Apple (United States)
companyCupertino, California, United States
Research output, citation impact, and the most-cited recent papers from Apple (United States) (United States). Aggregated across the NobleBlocks index of 300M+ scholarly works.
Top-cited papers from Apple (United States)
Bilateral filtering smooths images while preserving edges, by means of a nonlinear combination of nearby image values. The method is noniterative, local, and simple. It combines gray levels or colors based on both their geometric closeness and their photometric similarity, and prefers near values to distant values in both domain and range. In contrast with filters that operate on the three bands of a color image separately, a bilateral filter can enforce the perceptual metric underlying the CIE-Lab color space, and smooth colors and preserve edges in a way that is tuned to human perception. Also, in contrast with standard filtering, bilateral filtering produces no phantom colors along edges in color images, and reduces phantom colors where they appear in the original image.
In this paper, we describe the design of Neurogrid, a neuromorphic system for simulating large-scale neural models in real time. Neuromorphic systems realize the function of biological neural systems by emulating their structure. Designers of such systems face three major design choices: 1) whether to emulate the four neural elements-axonal arbor, synapse, dendritic tree, and soma-with dedicated or shared electronic circuits; 2) whether to implement these electronic circuits in an analog or digital manner; and 3) whether to interconnect arrays of these silicon neurons with a mesh or a tree network. The choices we made were: 1) we emulated all neural elements except the soma with shared electronic circuits; this choice maximized the number of synaptic connections; 2) we realized all electronic circuits except those for axonal arbors in an analog manner; this choice maximized energy efficiency; and 3) we interconnected neural arrays in a tree network; this choice maximized throughput. These three choices made it possible to simulate a million neurons with billions of synaptic connections in real time-for the first time-using 16 Neurocores integrated on a board that consumes three watts.
Article Re-place-ing space: the roles of place and space in collaborative systems Share on Authors: Steve Harrison Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CA Xerox Palo Alto Research Center, 3333 Coyote Hill Road, Palo Alto, CAView Profile , Paul Dourish Apple Research Laboratories, 1 Infinite Loop MS: 301-4UE, Cupertino, CA Apple Research Laboratories, 1 Infinite Loop MS: 301-4UE, Cupertino, CAView Profile Authors Info & Claims CSCW '96: Proceedings of the 1996 ACM conference on Computer supported cooperative workNovember 1996 Pages 67–76https://doi.org/10.1145/240080.240193Online:16 November 1996Publication History 651citation8,224DownloadsMetricsTotal Citations651Total Downloads8,224Last 12 Months623Last 6 weeks68 Get Citation AlertsNew Citation Alert added!This alert has been successfully added and will be sent to:You will be notified whenever a record that you have chosen has been cited.To manage your alert preferences, click on the button below.Manage my AlertsNew Citation Alert!Please log in to your account Save to BinderSave to BinderCreate a New BinderNameCancelCreateExport CitationPublisher SiteGet Access
A distributed algorithm is presented that constructs the minimum-weight spanning tree in a connected undirected graph with distinct edge weights. A processor exists at each node of the graph, knowing initially only the weights of the adjacent edges. The processors obey the same algorithm and exchange messages with neighbors until the tree is constructed. The total number of messages required for a graph of N nodes and E edges is at most 5N log2N + 2E, and a message contains at most one edge weight plus log28N bits. The algorithm can be initiated spontaneously at any node or at any subset of nodes.
In this article we propose a theoretical framework of distributed representations and a methodology of representational analysis for the study of distributed cognitive tasks—tasks that require the processing of information distributed across the internal mind and the external environment. The basic principle of distributed representations Is that the representational system of a distributed cognitive task is a set of internal and external representations, which together represent the abstract structure of the task. The basic strategy of representational analysis is to decompose the representation of a hierarchical task into its component levels so that the representational properties at each level can be independently examined. The theoretical framework and the methodology are used to analyze the hierarchical structure of the Tower of Hanoi problem. Based on this analysis, four experiments are designed to examine the representational properties of the Tower of Hanoi. Finally, the nature of external representations is discussed.
Image-space simplifications have been used to accelerate the calculation of computer graphic images since the dawn of visual simulation. Texture mapping has been used to provide a means by which images may themselves be used as display primitives. The work reported by this paper endeavors to carry this concept to its logical extreme by using interpolated images to portray three-dimensional scenes. The special-effects technique of morphing, which combines interpolation of texture maps and their shape, is applied to computing arbitrary intermediate frames from an array of prestored images. If the images are a structured set of views of a 3D object or scene, intermediate frames derived by morphing can be used to approximate intermediate 3D transformations of the object or scene. Using the view interpolation approach to synthesize 3D scenes has two main advantages. First, the 3D representation of the scene may be replaced with images. Second, the image synthesis time is independent of the scene complexity. The correspondence between images, required for the morphing method, can be predetermined automatically using the range data associated with the images. The method is further accelerated by a quadtree decomposition and a view-independent visible priority. Our experiments have shown that the morphing can be performed at interactive rates on today's high-end personal computers. Potential applications of the method include virtual holograms, a walkthrough in a virtual environment, image-based primitives and incremental rendering. The method also can be used to greatly accelerate the computation of motion blur and soft shadows cast by area light sources.
