Matching Items (55)
Filtering by

Clear all filters

158817-Thumbnail Image.png
Description
Over the past decade, machine learning research has made great strides and significant impact in several fields. Its success is greatly attributed to the development of effective machine learning algorithms like deep neural networks (a.k.a. deep learning), availability of large-scale databases and access to specialized hardware like Graphic Processing Units.

Over the past decade, machine learning research has made great strides and significant impact in several fields. Its success is greatly attributed to the development of effective machine learning algorithms like deep neural networks (a.k.a. deep learning), availability of large-scale databases and access to specialized hardware like Graphic Processing Units. When designing and training machine learning systems, researchers often assume access to large quantities of data that capture different possible variations. Variations in the data is needed to incorporate desired invariance and robustness properties in the machine learning system, especially in the case of deep learning algorithms. However, it is very difficult to gather such data in a real-world setting. For example, in certain medical/healthcare applications, it is very challenging to have access to data from all possible scenarios or with the necessary amount of variations as required to train the system. Additionally, the over-parameterized and unconstrained nature of deep neural networks can cause them to be poorly trained and in many cases over-confident which, in turn, can hamper their reliability and generalizability. This dissertation is a compendium of my research efforts to address the above challenges. I propose building invariant feature representations by wedding concepts from topological data analysis and Riemannian geometry, that automatically incorporate the desired invariance properties for different computer vision applications. I discuss how deep learning can be used to address some of the common challenges faced when working with topological data analysis methods. I describe alternative learning strategies based on unsupervised learning and transfer learning to address issues like dataset shifts and limited training data. Finally, I discuss my preliminary work on applying simple orthogonal constraints on deep learning feature representations to help develop more reliable and better calibrated models.
ContributorsSom, Anirudh (Author) / Turaga, Pavan (Thesis advisor) / Krishnamurthi, Narayanan (Committee member) / Spanias, Andreas (Committee member) / Li, Baoxin (Committee member) / Arizona State University (Publisher)
Created2020
158890-Thumbnail Image.png
Description
Open Design is a crowd-driven global ecosystem which tries to challenge and alter contemporary modes of capitalistic hardware production. It strives to build on the collective skills, expertise and efforts of people regardless of their educational, social or political backgrounds to develop and disseminate physical products, machines and systems. In

Open Design is a crowd-driven global ecosystem which tries to challenge and alter contemporary modes of capitalistic hardware production. It strives to build on the collective skills, expertise and efforts of people regardless of their educational, social or political backgrounds to develop and disseminate physical products, machines and systems. In contrast to capitalistic hardware production, Open Design practitioners publicly share design files, blueprints and knowhow through various channels including internet platforms and in-person workshops. These designs are typically replicated, modified, improved and reshared by individuals and groups who are broadly referred to as ‘makers’.

This dissertation aims to expand the current scope of Open Design within human-computer interaction (HCI) research through a long-term exploration of Open Design’s socio-technical processes. I examine Open Design from three perspectives: the functional—materials, tools, and platforms that enable crowd-driven open hardware production, the critical—materially-oriented engagements within open design as a site for sociotechnical discourse, and the speculative—crowd-driven critical envisioning of future hardware.

More specifically, this dissertation first explores the growing global scene of Open Design through a long-term ethnographic study of the open science hardware (OScH) movement, a genre of Open Design. This long-term study of OScH provides a focal point for HCI to deeply understand Open Design's growing global landscape. Second, it examines the application of Critical Making within Open Design through an OScH workshop with designers, engineers, artists and makers from local communities. This work foregrounds the role of HCI researchers as facilitators of collaborative critical engagements within Open Design. Third, this dissertation introduces the concept of crowd-driven Design Fiction through the development of a publicly accessible online Design Fiction platform named Dream Drones. Through a six month long development and a study with drone related practitioners, it offers several pragmatic insights into the challenges and opportunities for crowd-driven Design Fiction. Through these explorations, I highlight the broader implications and novel research pathways for HCI to shape and be shaped by the global Open Design movement.
ContributorsFernando, Kattak Kuttige Rex Piyum (Author) / Kuznetsov, Anastasia (Thesis advisor) / Turaga, Pavan (Committee member) / Middel, Ariane (Committee member) / Takamura, John (Committee member) / Arizona State University (Publisher)
Created2020
158896-Thumbnail Image.png
Description
Cameras have become commonplace with wide-ranging applications of phone photography, computer vision, and medical imaging. With a growing need to reduce size and costs while maintaining image quality, the need to look past traditional style of cameras is becoming more apparent. Several non-traditional cameras have shown to be promising options

