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Multi-Domain EEG Representation Learning with Orthogonal Mapping and Attention-based Fusion for Cognitive Load Classification

Angkan, Prithila, Jalali, Amin, Hungler, Paul, Etemad, Ali

arXiv.org Artificial Intelligence

Abstract--We propose a new representation learning solution for the classification of cognitive load based on Electroencephalogram (EEG). Our method integrates both time and frequency domains by first passing the raw EEG signals through the convolutional encoder to obtain the time domain representations. Next, we measure the Power Spectral Density (PSD) for all five EEG frequency bands and generate the channel power values as 2D images referred to as multi-spectral topography maps. These multi-spectral topography maps are then fed to a separate encoder to obtain the representations in frequency domain. Our solution employs a multi-domain attention module that maps these domain-specific embeddings onto a shared embedding space to emphasize more on important inter-domain relationships to enhance the representations for cognitive load classification. Additionally, we incorporate an orthogonal projection constraint during the training of our method to effectively increase the inter-class distances while improving intra-class clustering. This enhancement allows efficient discrimination between different cognitive states and aids in better grouping of similar states within the feature space. Our results demonstrate the superiority of our multi-domain approach over the traditional single-domain techniques. Moreover, we conduct ablation and sensitivity analyses to assess the impact of various components of our method. Finally, robustness experiments on different amounts of added noise demonstrate the stability of our method compared to other state-of-the-art solutions. LECTROENCEPHALOGRAPHY (EEG) serves as a non-invasive method for measuring the electrical activities of the brain by placing electrodes on the scalp and forehead [1]. Numerous studies have highlighted various factors influencing brain activity [2], including cognitive load and affect [3], [4]. As a result, EEG signals can be recorded and leveraged in conjunction with machine learning and deep learning techniques for detecting and quantifying cognitive load [5] and emotions [6]. Cognitive load is defined as the mental workload required to perform a task [7].


$\rm{A}^{\rm{SAR}}$: $\varepsilon$-Optimal Graph Search for Minimum Expected-Detection-Time Paths with Path Budget Constraints for Search and Rescue

Mugford, Eric, Gammell, Jonathan D.

arXiv.org Artificial Intelligence

Searches are conducted to find missing persons and/or objects given uncertain information, imperfect observers and large search areas in Search and Rescue (SAR). In many scenarios, such as Maritime SAR, expected survival times are short and optimal search could increase the likelihood of success. This optimization problem is complex for nontrivial problems given its probabilistic nature. Stochastic optimization methods search large problems by nondeterministically sampling the space to reduce the effective size of the problem. This has been used in SAR planning to search otherwise intractably large problems but the stochastic nature provides no formal guarantees on the quality of solutions found in finite time. This paper instead presents $\rm{A}^{\rm{SAR}}$, an $\varepsilon$-optimal search algorithm for SAR planning. It calculates a heuristic to bound the search space and uses graph-search methods to find solutions that are formally guaranteed to be within a user-specified factor, $\varepsilon$, of the optimal solution. It finds better solutions faster than existing optimization approaches in operational simulations. It is also demonstrated with a real-world field trial on Lake Ontario, Canada, where it was used to locate a drifting manikin in only 150s.


Decentralized Swarm Control via SO(3) Embeddings for 3D Trajectories

Silveria, Dimitria, Cabral, Kleber, Jardine, Peter, Givigi, Sidney

arXiv.org Artificial Intelligence

SW ARM is a decentralized form of multi-agent system (MAS) that displays emergent behavior --that is, complex behaviors arising from local interactions governed by simple rules without centralized coordination [1]. Swarm agents are often robotic platforms such as uncrewed aerial vehicles (UA V s) used in various domains, including entertainment, surveillance, and defense. This paper addresses the challenge of generating stable, closed 3D formations around a fixed point for UA V s using only local position information. Such formations are relevant in dynamic capture, surveillance, and mobbing scenarios [2], and relate to applications such as lattice formation [3], encirclement [4], epitrochoidal motion [5], target enclosing [6], and other dynamic patterns [7]. Existing approaches often rely on consensus-based algorithms. For example, [8] uses consensus control and heading error compensation for 2D circular trajectories, with particle swarm optimization (PSO) applied to tune controller gains. However, this method scales poorly, lacks real-world validation, and is vulnerable to agent loss. Similarly, [9] applies consensus-based optimization for simulated circular patrolling.


