Paul M. Sharkey

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The paper introduces an efficient construction algorithm for obtaining sparse linear-in-the-weights regression models based on an approach of directly optimizing model generalization capability. This is achieved by utilizing the delete-1 cross validation concept and the associated leave-one-out test error also known as the predicted residual sums of squares(More)
Dynamic multi-user interactions within distributed collaborative virtual environment (CVE) suffer from abrupt stare transitions due fo communication delays -an acrion by one user only’ becoming apparent to another user after the delay. This results in a divergence of the environmentfor the duration of the delay, followed by an abrupt jump to resynchronise.(More)
Within the context of active vision, scant attention has been paid to the execution of motion saccades—rapid re-adjustments of the direction of gaze to attend to moving objects. In this paper we first develop a methodology for, and give real-time demonstrations of, the use of motion detection and segmentation processes to initiate “capture saccades” towards(More)
In this paper we demonstrate four real-time reactive responses to movement in everyday scenes using an active head/eye platform. We first describe the design and realization of a high bandwidth four degree-of-freedom head/eye platform and visual feedback loop for the exploration of motion processing within active vision. The vision system divides processing(More)
User interaction within a virtual environment may take various forms: a teleconferencing application will require users to speak to each other (Geak, 1993), with computer supported co-operative working; an Engineer may wish to pass an object to another user for examination; in a battle field simulation (McDonough, 1992), users might exchange fire. In all(More)
The introduction of definite and simple action goals into machine vision at an early stage promises to address the defects which have become apparent in the data-driven reconstructionist paradigm, with its relentless emphasis on accurate geometric recovery of the whole 3D scene — a reconstruction which is often unnecessary and usually too difficult. Simple(More)
| This paper describes the design, implementation and testing of a high speed controlled stereo \head/eye" platform which facilitates the rapid redirection of gaze in response to visual input. It details the mechanical device, which is based around geared DC motors, and describes hardware aspects of the controller and vision system, which are implemented on(More)