42,881 research outputs found
Analyzing Structured Scenarios by Tracking People and Their Limbs
The analysis of human activities is a fundamental problem in computer vision. Though complex, interactions between people and their environment often exhibit a spatio-temporal structure that can be exploited during analysis. This structure can be leveraged to mitigate the effects of missing or noisy visual observations caused, for example, by sensor noise, inaccurate models, or occlusion. Trajectories of people and their hands and feet, often sufficient for recognition of human activities, lead to a natural qualitative spatio-temporal description of these interactions.
This work introduces the following contributions to the task of human activity understanding: 1) a framework that efficiently detects and tracks multiple interacting people and their limbs, 2) an event recognition approach that integrates both logical and probabilistic reasoning in analyzing the spatio-temporal structure of multi-agent scenarios, and 3) an effective computational model of the visibility constraints imposed on humans as they navigate through their environment. The tracking framework mixes probabilistic models with deterministic constraints and uses AND/OR search and lazy evaluation to efficiently obtain the globally optimal solution in each frame. Our high-level reasoning framework efficiently and robustly interprets noisy visual observations to deduce the events comprising structured scenarios. This is accomplished by combining First-Order Logic, Allen's Interval Logic, and Markov Logic Networks with an event hypothesis generation process that reduces the size of the ground Markov network. When applied to outdoor one-on-one basketball videos, our framework tracks the players and, guided by the game rules, analyzes their interactions with each other and the ball, annotating the videos with the relevant basketball events that occurred. Finally, motivated by studies of spatial behavior, we use a set of features from visibility analysis to represent spatial context in the interpretation of human spatial activities. We demonstrate the effectiveness of our representation on trajectories generated by humans in a virtual environment
From Logic Programming to Human Reasoning:: How to be Artificially Human
Results of psychological experiments have shown that humans make assumptions, which are not necessarily valid, that they are influenced by their background knowledge and that they reason non-monotonically. These observations show that classical logic does not seem to be adequate for modeling human reasoning. Instead of assuming that humans do not reason logically at all, we take the view that humans do not reason classical logically. Our goal is to model episodes of human reasoning and for this purpose we investigate the so-called Weak Completion Semantics. The Weak Completion Semantics is a Logic Programming approach and considers the least model of the weak completion of logic programs under the three-valued Ćukasiewicz logic.
As the Weak Completion Semantics is relatively new and has not yet been extensively investigated, we first motivate why this approach is interesting for modeling human reasoning. After that, we show the formal correspondence to the already established Stable Model Semantics and Well-founded Semantics. Next, we present an extension with an additional context operator, that allows us to express negation as failure. Finally, we propose a contextual abductive reasoning approach, in which the context of observations is relevant. Some properties do not hold anymore under this extension. Besides discussing the well-known psychological experiments Byrneâs suppression task and Wasonâs selection task, we investigate an experiment in spatial reasoning, an experiment in syllogistic reasoning and an experiment that examines the belief-bias effect. We show that the results of these experiments can be adequately modeled under the Weak Completion Semantics. A result which stands out here, is the outcome of modeling the syllogistic reasoning experiment, as we have a higher prediction match with the participantsâ answers than any of twelve current cognitive theories.
We present an abstract evaluation system for conditionals and discuss well-known examples from the literature. We show that in this system, conditionals can be evaluated in various ways and we put up the hypothesis that humans use a particular evaluation strategy, namely that they prefer abduction to revision. We also discuss how relevance plays a role in the evaluation process of conditionals. For this purpose we propose a semantic definition of relevance and justify why this is preferable to a exclusively syntactic definition. Finally, we show that our system is more general than another system, which has recently been presented in the literature.
Altogether, this thesis shows one possible path on bridging the gap between Cognitive Science and Computational Logic. We investigated findings from psychological experiments and modeled their results within one formal approach, the Weak Completion Semantics. Furthermore, we proposed a general evaluation system for conditionals, for which we suggest a specific evaluation strategy. Yet, the outcome cannot be seen as the ultimate solution but delivers a starting point for new open questions in both areas
Geospatial Narratives and their Spatio-Temporal Dynamics: Commonsense Reasoning for High-level Analyses in Geographic Information Systems
The modelling, analysis, and visualisation of dynamic geospatial phenomena
has been identified as a key developmental challenge for next-generation
Geographic Information Systems (GIS). In this context, the envisaged
paradigmatic extensions to contemporary foundational GIS technology raises
fundamental questions concerning the ontological, formal representational, and
(analytical) computational methods that would underlie their spatial
information theoretic underpinnings.
We present the conceptual overview and architecture for the development of
high-level semantic and qualitative analytical capabilities for dynamic
geospatial domains. Building on formal methods in the areas of commonsense
reasoning, qualitative reasoning, spatial and temporal representation and
reasoning, reasoning about actions and change, and computational models of
narrative, we identify concrete theoretical and practical challenges that
accrue in the context of formal reasoning about `space, events, actions, and
change'. With this as a basis, and within the backdrop of an illustrated
scenario involving the spatio-temporal dynamics of urban narratives, we address
specific problems and solutions techniques chiefly involving `qualitative
abstraction', `data integration and spatial consistency', and `practical
geospatial abduction'. From a broad topical viewpoint, we propose that
next-generation dynamic GIS technology demands a transdisciplinary scientific
perspective that brings together Geography, Artificial Intelligence, and
Cognitive Science.
Keywords: artificial intelligence; cognitive systems; human-computer
interaction; geographic information systems; spatio-temporal dynamics;
computational models of narrative; geospatial analysis; geospatial modelling;
ontology; qualitative spatial modelling and reasoning; spatial assistance
systemsComment: ISPRS International Journal of Geo-Information (ISSN 2220-9964);
Special Issue on: Geospatial Monitoring and Modelling of Environmental
Change}. IJGI. Editor: Duccio Rocchini. (pre-print of article in press
A multi-INT semantic reasoning framework for intelligence analysis support
Lockheed Martin Corp. has funded research to generate a framework
and methodology for developing semantic reasoning applications to support the
discipline oflntelligence Analysis. This chapter outlines that framework, discusses
how it may be used to advance the information sharing and integrated analytic
needs of the Intelligence Community, and suggests a system I software
architecture for such applications
Physical problem solving: Joint planning with symbolic, geometric, and dynamic constraints
In this paper, we present a new task that investigates how people interact
with and make judgments about towers of blocks. In Experiment~1, participants
in the lab solved a series of problems in which they had to re-configure three
blocks from an initial to a final configuration. We recorded whether they used
one hand or two hands to do so. In Experiment~2, we asked participants online
to judge whether they think the person in the lab used one or two hands. The
results revealed a close correspondence between participants' actions in the
lab, and the mental simulations of participants online. To explain
participants' actions and mental simulations, we develop a model that plans
over a symbolic representation of the situation, executes the plan using a
geometric solver, and checks the plan's feasibility by taking into account the
physical constraints of the scene. Our model explains participants' actions and
judgments to a high degree of quantitative accuracy
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