Social-Physical Interactions with Virtual Characters: Evaluating the Impact of Physicality through Encountered-Type Haptics

Godden, Eric, Groenewegen, Jacquie, Wheeler, Michael, Pan, Matthew K. X. J.

arXiv.org Artificial Intelligence

This work investigates how robot-mediated physicality influences the perception of social-physical interactions with virtual characters. ETHOS (Encountered-Type Haptics for On-demand Social interaction) is an encountered-type haptic display that integrates a torque-controlled manipulator and interchangeable props with a VR headset to enable three gestures: object handovers, fist bumps, and high fives. We conducted a user study to examine how ETHOS adds physicality to virtual character interactions and how this affects presence, realism, enjoyment, and connection metrics. Each participant experienced one interaction under three conditions: no physicality (NP), static physicality (SP), and dynamic physicality (DP). SP extended the purely virtual baseline (NP) by introducing tangible props for direct contact, while DP further incorporated motion and impact forces to emulate natural touch. Results show presence increased stepwise from NP to SP to DP. Realism, enjoyment, and connection also improved with added physicality, though differences between SP and DP were not significant. Comfort remained consistent across conditions, indicating no added psychological friction. These findings demonstrate the experiential value of ETHOS and motivate the integration of encountered-type haptics into socially meaningful VR experiences.


ETHOS: A Robotic Encountered-Type Haptic Display for Social Interaction in Virtual Reality

Godden, Eric, Groenewegen, Jacquie, Pan, Matthew K. X. J.

arXiv.org Artificial Intelligence

ETHOS (Encountered-Type Haptics for On-demand Social interaction) enables corresponding virtual and physical renderings of dynamic interpersonal interactions, demonstrated here with an object handover (left), fist bump (centre), and high five (right). Abstract-- We present ETHOS (Encountered-Type Haptics for On-demand Social interaction), a dynamic encountered-type haptic display (ETHD) that enables natural physical contact in virtual reality (VR) during social interactions such as handovers, fist bumps, and high-fives. The system integrates a torque-controlled robotic manipulator with interchangeable passive props (silicone hand replicas and a baton), marker-based physical-virtual registration via a ChArUco board, and a safety monitor that gates motion based on the user's head and hand pose. We introduce two control strategies: (i) a static mode that presents a stationary prop aligned with its virtual counterpart, consistent with prior ETHD baselines, and (ii) a dynamic mode that continuously updates prop position by exponentially blending an initial mid-point trajectory with real-time hand tracking, generating a unique contact point for each interaction. Bench tests show static colocation accuracy of 5.09 0.94 mm, while user interactions achieved temporal alignment with an average contact latency of 28.58 31.21 These results demonstrate the feasibility of recreating socially meaningful haptics in VR. By incorporating essential safety and control mechanisms, ETHOS establishes a practical foundation for high-fidelity, dynamic interpersonal interactions in virtual environments. I. INTRODUCTION Virtual reality (VR) enables embodied engagement with digital environments and creates immersive experiences that unlock novel affordances. Advances in hardware and content creation over the past decade have driven increasing interest in the field, supporting the adoption of VR across a broad range of domains.


Evaluation of Flight Parameters in UAV-based 3D Reconstruction for Rooftop Infrastructure Assessment

Chodura, Nick, Greeff, Melissa, Woods, Joshua

arXiv.org Artificial Intelligence

Rooftop 3D reconstruction using UAV-based photogrammetry offers a promising solution for infrastructure assessment, but existing methods often require high percentages of image overlap and extended flight times to ensure model accuracy when using autonomous flight paths. This study systematically evaluates key flight parameters-ground sampling distance (GSD) and image overlap-to optimize the 3D reconstruction of complex rooftop infrastructure. Controlled UAV flights were conducted over a multi-segment rooftop at Queen's University using a DJI Phantom 4 Pro V2, with varied GSD and overlap settings. The collected data were processed using Reality Capture software and evaluated against ground truth models generated from UAV-based LiDAR and terrestrial laser scanning (TLS). Experimental results indicate that a GSD range of 0.75-1.26 cm combined with 85% image overlap achieves a high degree of model accuracy, while minimizing images collected and flight time. These findings provide guidance for planning autonomous UAV flight paths for efficient rooftop assessments.