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Mehran Maghoumi

dblp:159/2735 · DBLP profile ↗
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10ranked-venue papers
3as first author
4since 2021 · last 2024
0000-0003-1020-5643ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 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.

Human-computer interaction and pervasive computing
5 papers
Interaction techniques and input · 95% Games and playful interaction · 5%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Interaction techniques and input
gesture input
1.232021
Machete: Easy, Efficient, and Precise Continuous Custom Gesture Segmentation · ACM Trans. Comput. Hum. Interact. 2021
Moving Toward an Ecologically Valid Data Collection Protocol for 2D Gestures In Video Games · CHI 2020
Jackknife: A Reliable Recognizer with Few Samples and Many Modalities · CHI 2017
Interaction techniques and input › input sensing
gesture recognition
1.032021
Machete: Easy, Efficient, and Precise Continuous Custom Gesture Segmentation · ACM Trans. Comput. Hum. Interact. 2021
Jackknife: A Reliable Recognizer with Few Samples and Many Modalities · CHI 2017
A Rapid Prototyping Approach to Synthetic Data Generation for Improved 2D Gesture Recognition · UIST 2016
Geometric modeling and processing › shape analysis
geometric structure extraction
0.312018
Gemsketch: Interactive Image-Guided Geometry Extraction from Point Clouds · ICRA 2018
Geometric modeling and processing
point cloud processing
0.312018
Gemsketch: Interactive Image-Guided Geometry Extraction from Point Clouds · ICRA 2018

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

silhouette tracing · 0.7differentiable rendering · 0.7template matching · 0.5continuous dynamic programming · 0.5gesture recognition · 0.4coverage analysis · 0.4dynamic time warping · 0.3gesture path stochastic resampling · 0.2
YearPublicationVenuePosition
2024 NVAutoNet: Fast and Accurate 360° 3D Visual Perception For Self Driving
abstract
Achieving robust and real-time 3D perception is fundamental for autonomous vehicles. While most existing 3D perception methods prioritize detection accuracy, they often overlook critical aspects such as computational efficiency, onboard chip deployment friendliness, resilience to sensor mounting deviations, and adaptability to various vehicle types. To address these challenges, we present NVAutoNet: a specialized Bird’s-Eye-View (BEV) perception network tailored explicitly for automated vehicles. NVAutoNet takes synchronized camera images as input and predicts 3D signals like obstacles, freespaces, and parking spaces. The core of NVAutoNet’s architecture (image and BEV backbones) relies on efficient convolutional networks, optimized for high performance using TensorRT. Our image-to-BEV transformation employs simple linear layers and BEV lookup tables, ensuring rapid inference speed. Trained on an extensive proprietary dataset, NVAutoNet consistently achieves elevated perception accuracy, operating remarkably at 53 frames per second on the NVIDIA DRIVE Orin SoC. Notably, NVAutoNet demonstrates resilience to sensor mounting deviations arising from diverse car models. Moreover, NVAutoNet excels in adapting to varied vehicle types, facilitated by inexpensive model fine-tuning procedures that expedite compatibility adjustments.
Trung Pham, Mehran Maghoumi, Wanli Jiang, Bala Siva Sashank Jujjavarapu, Mehdi Sajjadi, Hsuan-Chu Lin, Bor-Jeng Chen, Giang Truong, Junghyun Kwon
WACV2
2021 DeepNAG: Deep Non-Adversarial Gesture Generation
abstract
Synthetic data generation to improve classification performance (data augmentation) is a well-studied problem. Recently, generative adversarial networks (GAN) have shown superior image data augmentation performance, but their suitability in gesture synthesis has received inadequate attention. Further, GANs prohibitively require simultaneous generator and discriminator network training. We tackle both issues in this work. We first discuss a novel, device-agnostic GAN model for gesture synthesis called DeepGAN. Thereafter, we formulate DeepNAG by introducing a new differentiable loss function based on dynamic time warping and the average Hausdorff distance, which allows us to train DeepGAN’s generator without requiring a discriminator. Through evaluations, we compare the utility of DeepGAN and DeepNAG against two alternative techniques for training five recognizers using data augmentation over six datasets. We further investigate the perceived quality of synthesized samples via an Amazon Mechanical Turk user study based on the HYPE∞ benchmark. We find that DeepNAG outperforms DeepGAN in accuracy, training time (up to 17 × faster), and realism, thereby opening the door to a new line of research in generator network design and training for gesture synthesis. Our source code is available at https://www.deepnag.com.
