40.0HCMay 23
Modernizing User Privacy Preference Measurement through GPPI: A GDPR-aligned Privacy Preference Item BankYahya Hmaiti, Mykola Maslych, Amirpouya Ghasemaghaei et al.
Privacy measurement instruments (e.g., CFIP, IUIPC, PAQ) predate GDPR by over a decade and measure privacy concerns, distinct from preferences for regulatory protections (e.g., data portability, erasure, automated decision-making rights). This leaves practitioners without tools to assess whether users value the GDPR mechanisms implemented in compliant policies. We developed a GDPR-grounded privacy preference measurement item bank by extracting 669 statements from all 99 GDPR articles, validated by: (1) two-round expert review achieving full consensus on accuracy, (2) semantic clustering into 10 parent themes and 87 subthemes, and (3) consensus review with 50 privacy experts (5 per theme) using a larger or equal than 4/5 vote retention threshold. The final 527-item bank comprises 9 parent themes and 73 subthemes (18 to 112 items per parent theme, 1 to 29 per subtheme), enabling targeted measurement across granularities while covering GDPR at mean pairwise expert agreement of approx. 85%. This work introduces a complementary measurement dimension aligning user preferences with regulatory mechanisms.
CVNov 18, 2020Code
DeepNAG: Deep Non-Adversarial Gesture GenerationMehran Maghoumi, Eugene M. Taranta, Joseph J. LaViola
Synthetic data generation to improve classification performance (data augmentation) is a well-studied problem. Recently, generative adversarial networks (GAN) have shown superior image data augmentation performance, but their suitability in gesture synthesis has received inadequate attention. Further, GANs prohibitively require simultaneous generator and discriminator network training. We tackle both issues in this work. We first discuss a novel, device-agnostic GAN model for gesture synthesis called DeepGAN. Thereafter, we formulate DeepNAG by introducing a new differentiable loss function based on dynamic time warping and the average Hausdorff distance, which allows us to train DeepGAN's generator without requiring a discriminator. Through evaluations, we compare the utility of DeepGAN and DeepNAG against two alternative techniques for training five recognizers using data augmentation over six datasets. We further investigate the perceived quality of synthesized samples via an Amazon Mechanical Turk user study based on the HYPE benchmark. We find that DeepNAG outperforms DeepGAN in accuracy, training time (up to 17x faster), and realism, thereby opening the door to a new line of research in generator network design and training for gesture synthesis. Our source code is available at https://www.deepnag.com.
CVJun 21, 2021
SHREC 2021: Track on Skeleton-based Hand Gesture Recognition in the WildAriel Caputo, Andrea Giachetti, Simone Soso et al.
Gesture recognition is a fundamental tool to enable novel interaction paradigms in a variety of application scenarios like Mixed Reality environments, touchless public kiosks, entertainment systems, and more. Recognition of hand gestures can be nowadays performed directly from the stream of hand skeletons estimated by software provided by low-cost trackers (Ultraleap) and MR headsets (Hololens, Oculus Quest) or by video processing software modules (e.g. Google Mediapipe). Despite the recent advancements in gesture and action recognition from skeletons, it is unclear how well the current state-of-the-art techniques can perform in a real-world scenario for the recognition of a wide set of heterogeneous gestures, as many benchmarks do not test online recognition and use limited dictionaries. This motivated the proposal of the SHREC 2021: Track on Skeleton-based Hand Gesture Recognition in the Wild. For this contest, we created a novel dataset with heterogeneous gestures featuring different types and duration. These gestures have to be found inside sequences in an online recognition scenario. This paper presents the result of the contest, showing the performances of the techniques proposed by four research groups on the challenging task compared with a simple baseline method.
HCAug 12, 2020
The Effects of Object Shape, Fidelity, Color, and Luminance on Depth Perception in Handheld Mobile Augmented RealityTiffany D. Do, Joseph J. LaViola, Ryan P. McMahan
Depth perception of objects can greatly affect a user's experience of an augmented reality (AR) application. Many AR applications require depth matching of real and virtual objects and have the possibility to be influenced by depth cues. Color and luminance are depth cues that have been traditionally studied in two-dimensional (2D) objects. However, there is little research investigating how the properties of three-dimensional (3D) virtual objects interact with color and luminance to affect depth perception, despite the substantial use of 3D objects in visual applications. In this paper, we present the results of a paired comparison experiment that investigates the effects of object shape, fidelity, color, and luminance on depth perception of 3D objects in handheld mobile AR. The results of our study indicate that bright colors are perceived as nearer than dark colors for a high-fidelity, simple 3D object, regardless of hue. Additionally, bright red is perceived as nearer than any other color. These effects were not observed for a low-fidelity version of the simple object or for a more-complex 3D object. High-fidelity objects had more perceptual differences than low-fidelity objects, indicating that fidelity interacts with color and luminance to affect depth perception. These findings reveal how the properties of 3D models influence the effects of color and luminance on depth perception in handheld mobile AR and can help developers select colors for their applications.
HCNov 17, 2019
A Sketch-Based System for Human-Guided Constrained Object ManipulationSina Masnadi, Joseph J. LaViola, Xiaofan Zhu et al.
In this paper, we present an easy to use sketch-based interface to extract geometries and generate affordance files from 3D point clouds for robot-object interaction tasks. Using our system, even novice users can perform robot task planning by employing such sketch tools. Our focus in this paper is employing human-in-the-loop approach to assist in the generation of more accurate affordance templates and guidance of robot through the task execution process. Since we do not employ any unsupervised learning to generate affordance templates, our system performs much faster and is more versatile for template generation. Our system is based on the extraction of geometries for generalized cylindrical and cuboid shapes, after extracting the geometries, affordances are generated for objects by applying simple sketches. We evaluated our technique by asking users to define affordances by employing sketches on the 3D scenes of a door handle and a drawer handle and used the resulting extracted affordance template files to perform the tasks of turning a door handle and opening a drawer by the robot.
CVOct 30, 2018
DeepGRU: Deep Gesture Recognition UtilityMehran Maghoumi, Joseph J. LaViola
We propose DeepGRU, a novel end-to-end deep network model informed by recent developments in deep learning for gesture and action recognition, that is streamlined and device-agnostic. DeepGRU, which uses only raw skeleton, pose or vector data is quickly understood, implemented, and trained, and yet achieves state-of-the-art results on challenging datasets. At the heart of our method lies a set of stacked gated recurrent units (GRU), two fully-connected layers and a novel global attention model. We evaluate our method on seven publicly available datasets, containing various number of samples and spanning over a broad range of interactions (full-body, multi-actor, hand gestures, etc.). In all but one case we outperform the state-of-the-art pose-based methods. For instance, we achieve a recognition accuracy of 84.9% and 92.3% on cross-subject and cross-view tests of the NTU RGB+D dataset respectively, and also 100% recognition accuracy on the UT-Kinect dataset. While DeepGRU works well on large datasets with many training samples, we show that even in the absence of a large number of training data, and with as little as four samples per class, DeepGRU can beat traditional methods specifically designed for small training sets. Lastly, we demonstrate that even without powerful hardware, and using only the CPU, our method can still be trained in under 10 minutes on small-scale datasets, making it an enticing choice for rapid application prototyping and development.