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Evgeny V. Tsykunov

dblp:221/4186 · DBLP profile ↗
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6ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0003-1123-2774ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Systems, architecture and hardware · 3 · 1 first-author · 1 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorHuman-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
1 paper
Segmentation and scene understanding · 77% Efficient and distributed learning · 23%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Environmental and earth informatics · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Segmentation and scene understanding
semantic segmentation
0.512021
Real-Time Detection of Hogweed: UAV Platform Empowered by Deep Learning · IEEE Trans. Computers 2021
Machine learning › Efficient and distributed learning › on-device inference
embedded inference
0.112021
Real-Time Detection of Hogweed: UAV Platform Empowered by Deep Learning · IEEE Trans. Computers 2021
Environmental and earth informatics › ecological monitoring
vegetation monitoring
0.112021
Real-Time Detection of Hogweed: UAV Platform Empowered by Deep Learning · IEEE Trans. Computers 2021

Methods — techniques the papers use, named apart from their topics

fully convolutional neural network · 1.0UAV imagery · 1.0
YearPublicationVenuePosition
2021 Real-Time Detection of Hogweed: UAV Platform Empowered by Deep Learning
abstract
The Hogweed of Sosnowskyi (lat. Heracleum sosnówskyi) is poisonous for humans, dangerous for farming crops, and local ecosystems. This plant is fast-growing and has already spread all over Eurasia: from Germany to the Siberian part of Russia, and its distribution expands year-by-year. In-situ detection of this harmful plant is a tremendous challenge for many countries. Meanwhile, there are no automatic systems for detection and localization of hogweed. In this article, we report on an approach for fast and accurate detection of hogweed. The approach includes the Unmanned Aerial Vehicle (UAV) with an embedded system on board running various Fully Convolutional Neural Networks (FCNN). We propose the optimal architecture of FCNN for the embedded system relying on the trade-off between the detection quality and frame rate. We propose a model that achieves ROC AUC 0.96 in the hogweed segmentation task, which can process 4K frames at 0.46 FPS on NVIDIA Jetson Nano. The developed system can recognize the hogweed on the scale of individual plants and leaves. This system opens up a wide vista for obtaining comprehensive and relevant data about the spreading of harmful plants allowing for the elimination of their expansion.
Alexander Menshchikov, Dmitrii G. Shadrin, Viktor Prutyanov, Daniil Lopatkin, Sergey Sosnin, Evgeny V. Tsykunov, Evgeny Iakovlev, Andrey Somov
IEEE Trans. Computers6
2020 Realizing Body-Machine Interface for Quadrotor Control Through Kalman Filters and Recurrent Neural Network
abstract
Unmanned Aerial Vehicles (UAV) have been recently applied in several various civilian applications. Based on this, there is a growing need for intuitive UAV control interfaces. In this work, we report on the Body-Machine Interface (BMI), helping a human operator to control a quadrotor through the gesture commands. We perform the human motion capture through wearable sensors and Kalman filter to reduce the noise. For the gesture command recognition, we designed the Recurrent Neural Network recognizing gestures within 65 ms. For the quadrotor orientation estimation, we designed the Extended Kalman Filter (EKF). We assess the proposed BMI via the simulations and experiments: the standard deviation of the trajectories varies for up to 10 cm.
Alexander Menshchikov, Daniil Lopatkin, Evgeny V. Tsykunov, Dzmitry Tsetserukou, Andrey Somov
ETFA3
2019 DronePick: Object Picking and Delivery Teleoperation with the Drone Controlled by a Wearable Tactile Display
abstract
