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Rahul Gopal Chaudhari

dblp:49/9226 · DBLP profile ↗
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10ranked-venue papers
3as first author
4since 2021 · last 2024
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 1 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Computer networks · 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
2 papers
Haptics and multimodal interaction · 75% Immersive interaction · 25%
Computer graphics and multimedia
2 papers
Audio and music processing · 87% Multimedia systems and quality of experience · 13%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › speech production
source-filter model
0.112012
Low bitrate source-filter model based compression of vibrotactile texture signals in haptic teleoperation · ACM Multimedia 2012
Audio and music processing
speech coding
0.112012
Low bitrate source-filter model based compression of vibrotactile texture signals in haptic teleoperation · ACM Multimedia 2012
Haptics and multimodal interaction
haptic communication
0.112012
Haptic Communications · Proc. IEEE 2012
Haptics and multimodal interaction
haptic teleoperation
0.112012
Low bitrate source-filter model based compression of vibrotactile texture signals in haptic teleoperation · ACM Multimedia 2012
Immersive interaction
telepresence
0.112012
Haptic Communications · Proc. IEEE 2012
Haptics and multimodal interaction
vibrotactile signal compression
0.112012
Low bitrate source-filter model based compression of vibrotactile texture signals in haptic teleoperation · ACM Multimedia 2012

