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Text selection is an essential activity in interactive systems, including virtual reality (VR) head-mounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading articles, and text editing tasks. Despite its usefulness, the space of text selection interaction is underexplored in VR HMDs. In this research, we performed a user study with 24 participants to investigate the performance and user preference of six text selection techniques (Controller+Dwell, Controller+Click, Head+Dwell, Head+Click, Hand+Dwell, Hand+Pinch). Results reveal that Head+Click is ranked first since it has excellent speed-accuracy performance (2nd fastest task completion speed with 3rd lowest total error rate), provides the best user experience, and produces a very low workload -- followed by Controller+Click, which has the fastest speed and comparable experience with Head+Click, but much higher total error rate. Other methods can also be useful depending on the goals of the system or the users. As a first systematic evaluation of pointing*selection techniques for text selection in VR, the results of this work provide a strong foundation for further research in this area of growing importance to the future of VR to help it become a more ubiquitous and pervasive platform.

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One of the challenges in virtual environments is the difficulty users have in interacting with these increasingly complex systems. Ultimately, endowing machines with the ability to perceive users emotions will enable a more intuitive and reliable interaction. Consequently, using the electroencephalogram as a bio-signal sensor, the affective state of a user can be modelled and subsequently utilised in order to achieve a system that can recognise and react to the user's emotions. This paper investigates features extracted from electroencephalogram signals for the purpose of affective state modelling based on Russell's Circumplex Model. Investigations are presented that aim to provide the foundation for future work in modelling user affect to enhance interaction experience in virtual environments. The DEAP dataset was used within this work, along with a Support Vector Machine and Random Forest, which yielded reasonable classification accuracies for Valence and Arousal using feature vectors based on statistical measurements and band power from the \'z, \b{eta}, \'z, and \'z\'z waves and High Order Crossing of the EEG signal.

We introduce view birdification, the problem of recovering ground-plane movements of people in a crowd from an ego-centric video captured from an observer (e.g., a person or a vehicle) also moving in the crowd. Recovered ground-plane movements would provide a sound basis for situational understanding and benefit downstream applications in computer vision and robotics. In this paper, we formulate view birdification as a geometric trajectory reconstruction problem and derive a cascaded optimization method from a Bayesian perspective. The method first estimates the observer's movement and then localizes surrounding pedestrians for each frame while taking into account the local interactions between them. We introduce three datasets by leveraging synthetic and real trajectories of people in crowds and evaluate the effectiveness of our method. The results demonstrate the accuracy of our method and set the ground for further studies of view birdification as an important but challenging visual understanding problem.

In robotic manipulation, end-effector compliance is an essential precondition for performing contact-rich tasks, such as machining, assembly, and human-robot interaction. Most robotic arms are position-controlled stiff systems at a hardware level. Thus, adding compliance becomes essential. Compliance in those systems has been recently achieved using Forward dynamics compliance control (FDCC), which, owing to its virtual forward dynamics model, can be implemented on both position and velocity-controlled robots. This paper evaluates the choice of control interface (and hence the control domain), which, although considered trivial, is essential due to differences in their characteristics. In some cases, the choice is restricted to the available hardware interface. However, given the option to choose, the velocity-based control interface makes a better candidate for compliance control because of smoother compliant behaviour, reduced interaction forces, and work done. To prove these points, in this paper FDCC is evaluated on the UR10e six-DOF manipulator with velocity and position control modes. The evaluation is based on force-control benchmarking metrics using 3D-printed artefacts. Real experiments favour the choice of velocity control over position control.

For users to trust model predictions, they need to understand model outputs, particularly their confidence - calibration aims to adjust (calibrate) models' confidence to match expected accuracy. We argue that the traditional calibration evaluation does not promote effective calibrations: for example, it can encourage always assigning a mediocre confidence score to all predictions, which does not help users distinguish correct predictions from wrong ones. Building on those observations, we propose a new calibration metric, MacroCE, that better captures whether the model assigns low confidence to wrong predictions and high confidence to correct predictions. Focusing on the practical application of open-domain question answering, we examine conventional calibration methods applied on the widely-used retriever-reader pipeline, all of which do not bring significant gains under our new MacroCE metric. Toward better calibration, we propose a new calibration method (ConsCal) that uses not just final model predictions but whether multiple model checkpoints make consistent predictions. Altogether, we provide an alternative view of calibration along with a new metric, re-evaluation of existing calibration methods on our metric, and proposal of a more effective calibration method.

Text line segmentation is one of the key steps in historical document understanding. It is challenging due to the variety of fonts, contents, writing styles and the quality of documents that have degraded through the years. In this paper, we address the limitations that currently prevent people from building line segmentation models with a high generalization capacity. We present a study conducted using three state-of-the-art systems Doc-UFCN, dhSegment and ARU-Net and show that it is possible to build generic models trained on a wide variety of historical document datasets that can correctly segment diverse unseen pages. This paper also highlights the importance of the annotations used during training: each existing dataset is annotated differently. We present a unification of the annotations and show its positive impact on the final text recognition results. In this end, we present a complete evaluation strategy using standard pixel-level metrics, object-level ones and introducing goal-oriented metrics.