We report on the teleoperation system DronePick which provides remote object picking and delivery by a human- controlled quadcopter. The main novelty of the proposed system is that the human user continuously gets the visual and haptic feedback for accurate teleoperation. DronePick consists of a quadcopter equipped with a magnetic grabber, a tactile glove with finger motion tracking sensor, hand tracking system, and the Virtual Reality (VR) application. The human operator teleoperates the quadcopter by changing the position of the hand. The proposed vibrotactile patterns representing the location of the remote object relative to the quadcopter are delivered to the glove. It helps the operator to determine when the quadcopter is right above the object. When the “pick” command is sent by clasping the hand in the glove, the quadcopter decreases its altitude and the magnetic grabber attaches the target object. The whole scenario is in parallel simulated in VR. The air flow from the quadcopter and the relative positions of VR objects help the operator to determine the exact position of the delivered object to be picked. The experiments showed that the vibrotactile patterns were recognized by the users at the high recognition rates: the average 99% recognition rate and the average 2.36s recognition time. The real-life implementation of DronePick featuring object picking and delivering to the human was developed and tested.
Roman Ibrahimov, Evgeny V. Tsykunov, Vladimir Shirokun, Andrey Somov, Dzmitry Tsetserukou
RO-MAN2
2019 SlingDrone: Mixed Reality System for Pointing and Interaction Using a Single Drone
abstract
We propose SlingDrone, a novel Mixed Reality interaction paradigm that utilizes a micro-quadrotor as both pointing controller and interactive robot with a slingshot motion type. The drone attempts to hover at a given position while the human pulls it in desired direction using a hand grip and a leash. Based on the displacement, a virtual trajectory is defined. To allow for intuitive and simple control, we use virtual reality (VR) technology to trace the path of the drone based on the displacement input. The user receives force feedback propagated through the leash. Force feedback from SlingDrone coupled with visualized trajectory in VR creates an intuitive and user friendly pointing device. When the drone is released, it follows the trajectory that was shown in VR. Onboard payload (e.g. magnetic gripper) can perform various scenarios for real interaction with the surroundings, e.g. manipulation or sensing. Unlike HTC Vive controller, SlingDrone does not require handheld devices, thus it can be used as a standalone pointing technology in VR.
Evgeny V. Tsykunov, Roman Ibrahimov, Derek Vasquez, Dzmitry Tsetserukou
VRST1
2019 WiredSwarm: High Resolution Haptic Feedback Provided by a Swarm of Drones to the User's Fingers for VR interaction
abstract
We propose a concept of a novel interaction strategy for providing rich haptic feedback in Virtual Reality (VR), when each user’s finger is connected to micro-quadrotor with a wire. Described technology represents the first flying wearable haptic interface. The solution potentially is able to deliver high resolution force feedback to each finger during fine motor interaction in VR. The tips of tethers are connected to the centers of quadcopters under their bottom. Therefore, flight stability is increasing and the interaction forces are becoming stronger which allows to use smaller drones.
Evgeny V. Tsykunov, Dzmitry Tsetserukou
VRST1
2018 SwarmTouch: Tactile Interaction of Human with Impedance Controlled Swarm of Nano-Quadrotors
abstract
We propose a novel interaction strategy for a human-swarm communication when a human operator guides a formation of quadrotors with impedance control and receives vibrotactile feedback. The presented approach takes into account the human hand velocity and changes the formation shape and dynamics accordingly using impedance interlinks simulated between quadrotors, which helps to achieve a life-like swarm behavior. Experimental results with Crazyflie 2.0 quadrotor platform validate the proposed control algorithm. The tactile patterns representing dynamics of the swarm (extension or contraction) are proposed. The user feels the state of the swarm at his fingertips and receives valuable information to improve the controllability of the complex life-like formation. The user study revealed the patterns with high recognition rates. Subjects stated that tactile sensation improves the ability to guide the drone formation and makes the human-swarm communication much more interactive. The proposed technology can potentially have a strong impact on the human-swarm interaction, providing a new level of intuitiveness and immersion into the swarm navigation.
Evgeny V. Tsykunov, Luiza Labazanova, Akerke Tleugazy, Dzmitry Tsetserukou
IROS1