cognitive science
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A new technology from researchers at Carnegie Mellon University will add sound and vibration awareness to create truly context-aware computing. The system, called Ubicoustics, adds additional bits of context to smart device interaction, allowing a smart speaker to know it’s in a kitchen or a smart sensor to know you’re in a tunnel versus on the open road.
“A smart speaker sitting on a kitchen countertop cannot figure out if it is in a kitchen, let alone know what a person is doing in a kitchen,” said Chris Harrison a researcher at CMU’s Human-Computer Interaction Institute. “But if these devices understood what was happening around them, they could be much more helpful.”
The first implementation of the system uses built-in speakers to create “a sound-based activity recognition.” How they are doing this is quite fascinating.
“The main idea here is to leverage the professional sound-effect libraries typically used in the entertainment industry,” said Gierad Laput, a PhD student. “They are clean, properly labeled, well-segmented and diverse. Plus, we can transform and project them into hundreds of different variations, creating volumes of data perfect for training deep-learning models.”
From the release:
Laput said recognizing sounds and placing them in the correct context is challenging, in part because multiple sounds are often present and can interfere with each other. In their tests, Ubicoustics had an accuracy of about 80 percent — competitive with human accuracy, but not yet good enough to support user applications. Better microphones, higher sampling rates and different model architectures all might increase accuracy with further research.
In a separate paper, HCII Ph.D. student Yang Zhang, along with Laput and Harrison, describe what they call Vibrosight, which can detect vibrations in specific locations in a room using laser vibrometry. It is similar to the light-based devices the KGB once used to detect vibrations on reflective surfaces such as windows, allowing them to listen in on the conversations that generated the vibrations.
This system uses a low-power laser and reflectors to sense whether an object is on or off or whether a chair or table has moved. The sensor can monitor multiple objects at once and the tags attached to the objects use no electricity. This would let a single laser monitor multiple objects around a room or even in different rooms, assuming there is line of sight.
The research is still in its early stages, but expect to see robots that can hear when you’re doing the dishes and, depending on their skills, hide or offer to help.
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Researchers at Carnegie Mellon University have created a method to turn one video into the style of another. While this might be a little unclear at first, take a look at the video below. In it, the researchers have taken an entire clip from John Oliver and made it look like Stephen Colbert said it. Further, they were able to mimic the motion of a flower opening with another flower.
In short, they can make anyone (or anything) look like they are doing something they never did.
“I think there are a lot of stories to be told,” said CMU Ph.D. student Aayush Bansal. He and the team created the tool to make it easier to shoot complex films, perhaps by replacing the motion in simple, well-lit scenes and copying it into an entirely different style or environment.
“It’s a tool for the artist that gives them an initial model that they can then improve,” he said.

The system uses something called generative adversarial networks (GANs) to move one style of image onto another without much matching data. GANs, however, create many artifacts that can mess up the video as it is played.
In a GAN, two models are created: a discriminator that learns to detect what is consistent with the style of one image or video, and a generator that learns how to create images or videos that match a certain style. When the two work competitively — the generator trying to trick the discriminator and the discriminator scoring the effectiveness of the generator — the system eventually learns how content can be transformed into a certain style.
The researchers created something called Recycle-GAN that reduces the imperfections by “not only spatial, but temporal information.”
“This additional information, accounting for changes over time, further constrains the process and produces better results,” wrote the researchers.
Recycle-GAN can obviously be used to create so-called Deepfakes, allowing for nefarious folks to simulate someone saying or doing something they never did. Bansal and his team are aware of the problem.
“It was an eye opener to all of us in the field that such fakes would be created and have such an impact. Finding ways to detect them will be important moving forward,” said Bansal.
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Researchers at the University of Maryland have found that people remember information better if it is presented in VR vs. on a two-dimensional personal computer. This means VR education could be an improvement on tablet or device-based learning.
“This data is exciting in that it suggests that immersive environments could offer new pathways for improved outcomes in education and high-proficiency training,” said Amitabh Varshney, dean of the College of Computer, Mathematical, and Natural Sciences at UMD.
The study was quite complex and looked at recall in forty subjects who were comfortable with computers and VR.
To test the system they created a “memory palace” where they placed various images. This sort of “spatial mnemonic encoding” is a common memory trick that allows for better recall.
“Humans have always used visual-based methods to help them remember information, whether it’s cave drawings, clay tablets, printed text and images, or video,” said lead researcher Eric Krokos. “We wanted to see if virtual reality might be the next logical step in this progression.”
From the study:
Both groups received printouts of well-known faces–including Abraham Lincoln, the Dalai Lama, Arnold Schwarzenegger and Marilyn Monroe–and familiarized themselves with the images. Next, the researchers showed the participants the faces using the memory palace format with two imaginary locations: an interior room of an ornate palace and an external view of a medieval town. Both of the study groups navigated each memory palace for five minutes. Desktop participants used a mouse to change their viewpoint, while VR users turned their heads from side to side and looked up and down.
Next, Krokos asked the users to memorize the location of each of the faces shown. Half the faces were positioned in different locations within the interior setting–Oprah Winfrey appeared at the top of a grand staircase; Stephen Hawking was a few steps down, followed by Shrek. On the ground floor, Napoleon Bonaparte’s face sat above majestic wooden table, while The Rev. Martin Luther King Jr. was positioned in the center of the room.
Similarly, for the medieval town setting, users viewed images that included Hillary Clinton’s face on the left side of a building, with Mickey Mouse and Batman placed at varying heights on nearby structures.
Then, the scene went blank, and after a two-minute break, each memory palace reappeared with numbered boxes where the faces had been. The research participants were then asked to recall which face had been in each location where a number was now displayed.
The key, say the researchers, was for participants to identify each face by its physical location and its relation to surrounding structures and faces–and also the location of the image relative to the user’s own body.
Desktop users could perform the feat but VR users performed it statistically better, a fascinating twist on the traditional role of VR in education. The researchers believe that VR adds a layer of reality to the experience that lets the brain build a true “memory palace” in 3D space.
“Many of the participants said the immersive ‘presence’ while using VR allowed them to focus better. This was reflected in the research results: 40 percent of the participants scored at least 10 percent higher in recall ability using VR over the desktop display,” wrote the researchers.
“This leads to the possibility that a spatial virtual memory palace–experienced in an immersive virtual environment–could enhance learning and recall by leveraging a person’s overall sense of body position, movement and acceleration,” said researcher Catherine Plaisant.
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