Lyndon Smith | |
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Born | Lyndon Neal Smith 26 December 1964 Stroud, Gloucestershire, England |
Alma mater | University of Wales (BSc) Cranfield Institute of Technology (MSc) University of the West of England (PhD) |
Scientific career | |
Fields | Computer simulation Machine vision |
Thesis | A knowledge based system for powder metallurgy technology (1997) |
Doctoral advisor | Sagar Midha |
Website | Lyndon Smith |
Lyndon Neal Smith (born 26 December 1964) is an English academic who is Professor in Computer Simulation and Machine Vision at the School of Engineering at the University of the West of England. He is also Director of the Centre for Machine Vision at the Bristol Robotics Laboratory.
Smith was born in Stroud, Gloucestershire, on 26 December 1964 to Lionel Alfred Smith and Dorothy Smith. He received a Bachelor of Science (BSc) from the University of Wales in 1986, a Master of Science (MSc) from the Cranfield Institute of Technology in 1988, and a Doctor of Philosophy (PhD) from the University of the West of England in 1997. [1] His PhD thesis was entitled A knowledge based system for powder metallurgy technology. [2] He completed a secondment at the Pennsylvania State University which lasted for a year. [3]
Smith is Professor in Computer Simulation and Machine Vision at the School of Engineering at the University of the West of England. [4] He is also Director of the Centre for Machine Vision at the Bristol Robotics Laboratory. [5]
He has developed a technique for the simulation of the packing densities of particles with irregular morphologies. [6]
He helped develop 3D face recognition technology which he said was "on the verge of becoming really big" in 2017. [7] [8]
Smith has been involved in plans to replace turnstiles on the London Underground with a facial recognition system. [9] He said that facial recognition technology under development could replace train tickets, and have applications in stores, train stations and banks. [10]
Computer vision tasks include methods for acquiring, processing, analyzing and understanding digital images, and extraction of high-dimensional data from the real world in order to produce numerical or symbolic information, e.g. in the forms of decisions. Understanding in this context means the transformation of visual images into descriptions of the world that make sense to thought processes and can elicit appropriate action. This image understanding can be seen as the disentangling of symbolic information from image data using models constructed with the aid of geometry, physics, statistics, and learning theory.
In machine learning, a neural network is a model inspired by the structure and function of biological neural networks in animal brains.
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While some core ideas in the field may be traced as far back as to early philosophical inquiries into emotion, the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing and her book Affective Computing published by MIT Press. One of the motivations for the research is the ability to give machines emotional intelligence, including to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response to those emotions.
Gesture recognition is an area of research and development in computer science and language technology concerned with the recognition and interpretation of human gestures. A subdiscipline of computer vision, it employs mathematical algorithms to interpret gestures.
Three-dimensional face recognition is a modality of facial recognition methods in which the three-dimensional geometry of the human face is used. It has been shown that 3D face recognition methods can achieve significantly higher accuracy than their 2D counterparts, rivaling fingerprint recognition.
Structure from motion (SfM) is a photogrammetric range imaging technique for estimating three-dimensional structures from two-dimensional image sequences that may be coupled with local motion signals. It is studied in the fields of computer vision and visual perception.
MakeHuman is a free and open source 3D computer graphics middleware designed for the prototyping of photorealistic humanoids. It is developed by a community of programmers, artists, and academics interested in 3D character modeling.
Articulated body pose estimation in computer vision is the study of algorithms and systems that recover the pose of an articulated body, which consists of joints and rigid parts using image-based observations. It is one of the longest-lasting problems in computer vision because of the complexity of the models that relate observation with pose, and because of the variety of situations in which it would be useful.
Object recognition – technology in the field of computer vision for finding and identifying objects in an image or video sequence. Humans recognize a multitude of objects in images with little effort, despite the fact that the image of the objects may vary somewhat in different view points, in many different sizes and scales or even when they are translated or rotated. Objects can even be recognized when they are partially obstructed from view. This task is still a challenge for computer vision systems. Many approaches to the task have been implemented over multiple decades.
In robotics and computer vision, visual odometry is the process of determining the position and orientation of a robot by analyzing the associated camera images. It has been used in a wide variety of robotic applications, such as on the Mars Exploration Rovers.
Design Automation usually refers to electronic design automation, or Design Automation which is a Product Configurator. Extending Computer-Aided Design (CAD), automated design and Computer-Automated Design (CAutoD) are more concerned with a broader range of applications, such as automotive engineering, civil engineering, composite material design, control engineering, dynamic system identification and optimization, financial systems, industrial equipment, mechatronic systems, steel construction, structural optimisation, and the invention of novel systems.
Multilinear subspace learning is an approach for disentangling the causal factor of data formation and performing dimensionality reduction. The Dimensionality reduction can be performed on a data tensor that contains a collection of observations have been vectorized, or observations that are treated as matrices and concatenated into a data tensor. Here are some examples of data tensors whose observations are vectorized or whose observations are matrices concatenated into data tensor images (2D/3D), video sequences (3D/4D), and hyperspectral cubes (3D/4D).
Matti Kalevi Pietikäinen is a Finnish computer scientist. He is currently Professor (emer.) in the Center for Machine Vision and Signal Analysis, University of Oulu. His research interests are in texture-based computer vision, face analysis, affective computing, biometrics, and vision-based perceptual interfaces. He was Director of the Center for Machine Vision Research, and Scientific Director of Infotech Oulu.
Emotion recognition is the process of identifying human emotion. People vary widely in their accuracy at recognizing the emotions of others. Use of technology to help people with emotion recognition is a relatively nascent research area. Generally, the technology works best if it uses multiple modalities in context. To date, the most work has been conducted on automating the recognition of facial expressions from video, spoken expressions from audio, written expressions from text, and physiology as measured by wearables.
Michael J. Black is an American-born computer scientist working in Tübingen, Germany. He is a founding director at the Max Planck Institute for Intelligent Systems where he leads the Perceiving Systems Department in research focused on computer vision, machine learning, and computer graphics. He is also an Honorary Professor at the University of Tübingen.
Xiaoming Liu is a Chinese-American computer scientist and an academic. He is a Professor in the Department of Computer Science and Engineering, MSU Foundation Professor as well as Anil K. and Nandita Jain Endowed Professor of Engineering at Michigan State University.
Gérard G. Medioni is a computer scientist, author, academic and inventor. He is a vice president and distinguished scientist at Amazon and serves as emeritus professor of Computer Science at the University of Southern California.
In computer vision and computer graphics, the 3D Face Morphable Model (3DFMM) is a generative technique for modeling textured 3D faces. The generation of new faces is based on a pre-existing database of example faces acquired through a 3D scanning procedure. All these faces are in dense point-to-point correspondence, which enables the generation of a new realistic face (morph) by combining the acquired faces. A new 3D face can be inferred from one or multiple existing images of a face or by arbitrarily combining the example faces. 3DFMM provides a way to represent face shape and texture disentangled from external factors, such as camera parameters and illumination.