Mehran Maghoumi, Eugene M. Taranta II, Joseph J. LaViola Jr.
IUI1
2021 SHREC 2021: Skeleton-based hand gesture recognition in the wild
Ariel Caputo, Andrea Giachetti 0001, Simone Soso, Deborah Pintani, Andrea D'Eusanio, Stefano Pini, Guido Borghi, Alessandro Simoni, Roberto Vezzani, Rita Cucchiara, Andrea Ranieri, Franca Giannini, Katia Lupinetti, Marina Monti, Mehran Maghoumi, Joseph J. LaViola Jr., Minh-Quan Le, Hai-Dang Nguyen, Minh-Triet Tran
Comput. Graph.15
2021 Machete: Easy, Efficient, and Precise Continuous Custom Gesture Segmentation
abstract
We present Machete, a straightforward segmenter one can use to isolate custom gestures in continuous input. Machete uses traditional continuous dynamic programming with a novel dissimilarity measure to align incoming data with gesture class templates in real time. Advantages of Machete over alternative techniques is that our segmenter is computationally efficient, accurate, device-agnostic, and works with a single training sample. We demonstrate Machete’s effectiveness through an extensive evaluation using four new high-activity datasets that combine puppeteering, direct manipulation, and gestures. We find that Machete outperforms three alternative techniques in segmentation accuracy and latency, making Machete the most performant segmenter. We further show that when combined with a custom gesture recognizer, Machete is the only option that achieves both high recognition accuracy and low latency in a video game application.
Eugene M. Taranta II, Corey Pittman, Mehran Maghoumi, Mykola Maslych, Yasmine M. Moolenaar, Joseph J. LaViola Jr.
ACM Trans. Comput. Hum. Interact.3
2020 Moving Toward an Ecologically Valid Data Collection Protocol for 2D Gestures In Video Games
abstract
Those who design gesture recognizers and user interfaces often use data collection applications that enable users to comfortably produce gesture training samples. In contrast, games present unique contexts that impact cognitive load and have the potential to elicit rapid gesticulations as players react to dynamic conditions, which can result in high gesture form variability. However, the extent to which these gestures differ is presently unknown. To this end, we developed two games with unique mechanics, Follow the Leader (FTL) and Sleepy Town, as well as a standard data collection application. We collected gesture samples from 18 participants across all conditions for gestures of varying complexity, and through an analysis using relative, global, and distribution coverage measures, we confirm significant differences between conditions. We discuss the implications of our findings, and show that our FTL design is closer to being an ecologically valid data collection protocol with low implementation complexity.
Eugene M. Taranta II, Corey Pittman, Jack P. Oakley, Mykola Maslych, Mehran Maghoumi, Joseph J. LaViola Jr.
CHI5
2018 Gemsketch: Interactive Image-Guided Geometry Extraction from Point Clouds
abstract
We introduce an interactive system for extracting the geometries of generalized cylinders and cuboids from single-or multiple-view point clouds. Our proposed method is intuitive and only requires the object's silhouettes to be traced by the user. Leveraging the user's perceptual understanding of what an object looks like, our proposed method is capable of extracting accurate models, even in the presence of occlusion, clutter or incomplete point cloud data, while preserving the original object's details and scale. We demonstrate the merits of our proposed method through a set of experiments on a public RGB-D dataset. We extracted 16 objects from the dataset using at most two views of each object. Our extracted models represent a high degree of visual similarity to the original objects. Further, we achieved a mean normalized Hausdorff distance of 5.66% when comparing our extracted models with the dataset's ground truths.
