Peter Robinson

CV
h-index44
5papers
502citations
Novelty42%
AI Score24

5 Papers

3.7HCJan 8, 2021
Adaptive Accessible AR/VR Systems

Pradipta Biswas, Pilar Orero, Manohar Swaminathan et al.

Augmented, virtual and mixed reality technologies offer new ways of interacting with digital media. However, such technologies are not well explored for people with different ranges of abilities beyond a few specific navigation and gaming applications. While new standardization activities are investigating accessibility issues with existing AR/VR systems, commercial systems are still confined to specialized hardware and software limiting their widespread adoption among people with disabilities as well as seniors. This proposal takes a novel approach by exploring the application of user model-based personalization for AR/VR systems to improve accessibility. The workshop will be organized by experienced researchers in the field of human computer interaction, robotics control, assistive technology, and AR/VR systems, and will consist of peer reviewed papers and hands-on demonstrations. Keynote speeches and demonstrations will cover latest accessibility research at Microsoft, Google, Verizon and leading universities.

9.3CVApr 27, 2017
GazeDirector: Fully Articulated Eye Gaze Redirection in Video

Erroll Wood, Tadas Baltrusaitis, Louis-Philippe Morency et al.

We present GazeDirector, a new approach for eye gaze redirection that uses model-fitting. Our method first tracks the eyes by fitting a multi-part eye region model to video frames using analysis-by-synthesis, thereby recovering eye region shape, texture, pose, and gaze simultaneously. It then redirects gaze by 1) warping the eyelids from the original image using a model-derived flow field, and 2) rendering and compositing synthesized 3D eyeballs onto the output image in a photorealistic manner. GazeDirector allows us to change where people are looking without person-specific training data, and with full articulation, i.e. we can precisely specify new gaze directions in 3D. Quantitatively, we evaluate both model-fitting and gaze synthesis, with experiments for gaze estimation and redirection on the Columbia gaze dataset. Qualitatively, we compare GazeDirector against recent work on gaze redirection, showing better results especially for large redirection angles. Finally, we demonstrate gaze redirection on YouTube videos by introducing new 3D gaze targets and by manipulating visual behavior.

7.0CVSep 16, 2015
Human and Sheep Facial Landmarks Localisation by Triplet Interpolated Features

Heng Yang, Renqiao Zhang, Peter Robinson

In this paper we present a method for localisation of facial landmarks on human and sheep. We introduce a new feature extraction scheme called triplet-interpolated feature used at each iteration of the cascaded shape regression framework. It is able to extract features from similar semantic location given an estimated shape, even when head pose variations are large and the facial landmarks are very sparsely distributed. Furthermore, we study the impact of training data imbalance on model performance and propose a training sample augmentation scheme that produces more initialisations for training samples from the minority. More specifically, the augmentation number for a training sample is made to be negatively correlated to the value of the fitted probability density function at the sample's position. We evaluate the proposed scheme on both human and sheep facial landmarks localisation. On the benchmark 300w human face dataset, we demonstrate the benefits of our proposed methods and show very competitive performance when comparing to other methods. On a newly created sheep face dataset, we get very good performance despite the fact that we only have a limited number of training samples and a set of sparse landmarks are annotated.

26.9CVMay 21, 2015
Rendering of Eyes for Eye-Shape Registration and Gaze Estimation

Erroll Wood, Tadas Baltrusaitis, Xucong Zhang et al.

Images of the eye are key in several computer vision problems, such as shape registration and gaze estimation. Recent large-scale supervised methods for these problems require time-consuming data collection and manual annotation, which can be unreliable. We propose synthesizing perfectly labelled photo-realistic training data in a fraction of the time. We used computer graphics techniques to build a collection of dynamic eye-region models from head scan geometry. These were randomly posed to synthesize close-up eye images for a wide range of head poses, gaze directions, and illumination conditions. We used our model's controllability to verify the importance of realistic illumination and shape variations in eye-region training data. Finally, we demonstrate the benefits of our synthesized training data (SynthesEyes) by out-performing state-of-the-art methods for eye-shape registration as well as cross-dataset appearance-based gaze estimation in the wild.

3.5HCMar 24, 2014
The state of play of ASC-Inclusion: An Integrated Internet-Based Environment for Social Inclusion of Children with Autism Spectrum Conditions

Björn Schuller, Erik Marchi, Simon Baron-Cohen et al.

Individuals with Autism Spectrum Conditions (ASC) have marked difficulties using verbal and non-verbal communication for social interaction. The running ASC-Inclusion project aims to help children with ASC by allowing them to learn how emotions can be expressed and recognised via playing games in a virtual world. The platform includes analysis of users' gestures, facial, and vocal expressions using standard microphone and web-cam or a depth sensor, training through games, text communication with peers, animation, video and audio clips. We present the state of play in realising such a serious game platform and provide results for the different modalities.