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A robotic system of multiple unmanned ground vehicles (UGVs) and unmanned aerial vehicles (UAVs) has the potential for advancing autonomous object geolocation performance. Much research has focused on algorithmic improvements on individual components, such as navigation, motion planning, and perception. In this paper, we present a UGV-UAV object detection and geolocation system, which performs perception, navigation, and planning autonomously in real scale in unstructured environment. We designed novel sensor pods equipped with multispectral (visible, near-infrared, thermal), high resolution (181.6 Mega Pixels), stereo (near-infrared pair), wide field of view (192 degree HFOV) array. We developed a novel on-board software-hardware architecture to process the high volume sensor data in real-time, and we built a custom AI subsystem composed of detection, tracking, navigation, and planning for autonomous objects geolocation in real-time. This research is the first real scale demonstration of such high speed data processing capability. Our novel modular sensor pod can boost relevant computer vision and machine learning research. Our novel hardware-software architecture is a solid foundation for system-level and component-level research. Our system is validated through data-driven offline tests as well as a series of field tests in unstructured environments. We present quantitative results as well as discussions on key robotic system level challenges which manifest when we build and test the system. This system is the first step toward a UGV-UAV cooperative reconnaissance system in the future.

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We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.

Despite the recent progress, the existing multi-view unsupervised feature selection methods mostly suffer from two limitations. First, they generally utilize either cluster structure or similarity structure to guide the feature selection, neglecting the possibility of a joint formulation with mutual benefits. Second, they often learn the similarity structure by either global structure learning or local structure learning, lacking the capability of graph learning with both global and local structural awareness. In light of this, this paper presents a joint multi-view unsupervised feature selection and graph learning (JMVFG) approach. Particularly, we formulate the multi-view feature selection with orthogonal decomposition, where each target matrix is decomposed into a view-specific basis matrix and a view-consistent cluster indicator. Cross-space locality preservation is incorporated to bridge the cluster structure learning in the projected space and the similarity learning (i.e., graph learning) in the original space. Further, a unified objective function is presented to enable the simultaneous learning of the cluster structure, the global and local similarity structures, and the multi-view consistency and inconsistency, upon which an alternating optimization algorithm is developed with theoretically proved convergence. Extensive experiments demonstrate the superiority of our approach for both multi-view feature selection and graph learning tasks.

The past few years have witnessed an increasing interest in improving the perception performance of LiDARs on autonomous vehicles. While most of the existing works focus on developing new deep learning algorithms or model architectures, we study the problem from the physical design perspective, i.e., how different placements of multiple LiDARs influence the learning-based perception. To this end, we introduce an easy-to-compute information-theoretic surrogate metric to quantitatively and fast evaluate LiDAR placement for 3D detection of different types of objects. We also present a new data collection, detection model training and evaluation framework in the realistic CARLA simulator to evaluate disparate multi-LiDAR configurations. Using several prevalent placements inspired by the designs of self-driving companies, we show the correlation between our surrogate metric and object detection performance of different representative algorithms on KITTI through extensive experiments, validating the effectiveness of our LiDAR placement evaluation approach. Our results show that sensor placement is non-negligible in 3D point cloud-based object detection, which will contribute up to 10% performance discrepancy in terms of average precision in challenging 3D object detection settings. We believe that this is one of the first studies to quantitatively investigate the influence of LiDAR placement on perception performance.

Multi-camera vehicle tracking is one of the most complicated tasks in Computer Vision as it involves distinct tasks including Vehicle Detection, Tracking, and Re-identification. Despite the challenges, multi-camera vehicle tracking has immense potential in transportation applications including speed, volume, origin-destination (O-D), and routing data generation. Several recent works have addressed the multi-camera tracking problem. However, most of the effort has gone towards improving accuracy on high-quality benchmark datasets while disregarding lower camera resolutions, compression artifacts and the overwhelming amount of computational power and time needed to carry out this task on its edge and thus making it prohibitive for large-scale and real-time deployment. Therefore, in this work we shed light on practical issues that should be addressed for the design of a multi-camera tracking system to provide actionable and timely insights. Moreover, we propose a real-time city-scale multi-camera vehicle tracking system that compares favorably to computationally intensive alternatives and handles real-world, low-resolution CCTV instead of idealized and curated video streams. To show its effectiveness, in addition to integration into the Regional Integrated Transportation Information System (RITIS), we participated in the 2021 NVIDIA AI City multi-camera tracking challenge and our method is ranked among the top five performers on the public leaderboard.

The intelligent reflecting surface (IRS) alters the behavior of wireless media and, consequently, has potential to improve the performance and reliability of wireless systems such as communications and radar remote sensing. Recently, integrated sensing and communications (ISAC) has been widely studied as a means to efficiently utilize spectrum and thereby save cost and power. This article investigates the role of IRS in the future ISAC paradigms. While there is a rich heritage of recent research into IRS-assisted communications, the IRS-assisted radars and ISAC remain relatively unexamined. We discuss the putative advantages of IRS deployment, such as coverage extension, interference suppression, and enhanced parameter estimation, for both communications and radar. We introduce possible IRS-assisted ISAC scenarios with common and dedicated surfaces. The article provides an overview of related signal processing techniques and the design challenges, such as wireless channel acquisition, waveform design, and security.