Mehran Maghoumi, Joseph J. LaViola Jr., Karthik Desingh, Odest Chadwicke Jenkins
ICRA1
2017 Jackknife: A Reliable Recognizer with Few Samples and Many Modalities
abstract
Despite decades of research, there is yet no general rapid prototyping recognizer for dynamic gestures that can be trained with few samples, work with continuous data, and achieve high accuracy that is also modality-agnostic. To begin to solve this problem, we describe a small suite of accessible techniques that we collectively refer to as the Jackknife gesture recognizer. Our dynamic time warping based approach for both segmented and continuous data is designed to be a robust, go-to method for gesture recognition across a variety of modalities using only limited training samples. We evaluate pen and touch, Wii Remote, Kinect, Leap Motion, and sound-sensed gesture datasets as well as conduct tests with continuous data. Across all scenarios we show that our approach is able to achieve high accuracy, suggesting that Jackknife is a capable recognizer and good first choice for many endeavors.
Eugene M. Taranta II, Amirreza Samiei, Mehran Maghoumi, Pooya Khaloo, Corey Pittman, Joseph J. LaViola Jr.
CHI3
2017 Code Park: A New 3D Code Visualization Tool
abstract
We introduce Code Park, a novel tool for visualizing codebases in a 3D game-like environment. Code Park aims to improve a programmer's understanding of an existing codebase in a manner that is both engaging and intuitive, appealing to novice users such as students. It achieves these goals by laying out the codebase in a 3D park-like environment. Each class in the codebase is represented as a 3D room-like structure. Constituent parts of the class (variable, member functions, etc.) are laid out on the walls, resembling a syntax-aware "wallpaper". The users can interact with the codebase using an overview, and a first-person viewer mode. We conducted two user studies to evaluate Code Park's usability and suitability for organizing an existing project. Our results indicate that Code Park is easy to get familiar with and significantly helps in code understanding compared to a traditional IDE. Further, the users unanimously believed that Code Park was a fun tool to work with.
Pooya Khaloo, Mehran Maghoumi, Eugene M. Taranta II, David Bettner, Joseph J. LaViola Jr.
VISSOFT2
2016 A Rapid Prototyping Approach to Synthetic Data Generation for Improved 2D Gesture Recognition
abstract
Training gesture recognizers with synthetic data generated from real gestures is a well known and powerful technique that can significantly improve recognition accuracy. In this paper we introduce a novel technique called gesture path stochastic resampling (GPSR) that is computationally efficient, has minimal coding overhead, and yet despite its simplicity is able to achieve higher accuracy than competitive, state-of-the-art approaches. GPSR generates synthetic samples by lengthening and shortening gesture subpaths within a given sample to produce realistic variations of the input via a process of nonuniform resampling. As such, GPSR is an appropriate rapid prototyping technique where ease of use, understandability, and efficiency are key. Further, through an extensive evaluation, we show that accuracy significantly improves when gesture recognizers are trained with GPSR synthetic samples. In some cases, mean recognition errors are reduced by more than 70%, and in most cases, GPSR outperforms two other evaluated state-of-the-art methods.
Eugene M. Taranta II, Mehran Maghoumi, Corey Pittman, Joseph J. LaViola Jr.
UIST2
2014 A comparison of genetic programming feature extraction languages for image classification
abstract
Visual pattern recognition and classification is a challenging computer vision problem. Genetic programming has been applied towards automatic visual pattern recognition. One of the main factors in evolving effective classifiers is the suitability of the GP language for defining expressions for feature extraction and classification. This research presents a comparative study of a variety of GP languages suitable for classification. Four different languages are examined, which use different selections of image processing operators. One of the languages does block classification, which means that an image is classified as a whole by examining many blocks of pixels within it. The other languages are pixel classifiers, which determine classification for a single pixel. Pixel classifiers are more common in the GP-vision literature. We tested the languages on different instances of Brodatz textures, as well as aerial and camera images. Our results show that the most effective languages are pixel-based ones with spatial operators. However, as is to be expected, the nature of the image will determine the effectiveness of the language used.
Mehran Maghoumi, Brian J. Ross
CIMSIVP1