Cameras have become commonplace with wide-ranging applications of phone photography, computer vision, and medical imaging. With a growing need to reduce size and costs while maintaining image quality, the need to look past traditional style of cameras is becoming more apparent. Several non-traditional cameras have shown to be promising options for size-constraint applications, and while they may offer several advantages, they also usually are limited by image quality degradation due to optical or a need to reconstruct a captured image. In this thesis, we take a look at three of these non-traditional cameras: a pinhole camera, a diffusion-mask lensless camera, and an under-display camera (UDC).

For each of these cases, I present a feasible image restoration pipeline to correct for their particular limitations. For the pinhole camera, I present an early pipeline to allow for practical pinhole photography by reducing noise levels caused by low-light imaging, enhancing exposure levels, and sharpening the blur caused by the pinhole. For lensless cameras, we explore a neural network architecture that performs joint image reconstruction and point spread function (PSF) estimation to robustly recover images captured with multiple PSFs from different cameras. Using adversarial learning, this approach achieves improved reconstruction results that do not require explicit knowledge of the PSF at test-time and shows an added improvement in the reconstruction model’s ability to generalize to variations in the camera’s PSF. This allows lensless cameras to be utilized in a wider range of applications that require multiple cameras without the need to explicitly train a separate model for each new camera. For UDCs, we utilize a multi-stage approach to correct for low light transmission, blur, and haze. This pipeline uses a PyNET deep neural network architecture to perform a majority of the restoration, while additionally using a traditional optimization approach which is then fused in a learned manner in the second stage to improve high-frequency features. I show results from this novel fusion approach that is on-par with the state of the art.
ContributorsRego, Joshua D (Author) / Jayasuriya, Suren (Thesis advisor) / Blain Christen, Jennifer (Thesis advisor) / Turaga, Pavan (Committee member) / Arizona State University (Publisher)
Created2020
158908-Thumbnail Image.png
Description
While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of

While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of collaborative decision-making in augmented reality to investigate the following research question: “Does presenting data visualizations in augmented reality influence the collaborative decision-making behaviors of a team?” This user study evaluates how viewing data visualizations with augmented reality headsets impacts collaboration in small teams compared to viewing together on a single 2D desktop monitor as a baseline. Teams of two participants performed closed and open-ended evaluation tasks to collaboratively analyze data visualized in both augmented reality and on a desktop monitor. Multiple means of collecting and analyzing data were employed to develop a well-rounded context for results and conclusions, including software logging of participant interactions, qualitative analysis of video recordings of participant sessions, and pre- and post-study participant questionnaires. The results indicate that augmented reality doesn’t significantly change the quantity of team member communication but does impact the means and strategies participants use to collaborate.
ContributorsKintscher, Michael (Author) / Bryan, Chris (Thesis advisor) / Amresh, Ashish (Thesis advisor) / Hansford, Dianne (Committee member) / Johnson, Erik (Committee member) / Arizona State University (Publisher)
Created2020
154698-Thumbnail Image.png
Description
Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the

Lecture videos are a widely used resource for learning. A simple way to create

videos is to record live lectures, but these videos end up being lengthy, include long

pauses and repetitive words making the viewing experience time consuming. While

pauses are useful in live learning environments where students take notes, I question

the value of pauses in video lectures. Techniques and algorithms that can shorten such

videos can have a huge impact in saving students’ time and reducing storage space.

I study this problem of shortening videos by removing long pauses and adaptively

modifying the playback rate by emphasizing the most important sections of the video

and its effect on the student community. The playback rate is designed in such a

way to play uneventful sections faster and significant sections slower. Important and

unimportant sections of a video are identified using textual analysis. I use an existing

speech-to-text algorithm to extract the transcript and apply latent semantic analysis

and standard information retrieval techniques to identify the relevant segments of

the video. I compute relevance scores of different segments and propose a variable

playback rate for each of these segments. The aim is to reduce the amount of time

students spend on passive learning while watching videos without harming their ability

to follow the lecture. I validate the approach by conducting a user study among

computer science students and measuring their engagement. The results indicate

no significant difference in their engagement when this method is compared to the

original unedited video.
ContributorsPurushothama Shenoy, Sreenivas (Author) / Amresh, Ashish (Thesis advisor) / Femiani, John (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016