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Ankit Vijay

dblp:134/6149 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2017
—ORCID · none

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

Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous 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.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 87% Virtual and augmented reality · 13%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.212013
Head motion animation using avatar gaze space · VR 2013
Computer animation and physical simulation
head motion generation
0.212013
Head motion animation using avatar gaze space · VR 2013
Virtual and augmented reality › avatar
avatar animation
0.012013
Head motion animation using avatar gaze space · VR 2013

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

nonlinear dimensionality reduction · 0.2gaze space · 0.2
YearPublicationVenuePosition
2017 Personalized Hand Writing Recognition Using Continued LSTM Training
abstract
On-line handwriting recognition has seen major improvements in the last few years with the successful application of deep learning techniques. While the training data is massive and training times are large, the current accuracies are very good even with reasonable small model sizes (when compared to models in image recognition tasks). However, the important task of personalizing such deep models (after a new user has downloaded the model onto his mobile device) to the writing style of the new user, resulting in an improved model with significantly higher accuracy, has not been investigated so far. It is clearly not feasible to download the massive training data for each new user, and re-train the model on the device itself (after mixing original data with the limited quantity of training samples a new user can supply). To our knowledge, it is not known so far with what adaptation technique, with what old training data (in addition to the user's new samples), how flexibly the retraining can be done on the device, how much accuracy gain can be expected, and whether the model can be simplified as a result of the retraining. In this paper we address all these important questions regarding deep network models on device: we demonstrate simple but robust continued-training techniques for adapting a pre-trained model to a specific user's writing style. The pre-training is done using Long Short Term Memory (LSTM) network and a Connectionist Temporal Classification (CTC) loss function. It is seen that only a small set of the old training data can be used along with the user's samples to successfully retrain the model. The retrained (adapted) model achieves around 2.5% more accuracy than the roughly 92% accuracy of the non-personalized model for on-line handwritten Hindi text recognition, also surpassing all existing techniques. We also derive some additional insights into the questions posed above.
Pragya Paramita Sahu, Vikrant Singh, Indra Kiran, Viswanath Veera, Abhinav Thanda, Ankit Vijay, Shankar M. Venkatesan
ICDAR6
2013 Head motion animation using avatar gaze space
abstract
Animation plays a key role in adding realism to any graphical environment. In this work we present a technique for animating multiple avatars in a virtual environment designed to support remote collaboration between distributed work teams in which users are represented by avatars. There will be long periods of time when the user is not actively controlling the avatar and working on his official task. We need to animate his avatar with a `working-at-desk' animation that should be non-looping and sufficiently random for a single avatar as well as between multiple avatars to appear realistic. We present a technique for generating multiple head motions using (a) nonlinear dimensionality reduction and (b) gaze space images to control the motion. Our technique can automatically generate long sequences of motion without any user intervention. We present results from synthetic data.
M. Seetha Ramaiah, Ankit Vijay, Geetika Sharma, Amitabha Mukerjee
VR2