This article introduces the 50stateSimulations, a collection of simulated congressional districting plans and underlying code developed by the Algorithm-Assisted Redistricting Methodology (ALARM) Project. The 50stateSimulations allow for the evaluation of enacted and other congressional redistricting plans in the United States. While the use of redistricting simulation algorithms has become standard in academic research and court cases, any simulation analysis requires non-trivial efforts to combine multiple data sets, identify state-specific redistricting criteria, implement complex simulation algorithms, and summarize and visualize simulation outputs. We have developed a complete workflow that facilitates this entire process of simulation-based redistricting analysis for the congressional districts of all 50 states. The resulting 50stateSimulations include ensembles of simulated 2020 congressional redistricting plans and necessary replication data. We also provide the underlying code, which serves as a template for customized analyses. All data and code are free and publicly available. This article details the design, creation, and validation of the data.

Designing reinforcement learning (RL) agents is typically a difficult process that requires numerous design iterations. Learning can fail for a multitude of reasons, and standard RL methods provide too few tools to provide insight into the exact cause. In this paper, we show how to integrate value decomposition into a broad class of actor-critic algorithms and use it to assist in the iterative agent-design process. Value decomposition separates a reward function into distinct components and learns value estimates for each. These value estimates provide insight into an agent's learning and decision-making process and enable new training methods to mitigate common problems. As a demonstration, we introduce SAC-D, a variant of soft actor-critic (SAC) adapted for value decomposition. SAC-D maintains similar performance to SAC, while learning a larger set of value predictions. We also introduce decomposition-based tools that exploit this information, including a new reward influence metric, which measures each reward component's effect on agent decision-making. Using these tools, we provide several demonstrations of decomposition's use in identifying and addressing problems in the design of both environments and agents. Value decomposition is broadly applicable and easy to incorporate into existing algorithms and workflows, making it a powerful tool in an RL practitioner's toolbox.

In MT evaluation, pairwise comparisons are conducted to identify the better system. In conducting the comparison, the experimenter must allocate a budget to collect Direct Assessment (DA) judgments. We provide a cost effective way to spend the budget, but show that typical budget sizes often do not allow for solid comparison. Taking the perspective that the basis of solid comparison is in achieving statistical significance, we study the power (rate of achieving significance) on a large collection of pairwise DA comparisons. Due to the nature of statistical estimation, power is low for differentiating less than 1-2 DA points, and to achieve a notable increase in power requires at least 2-3x more samples. Applying variance reduction alone will not yield these gains, so we must face the reality of undetectable differences and spending increases. In this context, we propose interim testing, an "early stopping" collection procedure that yields more power per judgment collected, which adaptively focuses the budget on pairs that are borderline significant. Interim testing can achieve up to a 27% efficiency gain when spending 3x the current budget, or 18% savings at the current evaluation power.

Explainable AI (XAI) methods are frequently applied to obtain qualitative insights about deep models' predictions. However, such insights need to be interpreted by a human observer to be useful. In this paper, we aim to use explanations directly to make decisions without human observers. We adopt two gradient-based explanation methods, Integrated Gradients (IG) and backprop, for the task of 3D object detection. Then, we propose a set of quantitative measures, named Explanation Concentration (XC) scores, that can be used for downstream tasks. These scores quantify the concentration of attributions within the boundaries of detected objects. We evaluate the effectiveness of XC scores via the task of distinguishing true positive (TP) and false positive (FP) detected objects in the KITTI and Waymo datasets. The results demonstrate an improvement of more than 100\% on both datasets compared to other heuristics such as random guesses and the number of LiDAR points in the bounding box, raising confidence in XC's potential for application in more use cases. Our results also indicate that computationally expensive XAI methods like IG may not be more valuable when used quantitatively compare to simpler methods.

Detection and recognition of text in natural images are two main problems in the field of computer vision that have a wide variety of applications in analysis of sports videos, autonomous driving, industrial automation, to name a few. They face common challenging problems that are factors in how text is represented and affected by several environmental conditions. The current state-of-the-art scene text detection and/or recognition methods have exploited the witnessed advancement in deep learning architectures and reported a superior accuracy on benchmark datasets when tackling multi-resolution and multi-oriented text. However, there are still several remaining challenges affecting text in the wild images that cause existing methods to underperform due to there models are not able to generalize to unseen data and the insufficient labeled data. Thus, unlike previous surveys in this field, the objectives of this survey are as follows: first, offering the reader not only a review on the recent advancement in scene text detection and recognition, but also presenting the results of conducting extensive experiments using a unified evaluation framework that assesses pre-trained models of the selected methods on challenging cases, and applies the same evaluation criteria on these techniques. Second, identifying several existing challenges for detecting or recognizing text in the wild images, namely, in-plane-rotation, multi-oriented and multi-resolution text, perspective distortion, illumination reflection, partial occlusion, complex fonts, and special characters. Finally, the paper also presents insight into the potential research directions in this field to address some of the mentioned challenges that are still encountering scene text detection and recognition techniques.

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