12 research outputs found

    Dissimilarity-based learning for complex data

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    Mokbel B. Dissimilarity-based learning for complex data. Bielefeld: Universität Bielefeld; 2016.Rapid advances of information technology have entailed an ever increasing amount of digital data, which raises the demand for powerful data mining and machine learning tools. Due to modern methods for gathering, preprocessing, and storing information, the collected data become more and more complex: a simple vectorial representation, and comparison in terms of the Euclidean distance is often no longer appropriate to capture relevant aspects in the data. Instead, problem-adapted similarity or dissimilarity measures refer directly to the given encoding scheme, allowing to treat information constituents in a relational manner. This thesis addresses several challenges of complex data sets and their representation in the context of machine learning. The goal is to investigate possible remedies, and propose corresponding improvements of established methods, accompanied by examples from various application domains. The main scientific contributions are the following: (I) Many well-established machine learning techniques are restricted to vectorial input data only. Therefore, we propose the extension of two popular prototype-based clustering and classification algorithms to non-negative symmetric dissimilarity matrices. (II) Some dissimilarity measures incorporate a fine-grained parameterization, which allows to configure the comparison scheme with respect to the given data and the problem at hand. However, finding adequate parameters can be hard or even impossible for human users, due to the intricate effects of parameter changes and the lack of detailed prior knowledge. Therefore, we propose to integrate a metric learning scheme into a dissimilarity-based classifier, which can automatically adapt the parameters of a sequence alignment measure according to the given classification task. (III) A valuable instrument to make complex data sets accessible are dimensionality reduction techniques, which can provide an approximate low-dimensional embedding of the given data set, and, as a special case, a planar map to visualize the data's neighborhood structure. To assess the reliability of such an embedding, we propose the extension of a well-known quality measure to enable a fine-grained, tractable quantitative analysis, which can be integrated into a visualization. This tool can also help to compare different dissimilarity measures (and parameter settings), if ground truth is not available. (IV) All techniques are demonstrated on real-world examples from a variety of application domains, including bioinformatics, motion capturing, music, and education

    Connected Attribute Filtering Based on Contour Smoothness

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    Connected Attribute Filtering Based on Contour Smoothness

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    A new attribute measuring the contour smoothness of 2-D objects is presented in the context of morphological attribute filtering. The attribute is based on the ratio of the circularity and non-compactness, and has a maximum of 1 for a perfect circle. It decreases as the object boundary becomes irregular. Computation on hierarchical image representation structures relies on five auxiliary data members and is rapid. Contour smoothness is a suitable descriptor for detecting and discriminating man-made structures from other image features. An example is demonstrated on a very-high-resolution satellite image using connected pattern spectra and the switchboard platform

    3D object retrieval and segmentation: various approaches including 2D poisson histograms and 3D electrical charge distributions.

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    Nowadays 3D models play an important role in many applications: viz. games, cultural heritage, medical imaging etc. Due to the fast growth in the number of available 3D models, understanding, searching and retrieving such models have become interesting fields within computer vision. In order to search and retrieve 3D models, we present two different approaches: one is based on solving the Poisson Equation over 2D silhouettes of the models. This method uses 60 different silhouettes, which are automatically extracted from different viewangles. Solving the Poisson equation for each silhouette assigns a number to each pixel as its signature. Accumulating these signatures generates a final histogram-based descriptor for each silhouette, which we call a SilPH (Silhouette Poisson Histogram). For the second approach, we propose two new robust shape descriptors based on the distribution of charge density on the surface of a 3D model. The Finite Element Method is used to calculate the charge density on each triangular face of each model as a local feature. Then we utilize the Bag-of-Features and concentric sphere frameworks to perform global matching using these local features. In addition to examining the retrieval accuracy of the descriptors in comparison to the state-of-the-art approaches, the retrieval speeds as well as robustness to noise and deformation on different datasets are investigated. On the other hand, to understand new complex models, we have also utilized distribution of electrical charge for proposing a system to decompose models into meaningful parts. Our robust, efficient and fully-automatic segmentation approach is able to specify the segments attached to the main part of a model as well as locating the boundary parts of the segments. The segmentation ability of the proposed system is examined on the standard datasets and its timing and accuracy are compared with the existing state-of-the-art approaches

    The Third NASA Goddard Conference on Mass Storage Systems and Technologies

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    This report contains copies of nearly all of the technical papers and viewgraphs presented at the Goddard Conference on Mass Storage Systems and Technologies held in October 1993. The conference served as an informational exchange forum for topics primarily relating to the ingestion and management of massive amounts of data and the attendant problems involved. Discussion topics include the necessary use of computers in the solution of today's infinitely complex problems, the need for greatly increased storage densities in both optical and magnetic recording media, currently popular storage media and magnetic media storage risk factors, data archiving standards including a talk on the current status of the IEEE Storage Systems Reference Model (RM). Additional topics addressed System performance, data storage system concepts, communications technologies, data distribution systems, data compression, and error detection and correction

