CVMT colloquia 2008

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.

hri_image
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.

The AlloSphere
The paper (presented at CHI'08)
The Sphere Spatializer


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