Due to the increased popularity of augmented and virtual reality experiences, the interest in capturing the real world in multiple dimensions and in presenting it to users in an immersible fashion has never been higher. Distributing such representations enables users to freely navigate in multisensory 3D media experiences. Unfortunately, such representations require a large amount of data, not feasible for transmission on today's networks. Efficient compression technologies well adopted in the content chain are in high demand and are key components to democratize augmented and virtual reality applications. Moving Picture Experts Group, as one of the main standardization groups dealing with multimedia, identified the trend and started recently the process of building an open standard for compactly representing 3D point clouds, which are the 3D equivalent of the very well-known 2D pixels. This paper introduces the main developments and technical aspects of this ongoing standardization effort.
We present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering—the automatic generation of CAD models from physical objects. Novel aspects of the method are its ability to model surfaces of arbitrary topological type and to recover sharp features such as creases and corners. The method has proven to be effective, as demonstrated by a number of examples using both simulated and real data.
A computational problem that arises frequently in computer vision is that of estimating the parameters of a model from data that have been contaminated by noise and outliers. More generally, any practical system that seeks to estimate quantities from noisy data measurements must have at its core some means of dealing with data contamination. The random sample consensus (RANSAC) algorithm is one of the most popular tools for robust estimation. Recent years have seen an explosion of activity in this area, leading to the development of a number of techniques that improve upon the efficiency and robustness of the basic RANSAC algorithm. In this paper, we present a comprehensive overview of recent research in RANSAC-based robust estimation by analyzing and comparing various approaches that have been explored over the years. We provide a common context for this analysis by introducing a new framework for robust estimation, which we call Universal RANSAC (USAC). USAC extends the simple hypothesize-and-verify structure of standard RANSAC to incorporate a number of important practical and computational considerations. In addition, we provide a general-purpose C++ software library that implements the USAC framework by leveraging state-of-the-art algorithms for the various modules. This implementation thus addresses many of the limitations of standard RANSAC within a single unified package. We benchmark the performance of the algorithm on a large collection of estimation problems. The implementation we provide can be used by researchers either as a stand-alone tool for robust estimation or as a benchmark for evaluating new techniques.
Techniques from the image and signal processing domain can be successfully applied to designing, modifying, and adapting animated motion. For this purpose, we introduce multiresolution motion filtering, multitarget motion interpolation with dynamic timewarping, waveshaping and motion displacement mapping. The techniques are well-suited for reuse and adaptation of existing motion data such as joint angles, joint coordinates or higher level motion parameters of articulated figures with many degrees of freedom. Existing motions can be modified and combined interactively and at a higher level of abstraction than conventional systems support. This general approach is thus complementary to keyframing, motion capture, and procedural animation.
Citizens can avoid polarization and make sound decisions
This paper summarizes and synthesizes two independent studies of the ways users organize and find files on their computers. The first study (Barreau 1995) investigated information organization practices among users of DOS, Windows and OS/2. The second study (Nardi, Anderson and Erickson 1995), examined the finding and filing practices of Macintosh users. There were more similarities in the two studies than differences. Users in both studies (1) preferred location-based finding because of its crucial reminding function; (2) avoided elaborate filing schemes; (3) archived relatively little information; and (4) worked with three types of information: ephemeral, working and archived. A main difference between the study populations was that the Macintosh users used subdirectories to organize information and the DOS users did not.
The maturation of the Web platform has given rise to sophisticated and demanding Web applications such as interactive 3D visualization, audio and video software, and games. With that, efficiency and security of code on the Web has become more important than ever. Yet JavaScript as the only built-in language of the Web is not well-equipped to meet these requirements, especially as a compilation target.
