This article presents the design and implementation of a handheld Augmented Reality (AR) system called Mobile Augmented Reality Touring System (M.A.R.T.S). The results of experiments conducted during museum visits using this system are also described. These experiments aim at studying how such a tool can transform the visitor's learning experience by comparing it to two widely used museum systems. First, we present the museum's learning experience and a related model which emerged from the state of the art. This model consists of two types of activity experienced by the observer of a work of art: sensitive and analytical. Then, we detail M.A.R.T.S architecture and implementation. Our empirical study highlights the fact that AR can direct visitors' attention by emphasizing and superimposing. Its magnifying and sensitive effects are well perceived and appreciated by visitors. The obtained results reveal that M.A.R.T.S contributes to a worthwhile learning experience.
Automatic detection of animals that have strayed into human inhabited areas has important security and road safety applications. This paper attempts to solve this problem using deep learning techniques from a variety of computer vision fields including object detection, tracking, segmentation and edge detection. Several interesting insights are elicited into transfer learning while adapting models trained on benchmark datasets for real world deployment. Empirical evidence is presented to demonstrate the inability of detectors to generalize from training images of animals in their natural habitats to deployment scenarios of man-made environments. A solution is also proposed using semi-automated synthetic data generation for domain specific training. Code and data used in the experiments are made available to facilitate further work in this domain.
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