person by an introduced
person evaluator method. The evaluator relies on three variables, the
distance between the person and the robot, the
area spanned by the velocity vector of the person and the vector
between the person and the robot, and position of the
person. The variables are used in a Case Based Reasoning (CBR) system
that is trained to assess in which degree the
person is interested or not in communicating with the robot. The
outcome of the CBR system is used to adapt the cost
function around the person, so the robot’s behavior is adapted to his
or shes interested in communication. The methods is
tested both in real world experiments and simulations. The results are
promising and clearly indicate the potential of the
proposed method.

Illustration of the cost function. a, a PersonIndicator of 1 interested
in communication with a rotation angle theta = 45 and variance sigma^2
= 0.01. b, a
PersonIndicator of 0.5 potential interested in communication,
with a rotation angle theta = 0 and a variance sigma^2 = 0.15. c, a
PersonIndicator of 0 not interested in
communication, with a rotation angle theta = 0 and a variance sigma^2
of 1. The
red solid line in a and b illustrates how
a simulated robot would approach the person and the color scale bar the
values of the cost function.
April 30,
2008: Kamal Nasrollahi
Title: A Neural Network Based
Cascaded Classifier for Face Detection in Color Images with Complex
Background
When utilizing neural networks as a classifier in face
detection systems there are two important problems which should be
solved: 1. High computations between the network layers and 2.
Adjusting the topology of the network. The proposed system in this
paper uses a genetic algorithm to directly solve the second problem and
a fuzzy inference engine as a pre-classifier to indirectly deal with
the first problem. After computing a small number of reliable and easy
to extract features from skin like regions, in the pre-classification
step, a set of flexible rules are applied by a fuzzy inference engine.
The accepted regions are fed into a neural network for final decision
making. Using this combination of classifiers has established an
acceptable tradeoff between the computation and the missed faces while
the rate of correct detection is acceptably high.
April 16,
2008: Dan Overholt
Title: The AlloBrain - an
Interactive Stereographic, 3D Audio Immersive Environment
This
talk introduces the AlloBrain, an interactive experience created
for
presentation in the AlloSphere at the University of California,
Santa
Barbara, and the Cosm toolkit that was created within
Max/MSP/Jitter for the prototyping of such interactive
immersive environments using stereographic projections
and higher-order
Ambisonic 3D sound spatialization. The Cosm toolkit was a group
project developed in order to support the development
of immersive
applications within Max/MSP/Jitter that involve both visual and
sonic interaction design. Design considerations
and implementation
details of both the Cosm toolkit and the AlloBrain experience will
be
described, as well as the development of several new
human-computer
interfaces developed for the AlloSphere and the AlloBrain project.
March 26,
2008: Claus B. Madsen
Title: Towards Probe-less Augmented Reality

The main problem
area for Augmented Reality is ensuring that the illumination of the
virtual objects is continuously consistent with the illumination in the
real scene. State of the art in the area typically requires the real
scene illumination conditions to be captured as a High Dynamic Range
environment map. The environment map is then used for shading and
shadowing. Handling the real and the virtual shadows and their
interaction is the single most difficult aspect. This paper presents a
completely different approach to determining the illumination
conditions in the real scene. Based on an assumption that the scene is
outdoor we automatically detect shadows in the image and use this
information to determine the ratio of sky irradiance to sun irradiance.
We then present how to convert this information into radiance levels
for both the sky and the sun. When combined with a computation of the
Sun's position based on date, time and information about position on
the Earth, we arrive at a full illumination model applicable for
rendering virtual objects into real scenes.
SCHEDULED EVENTS
This is the plan for the future ...
please go
further up to find Next And Past Events
September 17, 2008: Claus B. Madsen
Title: On the analogies between computer
graphics and classical 1D signal processing