Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Ethan Eade

dblp:67/5758 · DBLP profile ↗
← Back
11ranked-venue papers
6as first author
0since 2021 · last 2012
—ORCID · none

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

Artificial intelligence and machine learning · 8 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-authorSystems, architecture and hardware · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 2Applied, 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
5 papers
Robot navigation and mapping · 100%
Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 54% Personal fabrication and tangible interfaces · 33% Collaborative and social computing · 13%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Robotics › Robot navigation and mapping
SLAM
0.552012
Vector Field SLAM - Localization by Learning the Spatial Variation of Continuous Signals · IEEE Trans. Robotics 2012
Vector field SLAM · ICRA 2010
Semi-automatic Annotations in Unknown Environments · ISMAR 2007
Robotics › Robot navigation and mapping
localization
0.332012
Vector Field SLAM - Localization by Learning the Spatial Variation of Continuous Signals · IEEE Trans. Robotics 2012
Vector field SLAM · ICRA 2010
Scalable Monocular SLAM · CVPR (1) 2006
Robotics › Robot navigation and mapping › SLAM › visual SLAM
monocular SLAM
0.122007
Monocular SLAM as a Graph of Coalesced Observations · ICCV 2007
Scalable Monocular SLAM · CVPR (1) 2006
Robotics › Robot navigation and mapping › SLAM
graph-based SLAM
0.122010
Monocular SLAM as a Graph of Coalesced Observations · ICCV 2007
Vector field SLAM · ICRA 2010
Immersive interaction › immersive authoring
augmented reality authoring
0.112007
Semi-automatic Annotations in Unknown Environments · ISMAR 2007
Robotics › Robot navigation and mapping › environment mapping
landmark mapping
0.112006
Scalable Monocular SLAM · CVPR (1) 2006
Personal fabrication and tangible interfaces
tangible interaction
0.112005
Localisation and Interaction for Augmented Maps · ISMAR 2005
Collaborative and social computing
remote collaboration
0.012007
Semi-automatic Annotations in Unknown Environments · ISMAR 2007
Visualization and visual analytics › geospatial visualization
cartographic visualization
0.012005
Localisation and Interaction for Augmented Maps · ISMAR 2005
Immersive interaction
augmented reality
0.012005
Localisation and Interaction for Augmented Maps · ISMAR 2005

