Sean Ryan Fanello
Microsoft
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Publication
Featured researches published by Sean Ryan Fanello.
user interface software and technology | 2014
Jie Song; Gábor Sörös; Fabrizio Pece; Sean Ryan Fanello; Shahram Izadi; Cem Keskin; Otmar Hilliges
We present a novel machine learning based algorithm extending the interaction space around mobile devices. The technique uses only the RGB camera now commonplace on off-the-shelf mobile devices. Our algorithm robustly recognizes a wide range of in-air gestures, supporting user variation, and varying lighting conditions. We demonstrate that our algorithm runs in real-time on unmodified mobile devices, including resource-constrained smartphones and smartwatches. Our goal is not to replace the touchscreen as primary input device, but rather to augment and enrich the existing interaction vocabulary using gestures. While touch input works well for many scenarios, we demonstrate numerous interaction tasks such as mode switches, application and task management, menu selection and certain types of navigation, where such input can be either complemented or better served by in-air gestures. This removes screen real-estate issues on small touchscreens, and allows input to be expanded to the 3D space around the device. We present results for recognition accuracy (93% test and 98% train), impact of memory footprint and other model parameters. Finally, we report results from preliminary user evaluations, discuss advantages and limitations and conclude with directions for future work.
international conference on computer graphics and interactive techniques | 2016
Mingsong Dou; Sameh Khamis; Yury Degtyarev; Philip Lindsley Davidson; Sean Ryan Fanello; Adarsh Prakash Murthy Kowdle; Sergio Orts Escolano; Christoph Rhemann; David Kim; Jonathan Taylor; Pushmeet Kohli; Vladimir Tankovich; Shahram Izadi
We contribute a new pipeline for live multi-view performance capture, generating temporally coherent high-quality reconstructions in real-time. Our algorithm supports both incremental reconstruction, improving the surface estimation over time, as well as parameterizing the nonrigid scene motion. Our approach is highly robust to both large frame-to-frame motion and topology changes, allowing us to reconstruct extremely challenging scenes. We demonstrate advantages over related real-time techniques that either deform an online generated template or continually fuse depth data nonrigidly into a single reference model. Finally, we show geometric reconstruction results on par with offline methods which require orders of magnitude more processing time and many more RGBD cameras.
user interface software and technology | 2016
Sergio Orts-Escolano; Christoph Rhemann; Sean Ryan Fanello; Wayne Chang; Adarsh Prakash Murthy Kowdle; Yury Degtyarev; David Kim; Philip Lindsley Davidson; Sameh Khamis; Mingsong Dou; Vladimir Tankovich; Charles T. Loop; Qin Cai; Philip A. Chou; Sarah Mennicken; Julien P. C. Valentin; Vivek Pradeep; Shenlong Wang; Sing Bing Kang; Pushmeet Kohli; Yuliya Lutchyn; Cem Keskin; Shahram Izadi
We present an end-to-end system for augmented and virtual reality telepresence, called Holoportation. Our system demonstrates high-quality, real-time 3D reconstructions of an entire space, including people, furniture and objects, using a set of new depth cameras. These 3D models can also be transmitted in real-time to remote users. This allows users wearing virtual or augmented reality displays to see, hear and interact with remote participants in 3D, almost as if they were present in the same physical space. From an audio-visual perspective, communicating and interacting with remote users edges closer to face-to-face communication. This paper describes the Holoportation technical system in full, its key interactive capabilities, the application scenarios it enables, and an initial qualitative study of using this new communication medium.
user interface software and technology | 2014
Christian Rendl; David Kim; Sean Ryan Fanello; Patrick Parzer; Christoph Rhemann; Jonathan Taylor; Martin Zirkl; Gregor Scheipl; Thomas Rothländer; Michael Haller; Shahram Izadi
We present FlexSense, a new thin-film, transparent sensing surface based on printed piezoelectric sensors, which can reconstruct complex deformations without the need for any external sensing, such as cameras. FlexSense provides a fully self-contained setup which improves mobility and is not affected from occlusions. Using only a sparse set of sensors, printed on the periphery of the surface substrate, we devise two new algorithms to fully reconstruct the complex deformations of the sheet, using only these sparse sensor measurements. An evaluation shows that both proposed algorithms are capable of reconstructing complex deformations accurately. We demonstrate how FlexSense can be used for a variety of 2.5D interactions, including as a transparent cover for tablets where bending can be performed alongside touch to enable magic lens style effects, layered input, and mode switching, as well as the ability to use our device as a high degree-of-freedom input controller for gaming and beyond.