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

subjective testing · 0.3source-filter model · 0.3perceptual learning · 0.3multimodal integration · 0.3
YearPublicationVenuePosition
2024 StoReys: A neurosymbolic approach to human-AI co-creation of novel action-oriented narratives in known story worlds
Alaeddine Mellouli, Rahul Gopal Chaudhari
ICCC2
2022 Automatic Recognition of Human Activities Combining Model-based AI and Machine Learning
Constantin Patsch, Marsil Zakour, Rahul Gopal Chaudhari
ICAART (3)3
2022 Hand-object Interaction based Semi-automatic Objects Annotation for Human Activity Datasets
abstract
Objects annotation is a prerequisite for learning-based detectors to locate and extract object semantic information from the scene. This provides a significant contribution to human activity recognition (HAR), which is a core study in computer vision and assistive robotics area. The current dominant HAR approaches focus on the end-to-end model using RGB images or optical flow stream as input rather than using semantic human-object interaction information. This is mainly due to the lacking of object annotations in the current HAR datasets. To this end, we propose a novel hand-object interaction based approach to semi-automatic annotating objects in videos. The proposed approach annotates the objects by mapping the trajectories of the hands to the trajectories of the object bounding boxes, and smoothen the track with the Kalman filter. Unlike existing methods, our approach requires only a few clicks for annotations without fine-tuning any object detection models after annotating objects manually. Our experimental results on the Bimanual Actions Dataset achieve 78.81% accuracy compared with the ground truth objects annotation at an intersection over union (IoU) of 0.5. This outperforms the state-of-the-art tracker by 7.15%, and reduces manual annotation workload by 92.86%.
Zhouyi Gu, Marsil Zakour, Rahul Gopal Chaudhari
MMSP4
2021 HOIsim: Synthesizing Realistic 3D Human-Object Interaction Data for Human Activity Recognition
abstract
Correct understanding of human activities is critical for meaningful assistance by robots in daily life. The development of perception algorithms and Deep Learning models of human activity requires large-scale sensor datasets. Good real-world activity data is, however, difficult and time- consuming to acquire. Several precisely calibrated and time- synchronized sensors are required, and the annotation and labeling of the collected sensor data is extremely labor intensive.To address these challenges, we present a 3D activity simulator, "HOIsim", focusing on Human-Object Interactions (HOIs). Using HOIsim, we provide a procedurally generated synthetic dataset of two sample daily life activities "lunch" and "breakfast". The dataset contains out-of-the-box ground truth annotations in the form of human and object poses, as well as ground truth activity labels. Furthermore, we introduce methods to meaningfully randomize activity flows and the environment topology. This allows us to generate a large number of random variants of these activities in very less time.Based on an abstraction of the low-level pose data in the form of spatiotemporal graphs of HOIs, we evaluate the generated Lunch dataset only with two Deep Learning models for activity recognition. The first model, based on recurrent neural networks achieves an accuracy of 87%, whereas the other, based on transformers, achieves an accuracy of 94.7%.
Marsil Zakour, Alaeddine Mellouli, Rahul Gopal Chaudhari
RO-MAN3
2017 A Multiplexing Scheme for Multimodal Teleoperation
abstract
This article proposes an application-layer multiplexing scheme for teleoperation systems with multimodal feedback (video, audio, and haptics). The available transmission resources are carefully allocated to avoid delay-jitter for the haptic signal potentially caused by the size and arrival time of the video and audio data. The multiplexing scheme gives high priority to the haptic signal and applies a preemptive-resume scheduling strategy to stream the audio and video data. The proposed approach estimates the available transmission rate in real time and adapts the video bitrate, data throughput, and force buffer size accordingly. Furthermore, the proposed scheme detects sudden transmission rate drops and applies congestion control to avoid abrupt delay increases and converge promptly to the altered transmission rate. The performance of the proposed scheme is measured objectively in terms of end-to-end signal latencies, packet rates, and peak signal-to-noise ratio (PSNR) for visual quality. Moreover, peak-delay and convergence time measurements are carried out to investigate the performance of the congestion control mode of the system.
Burak Cizmeci, Xiao Xu 0001, Rahul Gopal Chaudhari, Christoph Bachhuber, Nicolas Alt, Eckehard G. Steinbach
ACM Trans. Multim. Comput. Commun. Appl.3
2015 Objective quality prediction for haptic texture signal compression
abstract
Perceptual quality for media compression algorithms is traditionally evaluated through user studies. Such studies are time consuming, laborious and expensive, slowing down the development of new signal processing algorithms. To address this problem, a number of algorithmic quality prediction methodologies have been developed in the audio and video fields, something that is currently lacking in haptics research. In this paper, we present a novel method for predicting the perceptual quality degradation of compressed haptic texture signals. For this purpose, abstract perceptual features like Roughness, Brightness, etc. that capture the subjective experience of textures are exploited, in addition to low-level psychophysical models from the literature. As compared to the state-of-the-art, the presented prediction methodology shows an approximately 30% improvement in explaining the variance in the perceptual data.
Rahul Gopal Chaudhari, Yongjae Yoo, Clemens Schuwerk, Seungmoon Choi, Eckehard G. Steinbach
ICASSP1
2015 Compensating the Effect of Communication Delay in Client-Server-Based Shared Haptic Virtual Environments
abstract
Shared haptic virtual environments can be realized using a client-server architecture. In this architecture, each client maintains a local copy of the virtual environment (VE). A centralized physics simulation running on a server calculates the object states based on haptic device position information received from the clients. The object states are sent back to the clients to update the local copies of the VE, which are used to render interaction forces displayed to the user through a haptic device. Communication delay leads to delayed object state updates and increased force feedback rendered at the clients. In this article, we analyze the effect of communication delay on the magnitude of the rendered forces at the clients for cooperative multi-user interactions with rigid objects. The analysis reveals guidelines on the tolerable communication delay. If this delay is exceeded, the increased force magnitude becomes haptically perceivable. We propose an adaptive force rendering scheme to compensate for this effect, which dynamically changes the stiffness used in the force rendering at the clients. Our experimental results, including a subjective user study, verify the applicability of the analysis and the proposed scheme to compensate the effect of time-varying communication delay in a multi-user SHVE.
Clemens Schuwerk, Xiao Xu 0001, Rahul Gopal Chaudhari, Eckehard G. Steinbach
ACM Trans. Appl. Percept.3
2012 Low bitrate source-filter model based compression of vibrotactile texture signals in haptic teleoperation
abstract
Vibrotactile signals convey the touch-based characteristics of object surfaces felt through a tool. They particularly enhance the quality of human-machine interactions by providing realistic haptic perception of textures. In this paper, inspired by the similarities observed between vibrotactile texture signals and speech signals, we present a novel vibrotactile texture codec for bilateral teleoperation, based on well-known speech coding techniques. The proposed low bitrate, high quality codec preserves not only the spectral signature vital to the general feel of the texture, but also important temporal features of the texture signal. We report a compression ratio of 8:1 (12.5 %) with a constant output bitrate of 4 kbps, and we validate the perceptual transparency of the codec via rigorous subjective tests and analyses.
Rahul Gopal Chaudhari, Burak Cizmeci, Katherine J. Kuchenbecker, Seungmoon Choi, Eckehard G. Steinbach
ACM Multimedia1
2012 Haptic Communications
abstract
Audiovisual communications is at the core of multimedia systems that allow users to interact across distances. It is common understanding that both audio and video are required for high-quality interaction. While audiovisual information provides a user with a satisfactory impression of being present in a remote environment, physical interaction and manipulation is not supported. True immersion into a distant environment and efficient distributed collaboration require the ability to physically interact with remote objects and to literally get in touch with other people. Touching and manipulating objects remotely becomes possible if we augment traditional audiovisual communications by the haptic modality. Haptic communications is a relatively young field of research that has the potential to substantially improve human-human and human-machine interaction. In this paper, we discuss the state-of-the-art in haptic communications both from psychophysical and technical points of view. From a human perception point of view, we mainly focus on the multimodal integration of video and haptics and the improved performance that can be achieved when combining them. We also discuss how the human adapts to discrepancies and synchronization errors between different modalities, a research area which is typically referred to as perceptual learning. From a technical perspective, we address perceptual coding of haptic information and the transmission of haptic data streams over resource-constrained and potentially lossy networks in the presence of unpredictable and time-varying communication delays. In this context, we also discuss the need for objective quality metrics for haptic communication. Throughout the paper, we stress the fact that haptic communications is not meant as a replacement of traditional audiovisual communications but rather as an additional dimension for telepresence that will allow us to advance in our quest for truly immersive communication.
Eckehard G. Steinbach, Sandra Hirche, Marc O. Ernst, Fernanda Brandi, Rahul Gopal Chaudhari, Julius Kammerl, Iason Vittorias
Proc. IEEE5
2011 Towards an objective quality evaluation framework for haptic data reduction
abstract
High packet rates in telepresence and teleaction systems pose grave challenges to teleoperation over existing communication infrastructure like the Internet. To counter these issues, efficient perceptually motivated packet-rate reduction schemes have been developed. These schemes are conventionally evaluated for perceived quality via subjective user tests. Such tests are time-consuming, expensive and require precise control of experimental conditions. Computer modeling of telepresence sessions can, on the other hand, bring repeatability, ease of observation, definite control over system parameters and task description and fairness of comparison. In this paper, we present first steps towards a methodology and a framework to model and simulate a networked haptic interaction and evaluate it objectively for the quality of experience. Towards this purpose, we model the human control action and haptic perception process in teleoperation. Our results show that simulations of these models for a range of data reduction scheme parameters produce quality estimates whose trend is comparable to carefully performed subjective user tests.
Rahul Gopal Chaudhari, Eckehard G. Steinbach, Sandra Hirche
World Haptics1