Deep learning depends on large amounts of labeled training data. Manual labeling is expensive and represents a bottleneck, especially for tasks such as segmentation, where labels must be assigned down to the level of individual points. That challenge is even more daunting for 3D data: 3D point clouds contain millions of points per scene, and their accurate annotation is markedly more time-consuming. The situation is further aggravated by the added complexity of user interfaces for 3D point clouds, which slows down annotation even more. For the case of 2D image segmentation, interactive techniques have become common, where user feedback in the form of a few clicks guides a segmentation algorithm -- nowadays usually a neural network -- to achieve an accurate labeling with minimal effort. Surprisingly, interactive segmentation of 3D scenes has not been explored much. Previous work has attempted to obtain accurate 3D segmentation masks using human feedback from the 2D domain, which is only possible if correctly aligned images are available together with the 3D point cloud, and it involves switching between the 2D and 3D domains. Here, we present an interactive 3D object segmentation method in which the user interacts directly with the 3D point cloud. Importantly, our model does not require training data from the target domain: when trained on ScanNet, it performs well on several other datasets with different data characteristics as well as different object classes. Moreover, our method is orthogonal to supervised (instance) segmentation methods and can be combined with them to refine automatic segmentations with minimal human effort.

Effective multi-robot teams require the ability to move to goals in complex environments in order to address real-world applications such as search and rescue. Multi-robot teams should be able to operate in a completely decentralized manner, with individual robot team members being capable of acting without explicit communication between neighbors. In this paper, we propose a novel game theoretic model that enables decentralized and communication-free navigation to a goal position. Robots each play their own distributed game by estimating the behavior of their local teammates in order to identify behaviors that move them in the direction of the goal, while also avoiding obstacles and maintaining team cohesion without collisions. We prove theoretically that generated actions approach a Nash equilibrium, which also corresponds to an optimal strategy identified for each robot. We show through extensive simulations that our approach enables decentralized and communication-free navigation by a multi-robot system to a goal position, and is able to avoid obstacles and collisions, maintain connectivity, and respond robustly to sensor noise.

Most object recognition approaches predominantly focus on learning discriminative visual patterns while overlooking the holistic object structure. Though important, structure modeling usually requires significant manual annotations and therefore is labor-intensive. In this paper, we propose to "look into object" (explicitly yet intrinsically model the object structure) through incorporating self-supervisions into the traditional framework. We show the recognition backbone can be substantially enhanced for more robust representation learning, without any cost of extra annotation and inference speed. Specifically, we first propose an object-extent learning module for localizing the object according to the visual patterns shared among the instances in the same category. We then design a spatial context learning module for modeling the internal structures of the object, through predicting the relative positions within the extent. These two modules can be easily plugged into any backbone networks during training and detached at inference time. Extensive experiments show that our look-into-object approach (LIO) achieves large performance gain on a number of benchmarks, including generic object recognition (ImageNet) and fine-grained object recognition tasks (CUB, Cars, Aircraft). We also show that this learning paradigm is highly generalizable to other tasks such as object detection and segmentation (MS COCO). Project page: //github.com/JDAI-CV/LIO.

With the rise of knowledge graph (KG), question answering over knowledge base (KBQA) has attracted increasing attention in recent years. Despite much research has been conducted on this topic, it is still challenging to apply KBQA technology in industry because business knowledge and real-world questions can be rather complicated. In this paper, we present AliMe-KBQA, a bold attempt to apply KBQA in the E-commerce customer service field. To handle real knowledge and questions, we extend the classic "subject-predicate-object (SPO)" structure with property hierarchy, key-value structure and compound value type (CVT), and enhance traditional KBQA with constraints recognition and reasoning ability. We launch AliMe-KBQA in the Marketing Promotion scenario for merchants during the "Double 11" period in 2018 and other such promotional events afterwards. Online results suggest that AliMe-KBQA is not only able to gain better resolution and improve customer satisfaction, but also becomes the preferred knowledge management method by business knowledge staffs since it offers a more convenient and efficient management experience.

We present a monocular Simultaneous Localization and Mapping (SLAM) using high level object and plane landmarks, in addition to points. The resulting map is denser, more compact and meaningful compared to point only SLAM. We first propose a high order graphical model to jointly infer the 3D object and layout planes from single image considering occlusions and semantic constraints. The extracted cuboid object and layout planes are further optimized in a unified SLAM framework. Objects and planes can provide more semantic constraints such as Manhattan and object supporting relationships compared to points. Experiments on various public and collected datasets including ICL NUIM and TUM mono show that our algorithm can improve camera localization accuracy compared to state-of-the-art SLAM and also generate dense maps in many structured environments.

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