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Agenda Microsoft Research im Überblick Bildungsrelevante Forschungsbereiche:• Taktiles Lernen• Mensch-Maschine Interaktion• Lernen ohne Sprachbarriere Ausblick

Research Areas

Programming Principles & ToolsFormal Methods. Programme Structures.

Programming Systems. Constructive Security.

Constraint Reasoning.

Systems & NetworkingDistributed Systems. Networking. Operating

Systems.

Computational ScienceBiological Computation. Computational Ecology

& Environmental Sciences.

Human Experience and DesignIntegrated Systems. Interaction Design.

Devices and Applications.

Machine Learning & PerceptionComputer Vision. Machine Learning.

Online Services & Advertising. Economics

& Algorithms.

MSR TechnologiesInteractive 3D. Sensors and Devices.

Microsoft Research Outreach

• Doktorandenstipendien

• Kollaborative Forschungszentren

• Sommer Schule für Doktoranden und andere Ereignisse

• Unterstützung für Akademiker und Konferenzen

• Microsoft Auszeichnungen

• Azure4Research Programm

Joint Research Centres in EMEA

Microsoft Research INRIA

Joint Centre, France

Software Security

Formal Methods

Microsoft Research EPFL-ETHZ

Joint Research Centre, Switzerland

Computer Science

• Moscow State University

• IMDEA

• Barcelona Supercomputing Centre

• University of Trento – COSBi

• Koҫ University

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http://www.msr-inria.fr/

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11.

Four research areas1. Computer Vision and Medical Imaging

2. Formal Methods for Mathematics, Distributed

Systems and Security

3. Machine Learning and Big Data

4. Social Information Networks and Privacy

• A rapid prototyping platform for small electronic

devices

• “Low threshold” – easy to get started

• “High ceiling” – can do complex things too

What is .NET Gadgeteer?

Modular Hardware

Software Tools

Physical Design

The .NET Gadgeteer Platform

Programming your hardware

Cardboard enclosure (digital camera)

Cardboard enclosure (toy bear)

Laser-cut enclosure (digital camera)

3D-printed enclosure (toy bear)

.NET Gadgeteer in the classroom

Five pilot studies

2011/12 school year

2x UK, 11-17 year-olds

– 16x 2ndary schools

– Extra-curricular

– Groups of 3-4

– ~8 hours of structured activity

– 2-4 hours open-ended

.NET Gadgeteer in the classroom

.NET Gadgeteer in the classroom

Greneway walking stick

Excepted from The Daily Telegraph 28 Feb 2013:

Demonstrated by Fujitsu at Mobile World Congress in Barcelona, the ‘Next Generation Cane’ can sense whether it is being held, sounding an alert or sending an email if it is unexpectedly dropped.

The walking stick can be located online. Other sensors monitor heart rate, temperature and humidity.

Photos from Pocket Lint

+

=

Instant Inkjet Circuits: Lab-based Inkjet

Printing to Support Rapid Prototyping of

UbiComp Devices, in UbiComp '13. Best

paper award.

0

0.5

1

1.5

2

2.5

10 sec 10 min 10hSh

eet

Re

sist

ance

(O

hm

/sq

)

Resitance Change After Printing

Mitsubishi (1mm x 50mm)

Mitsubishi (0.5mm x 50mm)

Mitsubishi (0.25mm x 50mm)

Kodak (1mm x 50mm)

Kodak (0.5mm x 50mm)

Kodak (0.25mm x 50mm)

Printed Pattern

Sheet resistance change after printing

+ =

Circuit Stickers: Peel-and-Stick Construction

of Interactive Electronic Prototypes, in CHI 2014.

Building Functional Pervasive Computing Prototypes

using Conductive Inkjet Printing,

to appear in IEEE Pervasive Computing magazine

• A project to create a set of tactile

programming blocks for children

ages 7 – 11 inclusive of those with

visual impairment.

• An application that uses the

blocks to program live musical

compositions as a way of learning

basic programming concepts.

• A focus on collaborative coding.

Project

Torino

Learning to see the human form – why is it hard?

configuration shape

size appearance clutter

top view

side view

depth image

(camera view)

The Kinect camera

Tracking

slow movement

time (t+1)time t time (t+2)

faster movement

?

Smooth, realistic output

Initialisation

Prone to catastrophic failure

Our solution: body part recognition

• Local pose estimate of parts each pixel & each body joint treated

independently

reduced training data and computation time

• No temporal information frame-by-frame

• Very fast simple depth image features

parallel decision forest classifier

right

elbow

right hand left

shoulderneck

infer

body parts

per pixelcluster pixels

predictions

into body joint

hypotheses

The Kinect pose estimation pipeline

capture

depth image

fit skeleton

Fast depth image features

• Depth comparisons very fast to compute

input

depth

image

desired

body parts

xΔx

Δ

x

Δ

x

Δ

Background pixelsd = large constant

Learned body tracking

front view top viewside viewinput depth inferred body parts

Kinect – vision systems that learn

From GUIS to NUIs to Ubiquitous Computing

o Multi-touch and gesture-based interaction

paradigms bring computing out of the desktop

and into the world

o Extension of the input space (could include voice,

eye gaze, even brain waves…)

o Changing our choices about how we interact with

computers

Gestural Interaction in Surgery

(St Thomas’ hospital, London; Kings College, London; Lancaster University; Microsoft Research)

Visualising medical images using touchless interaction

Multiple Interfaces in Medical Practice

o Getting the interaction right

o Defining a good vocabulary and ergonomically sound system

o Design to distinguish gestures for the system from ordinary gesturing

o Designing for teamwork

o Distinguishing gestures for collaboration from

gestures for control

o Hierarchies hold

o Multiple input zones mean multiple interfaces

Multi-touch Research (2005-2007)

Multi-touch Research (2005-2007)

3D Surface Computing (2008-2009)

[Hilliges, Kim, Izadi, Weiss, Wilson. CHI’12.]

Holodesk

3D Room Scanning (2010-)

KinEtre

Chen, Izadi, Fitzgibbon, Animating the world with your body, UIST 2012

Translation solutionwww.bing.com/translator

Web widget

Customers and

partners

• Translation Memory ISVs

• Social: Facebook, Twitter…

• E-commerce: eBay, Rakuten…

• Enterprise customers: Financial, IT,

Pharma, industrial…

Translation as a feature

Bing Bar for IE

Translate

Bookmarklet

Skype Translator in eduction

SchlusswortTechnologien, die Einfluss haben könnten auf

• Was man lernt Im Informatikunterricht, aber auch im Sprachunterricht

• Wie man lernt “Ubiquitous Computing” und “Internet of Things”

• Wie wird sich der Arbeits-/Schulalltag verändern?

• Wir wird sich unsere Wahrnehmung der physischen und digitalen Welt verändern?

• Was sind die längerfristigen Folgen?

“There are large challenges in scaling the

performance of software now. The question is:

‘What’s next?’“

“We took a bet on programmable hardware.”

Doug Burger,

Microsoft Research

2x

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