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

graph SLAM · 0.3point-based SLAM · 0.1piecewise linear modeling · 0.1extended information filter · 0.1piecewise linear function · 0.1EKF-SLAM · 0.1computer vision · 0.1local coordinate frames · 0.1graph optimization · 0.1bundle adjustment · 0.1particle filter · 0.1
YearPublicationVenuePosition
2012 Vector Field SLAM - Localization by Learning the Spatial Variation of Continuous Signals
abstract
Localization in unknown environments using low-cost sensors on embedded hardware is challenging. Yet, it is a requirement for consumer robots if systematic navigation is desired. In this paper, we present a localization approach that learns the spatial variation of an observed continuous signal over the environment. We model the signal as a piecewise linear function and estimate its parameters using a simultaneous localization and mapping (SLAM) approach. By applying the concepts of the exactly sparse extended information filter (ESEIF) , a constant-time, linear-space algorithm is obtained under certain approximations. We apply our framework to a sensor measuring bearing to active beacons, where measurements are distorted because of occlusion and signal reflections. Experimental results from running GraphSLAM, extended Kalman filter SLAM, and ESEIF-SLAM on manually collected sensor measurements, as well as on data recorded on a vacuum-cleaner robot, validate our model. The ESEIF-SLAM solution is evaluated on an ARM 7 embedded board with 64-kB RAM connected to a Roomba 510 vacuum cleaner. The presented methods are also used in Evolution Robotics ' Mint Cleaner product for autonomous floor cleaning.
Jens-Steffen Gutmann, Ethan Eade, Philip W. Fong, Mario E. Munich
IEEE Trans. Robotics2
2010 Vector field SLAM
abstract
Localization in unknown environments using low-cost sensors remains a challenge. This paper presents a new localization approach that learns the spatial variation of an observed continuous signal. We model the signal as a piece-wise linear function and estimate its parameters using a simultaneous localization and mapping (SLAM) approach. We apply our framework to a sensor measuring bearing to active beacons where measurements are systematically distorted due to occlusion and signal reflections of walls and other objects present in the environment. Experimental results from running GraphSLAM and EKF-SLAM on manually collected sensor measurements as well as on data recorded on a vacuum-cleaner robot validate our model.
Jens-Steffen Gutmann, Gabriel Brisson, Ethan Eade, Philip W. Fong, Mario E. Munich
ICRA3
2010 Monocular graph SLAM with complexity reduction
abstract
We present a graph-based SLAM approach, using monocular vision and odometry, designed to operate on computationally constrained platforms. When computation and memory are limited, visual tracking becomes difficult or impossible, and map representation and update costs must remain low. Our system constructs a map of structured views using only weak temporal assumptions, and performs recognition and relative pose estimation over the set of views. Visual observations are fused with differential sensors in an incrementally optimized graph representation. Using variable elimination and constraint pruning, the graph complexity and storage is kept linear in explored space rather than in time. We evaluate performance on sequences with ground truth, and also compare to a standard graph SLAM approach.
Ethan Eade, Philip W. Fong, Mario E. Munich
IROS1
2009 Edge landmarks in monocular SLAM
Ethan Eade, Tom Drummond
Image Vis. Comput.1
2008 Unified Loop Closing and Recovery for Real Time Monocular SLAM
abstract
We present a unified method for recovering from tracking failure and closing loops in real time monocular simultaneous localisation and mapping. Within a graph-based map representation, we show that recovery and loop closing both reduce to the creation of a graph edge. We describe and implement a bag-of-words appearance model for ranking potential loop closures, and a robust method for using both structure and image appearance to confirm likely matches. The resulting system closes loops and recovers from failures while mapping thousands of landmarks, all in real time. 1
Ethan Eade, Tom Drummond
BMVC1
2007 Monocular SLAM as a Graph of Coalesced Observations
abstract
We present a monocular SLAM system that avoids inconsistency by coalescing observations into independent local coordinate frames, building a graph of the local frames, and optimizing the resulting graph. We choose coordinates that minimize the nonlinearity of the updates in the nodes, and suggest a heuristic measure of such nonlinearity, using it to guide our traversal of the graph. The system operates in real-time on sequences with several hundreds of landmarks while performing global graph optimization, yielding accurate and nearly consistent estimation relative to offline bundle adjustment, and considerably better consistency than EKF SLAM and FastSLAM.
Ethan Eade, Tom Drummond
ICCV1
2007 Semi-automatic Annotations in Unknown Environments
abstract
Unknown environments pose a particular challenge for augmented reality applications because the 3D models required for tracking, rendering and interaction are not available ahead of time. Consequently, authoring of AR content must take place on-line. This work describes a set of techniques to simplify the online authoring of annotations in unknown environments using a simultaneous localisation and mapping (SLAM) system. The point-based SLAM system is extended to specifically track and estimate high-level features indicated by the user. The automatic estimation of these complex landmarks by the system relieves the user from the burden of manually specifying the full 3D pose of annotations while improving accuracy. These properties are especially interesting for remote collaboration applications where either user interfaces on handhelds or camera control by the remote expert are limited.
Gerhard Reitmayr, Ethan Eade, Tom Drummond
ISMAR2
2006 Edge Landmarks in Monocular SLAM
abstract
While many visual simultaneous localization and mapping (SLAM) systems use point features as landmarks, few take advantage of the edge information in images. Those SLAM systems that do observe edge features do not consider edges with all degrees of freedom. Edges are difficult to use in vision SLAM because of selection, observation, initialization and data association challenges. A map that includes edge features, however, contains higher-order geometric information useful both during and after SLAM. We define a well-localized edge landmark and present an efficient algorithm for selecting such landmarks. Further, we describe how to initialize new landmarks, observe mapped landmarks in subsequent images, and address the data association challenges of edges. Our methods, implemented in a particle-filter SLAM system, operate at frame rate on live video sequences.
Ethan Eade, Tom Drummond
BMVC1
2006 Scalable Monocular SLAM
abstract
Localization and mapping in unknown environments becomes more difficult as the complexity of the environment increases. With conventional techniques, the cost of maintaining estimates rises rapidly with the number of landmarks mapped. We present a monocular SLAM system that employs a particle filter and top-down search to allow realtime performance while mapping large numbers of landmarks. To our knowledge, we are the first to apply this FastSLAM-type particle filter to single-camera SLAM. We also introduce a novel partial initialization procedure that efficiently determines the depth of new landmarks. Moreover, we use information available in observations of new landmarks to improve camera pose estimates. Results show the system operating in real-time on a standard workstation while mapping hundreds of landmarks.
Ethan Eade, Tom Drummond
CVPR (1)1
2005 Localisation and Interaction for Augmented Maps
abstract
Paper-based cartographic maps provide highly detailed information visualisation with unrivalled fidelity and information density. Moreover, the physical properties of paper afford simple interactions for browsing a map or focusing on individual details, managing concurrent access for multiple users and general malleability. However, printed maps are static displays and while computer-based map displays can support dynamic information, they lack the nice properties of real maps identified above. We address these shortcomings by presenting a system to augment printed maps with digital graphical information and user interface components. These augmentations complement the properties of the printed information in that they are dynamic, permit layer selection and provide complex computer mediated interactions with geographically embedded information and user interface controls. Two methods are presented which exploit the benefits of using tangible artifacts for such interactions.
Gerhard Reitmayr, Ethan Eade, Tom Drummond
ISMAR2
2003 Autonomous control of a horizontally configured undulatory flap propelled vehicle
abstract
This paper describes initial results regarding navigation and control algorithms developed for Gamera, an autonomous underwater vehicle. In order to perform high precision controlled motions, the robot employs a novel propulsion system known as Nektons, and carries a comprehensive sensor suite to track orientation and position. A model of the robot has been developed that relates the 12 robot controlled propulsion outputs-frequency, amplitude, and center point of oscillation for each of the four motors-to the forces generated by the entire system. We explore the rationalization of control algorithms for this system. Using these algorithms, Gamera demonstrates a high level of control and successfully performs pre-specified maneuvers autonomously.
Stephen Hsu, Chris Mailey, Ethan Eade, Jason A. Janét
ICRA3