ieee-ras international conference on humanoid robots | 2014
Sean Ryan Fanello; Ugo Pattacini; Ilaria Gori; Vadim Tikhanoff; Marco Randazzo; Alessandro Roncone; Francesca Odone; Giorgio Metta
This paper deals with the problem of 3D stereo estimation and eye-hand calibration in humanoid robots. We first show how to implement a complete 3D stereo vision pipeline, enabling online and real-time eye calibration. We then introduce a new formulation for the problem of eye-hand coordination. We developed a fully automated procedure that does not require human supervision. The end-effector of the humanoid robot is automatically detected in the stereo images, providing large amounts of training data for learning the vision-to-kinematics mapping. We report exhaustive experiments using different machine learning techniques; we show that a mixture of linear transformations can achieve the highest accuracy in the shortest amount of time, while guaranteeing real-time performance. We demonstrate the application of the proposed system in two typical robotic scenarios: (1) object grasping and tool use; (2) 3D scene reconstruction. The platform of choice is the iCub humanoid robot.
human factors in computing systems | 2016
Christian Rendl; David Kim; Patrick Parzer; Sean Ryan Fanello; Martin Zirkl; Gregor Scheipl; Michael Haller; Shahram Izadi
FlexCase is a novel flip cover for smartphones, which brings flexible input and output capabilities to existing mobile phones. It combines an e-paper display with a pressure- and bend-sensitive input sensor to augment the capabilities of a phone. Due to the form factor, FlexCase can be easily transformed into several different configurations, each with different interaction possibilities. Users can use FlexCase to perform a variety of touch, pressure, grip and bend gestures in a natural manner, much like interacting with a sheet of paper. The secondary e-paper display can act as a mechanism for providing user feedback and persisting content from the main display. In this paper, we explore the rich design space of FlexCase and present a number of different interaction techniques. Beyond, we highlight how touch and flex sensing can be combined to support a novel type of gestures, which we call Grip & Bend gestures. We also describe the underlying technology and gesture sensing algorithms. Numerous applications apply the interaction techniques in convincing real-world examples, including enhanced e-paper reading and interaction, a new copy and paste metaphor, high degree of freedom 3D and 2D manipulation, and the ability to transfer content and support input between displays in a natural and flexible manner.
Optics Express | 2014
Alexander Koppelhuber; Sean Ryan Fanello; Clemens Birklbauer; David C. Schedl; Shahram Izadi; Oliver Bimber
LumiConSense, a transparent, flexible, scalable, and disposable thin-film image sensor has the potential to lead to new human-computer interfaces that are unconstrained in shape and sensing-distance. In this article we make four new contributions: (1) A new real-time image reconstruction method that results in a significant enhancement of image quality compared to previous approaches; (2) the efficient combination of image reconstruction and shift-invariant linear image processing operations; (3) various hardware and software prototypes which, realize the above contributions, demonstrating the current potential of our sensor for real-time applications; and finally, (4) a further higher quality offline reconstruction algorithm.
Robotics and Autonomous Systems | 2017
Sean Ryan Fanello; Carlo Ciliberto; Nicoletta Noceti; Giorgio Metta; Francesca Odone
Abstract Visual perception is a fundamental component for most robotics systems operating in human environments. Specifically, visual recognition is a prerequisite to a large variety of tasks such as tracking, manipulation, human–robot interaction. As a consequence, the lack of successful recognition often becomes a bottleneck for the application of robotics system to real-world situations. In this paper we aim at improving the robot visual perception capabilities in a natural, human-like fashion, with a very limited amount of constraints to the acquisition scenario. In particular our goal is to build and analyze a learning system that can rapidly be re-trained in order to incorporate new evidence if available. To this purpose, we review the state-of-the-art coding–pooling pipelines for visual recognition and propose two modifications which allow us to improve the quality of the representation, while maintaining real-time performances: a coding scheme, Best Code Entries (BCE), and a new pooling operator, Mid-Level Classification Weights (MLCW). The former focuses entirely on sparsity and improves the stability and computational efficiency of the coding phase, the latter increases the discriminability of the visual representation, and therefore the overall recognition accuracy of the system, by exploiting data supervision. The proposed pipeline is assessed from a qualitative perspective on a Human–Robot Interaction (HRI) application on the iCub platform. Quantitative evaluation of the proposed system is performed both on in-house robotics data-sets (iCubWorld) and on established computer vision benchmarks (Caltech-256, PASCAL VOC 2007). As a byproduct of this work, we provide for the robotics community an implementation of the proposed visual recognition pipeline which can be used as perceptual layer for more complex robotics applications.
Archive | 2016
Ben Butler; Vladimir Tankovich; Cem Keskin; Sean Ryan Fanello; Shahram Izadi; Emad Barsoum; Simon P. Stachniak; Yichen Wei
Archive | 2014
Cem Keskin; Sean Ryan Fanello; Shahram Izadi; Pushmeet Kohli; David Kim; David Sweeney; Jamie Shotton; Sing Bing Kang