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Recognizing actions in ice hockey using computer vision poses challenges due to bulky equipment and inadequate image quality. A novel two-stream framework has been designed to improve action recognition accuracy for hockey using three main…
We analyze the correctness of an O(n log n) time divide-and-conquer algorithm for the convex hull problem when each input point is a location determined by a normal distribution. We show that the algorithm finds the convex hull of such…
Understanding the properties of games played under computational constraints remains challenging. For example, how do we expect rational (but computationally bounded) players to play games with a prohibitively large number of states, such…
We present a convex hull algorithm that is accelerated on commodity graphics hardware. We analyze and identify the hurdles of writing a recursive divide and conquer algorithm on the GPU and divise a framework for representing this class of…
We will try to tackle both the theoretical and practical aspects of a very important problem in chess programming as stated in the title of this article - the issue of draw detection by move repetition. The standard approach that has so far…
We investigate a new problem of detecting hands and recognizing their physical contact state in unconstrained conditions. This is a challenging inference task given the need to reason beyond the local appearance of hands. The lack of…
Interaction methods based on computer-vision hold the potential to become the next powerful technology to support breakthroughs in the field of human-computer interaction. Non-invasive vision-based techniques permit unconventional…
In this paper, it is presented a methodology to estimate the deformation involved between two objects attending to its physical properties. This methodology can be used, for example, in Computational Vision or Computer Graphics…
The established way of interfacing with most computer systems is a mouse and keyboard. Hand gestures are an intuitive and effective touchless way to interact with computer systems. However, hand gesture based systems have seen low adoption…
This paper addresses the problem of efficiently achieving visual predictive control tasks. To this end, a memory of motion, containing a set of trajectories built off-line, is used for leveraging precomputation and dealing with difficult…
Touchable projection with structured light range cameras is a prolific medium for large interaction surfaces, affording multiple simultaneous users and simple, cheap setup. However robust touch detection in such projector-depth systems is…
We introduce a novel approach that combines tactile estimation and control for in-hand object manipulation. By integrating measurements from robot kinematics and an image-based tactile sensor, our framework estimates and tracks object pose…
In this paper, we formulate a simple algorithm that detects contours around a region of interest in an image. After an initial smoothing, the method is based on viewing an image as a topographic surface and finding convex and/or concave…
A novel method to identify trampoline skills using a single video camera is proposed herein. Conventional computer vision techniques are used for identification, estimation, and tracking of the gymnast's body in a video recording of the…
This paper outlines the development and evaluation of a wearable haptic game interface. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile feedback with gesture based input, thus…
Playing the cup-and-ball game is an intriguing task for robotics research since it abstracts important problem characteristics including system nonlinearity, contact forces and precise positioning as terminal goal. In this paper, we present…
This paper addresses the problem of 3D hand pose estimation from a monocular RGB image. While previous methods have shown great success, the structure of hands has not been fully exploited, which is critical in pose estimation. To this end,…
In this paper, we present the mechanics and algorithms to compute the set of feasible motions of an object pushed in a plane. This set is known as the motion cone and was previously described for non-prehensile manipulation tasks in the…
Playing games is inherently human, and a lot of games are created to challenge different human characteristics. However, these tasks are often left out when evaluating the human-like nature of artificial models. The objective of this work…
We propose a novel diffusion-based framework for reconstructing 3D geometry of hand-held objects from monocular RGB images by leveraging hand-object interaction as geometric guidance. Our method conditions a latent diffusion model on an…