BACKGROUND: Smartwatch and fitness band wearable consumer electronics can passively measure pulse rate from the wrist using photoplethysmography (PPG). Identification of pulse irregularity or variability from these data has the potential to identify atrial fibrillation or atrial flutter (AF, collectively). The rapidly expanding consumer base of these devices allows for detection of undiagnosed AF at scale. METHODS: The Apple Heart Study is a prospective, single arm pragmatic study that has enrolled 419,093 participants (NCT03335800). The primary objective is to measure the proportion of participants with an irregular pulse detected by the Apple Watch (Apple Inc, Cupertino, CA) with AF on subsequent ambulatory ECG patch monitoring. The secondary objectives are to: 1) characterize the concordance of pulse irregularity notification episodes from the Apple Watch with simultaneously recorded ambulatory ECGs; 2) estimate the rate of initial contact with a health care provider within 3 months after notification of pulse irregularity. The study is conducted virtually, with screening, consent and data collection performed electronically from within an accompanying smartphone app. Study visits are performed by telehealth study physicians via video chat through the app, and ambulatory ECG patches are mailed to the participants. CONCLUSIONS: The results of this trial will provide initial evidence for the ability of a smartwatch algorithm to identify pulse irregularity and variability which may reflect previously unknown AF. The Apple Heart Study will help provide a foundation for how wearable technology can inform the clinical approach to AF identification and screening.
The recently developed uniplanar compact photonic bandgap (UC-PBG) substrate is successfully used to reduce surface-wave losses for an aperture-coupled fed patch antenna on a thick high dielectric-constant substrate. The surface-wave dispersion diagram of the UC-PBG substrate has been numerically computed for two different substrate thickness (25 and 50 mil) and found to have a complete stopband in the frequency range of 10.9-13.5 and 11.4-12.8 GHz, respectively. The thicker substrate is then used to enhance broadside gain of a patch antenna working in the stopband at 12 GHz. Computed results and measured data show that, due to effective surface-wave suppression, the antenna mounted on the UC-PBG substrate has over 3-dB higher gain in the broadside direction than the same antenna etched on a grounded dielectric slab with same thickness and dielectric constant. Cross-polarization level remains 13 dB down the co-polar component level for both E- and H-planes.
Semantic slot filling is one of the most challenging problems in spoken language understanding (SLU). In this paper, we propose to use recurrent neural networks (RNNs) for this task, and present several novel architectures designed to efficiently model past and future temporal dependencies. Specifically, we implemented and compared several important RNN architectures, including Elman, Jordan, and hybrid variants. To facilitate reproducibility, we implemented these networks with the publicly available Theano neural network toolkit and completed experiments on the well-known airline travel information system (ATIS) benchmark. In addition, we compared the approaches on two custom SLU data sets from the entertainment and movies domains. Our results show that the RNN-based models outperform the conditional random field (CRF) baseline by 2% in absolute error reduction on the ATIS benchmark. We improve the state-of-the-art by 0.5% in the Entertainment domain, and 6.7% for the movies domain.
A study of a spatially distributed product design team shows that most members are rarely at their individual desks. Mobility is essential for the use of shared resources and for communication.
Status has become an increasingly influential concept in the fields of organizational and economic sociology during the past two decades. Research in this area has not only helped explain behavior within and between organizations, but has also contributed to our understanding of status processes more generally. In this review, we point to the contributions of this field in terms of the determinants of status, the effects of status, and the mechanisms by which these effects are produced. We next appraise the way in which a network approach has contributed to our formal understanding of status positions and status hierarchies. We then highlight recent studies that demonstrate the value of studying the structures of status hierarchies themselves rather than focusing solely on the actors within them. After suggesting potential directions for future research, we conclude by calling for renewed efforts to translate concepts and theories across levels of analysis and substantive commitment in order to build more general theories of status processes.
As computer graphics technique rises to the challenge of rendering lifelike performers, more lifelike performance is required. The techniques used to animate robots, arthropods, and suits of armor, have been extended to flexible surfaces of fur and flesh. Physical models of muscle and skin have been devised. But more complex databases and sophisticated physical modeling do not directly address the performance problem. The gestures and expressions of a human actor are not the solution to a dynamic system. This paper describes a means of acquiring the expressions of real faces, and applying them to computer-generated faces. Such an "electronic mask" offers a means for the traditional talents of actors to be flexibly incorporated in digital animations. Efforts in a similar spirit have resulted in servo-controlled "animatrons," hightechnology puppets, and CG puppetry [1]. The manner in which the skills of actors and puppetteers as well as animators are accommodated in such systems may point the way for a more general incorporation of human nuance into our emerging computer media.The ensuing description is divided into two major subjects: the construction of a highly-resolved human head model with photographic texture mapping, and the concept demonstration of a system to animate this model by tracking and applying the expressions of a human performer
An analog electronic cochlea has been built in CMOS VLSI technology using micropower techniques. The key point of the model and circuit is that a cascade of simple, nearly linear, second-order filter stages with controllable Q parameters suffices to capture the physics of the fluid-dynamic traveling-wave system in the cochlea, including the effects of adaptation and active gain involving the outer hair cells. Measurements on the test chip suggest that the circuit matches both the theory and observations from real cochleas.< <ETX xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">></ETX>