    Data Mining

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    The availability of big data due to computerization and automation has generated an urgent need for new techniques to analyze and convert big data into useful information and knowledge. Data mining is a promising and leading-edge technology for mining large volumes of data, looking for hidden information, and aiding knowledge discovery. It can be used for characterization, classification, discrimination, anomaly detection, association, clustering, trend or evolution prediction, and much more in fields such as science, medicine, economics, engineering, computers, and even business analytics. This book presents basic concepts, ideas, and research in data mining

    Multimodal dynamics : self-supervised learning in perceptual and motor systems

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2006.This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.Includes bibliographical references (leaves 178-192).This thesis presents a self-supervised framework for perceptual and motor learning based upon correlations in different sensory modalities. The brain and cognitive sciences have gathered an enormous body of neurological and phenomenological evidence in the past half century demonstrating the extraordinary degree of interaction between sensory modalities during the course of ordinary perception. We develop a framework for creating artificial perceptual systems that draws on these findings, where the primary architectural motif is the cross-modal transmission of perceptual information to enhance each sensory channel individually. We present self-supervised algorithms for learning perceptual grounding, intersensory influence, and sensorymotor coordination, which derive training signals from internal cross-modal correlations rather than from external supervision. Our goal is to create systems that develop by interacting with the world around them, inspired by development in animals. We demonstrate this framework with: (1) a system that learns the number and structure of vowels in American English by simultaneously watching and listening to someone speak. The system then cross-modally clusters the correlated auditory and visual data.(cont.) It has no advance linguistic knowledge and receives no information outside of its sensory channels. This work is the first unsupervised acquisition of phonetic structure of which we are aware, outside of that done by human infants. (2) a system that learns to sing like a zebra finch, following the developmental stages of a juvenile zebra finch. It first learns the song of an adult male and then listens to its own initially nascent attempts at mimicry through an articulatory synthesizer. In acquiring the birdsong to which it was initially exposed, this system demonstrates self-supervised sensorimotor learning. It also demonstrates afferent and efferent equivalence - the system learns motor maps with the same computational framework used for learning sensory maps.by Michael Harlan Coen.Ph.D

    Automating the conversion of natural language fiction to multi-modal 3D animated virtual environments

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    Popular fiction books describe rich visual environments that contain characters, objects, and behaviour. This research develops automated processes for converting text sourced from fiction books into animated virtual environments and multi-modal films. This involves the analysis of unrestricted natural language fiction to identify appropriate visual descriptions, and the interpretation of the identified descriptions for constructing animated 3D virtual environments. The goal of the text analysis stage is the creation of annotated fiction text, which identifies visual descriptions in a structured manner. A hierarchical rule-based learning system is created that induces patterns from example annotations provided by a human, and uses these for the creation of additional annotations. Patterns are expressed as tree structures that abstract the input text on different levels according to structural (token, sentence) and syntactic (parts-of-speech, syntactic function) categories. Patterns are generalized using pair-wise merging, where dissimilar sub-trees are replaced with wild-cards. The result is a small set of generalized patterns that are able to create correct annotations. A set of generalized patterns represents a model of an annotator's mental process regarding a particular annotation category. Annotated text is interpreted automatically for constructing detailed scene descriptions. This includes identifying which scenes to visualize, and identifying the contents and behaviour in each scene. Entity behaviour in a 3D virtual environment is formulated using time-based constraints that are automatically derived from annotations. Constraints are expressed as non-linear symbolic functions that restrict the trajectories of a pair of entities over a continuous interval of time. Solutions to these constraints specify precise behaviour. We create an innovative quantified constraint optimizer for locating sound solutions, which uses interval arithmetic for treating time and space as contiguous quantities. This optimization method uses a technique of constraint relaxation and tightening that allows solution approximations to be located where constraint systems are inconsistent (an ability not previously explored in interval-based quantified constraint solving). 3D virtual environments are populated by automatically selecting geometric models or procedural geometry-creation methods from a library. 3D models are animated according to trajectories derived from constraint solutions. The final animated film is sequenced using a range of modalities including animated 3D graphics, textual subtitles, audio narrations, and foleys. Hierarchical rule-based learning is evaluated over a range of annotation categories. Models are induced for different categories of annotation without modifying the core learning algorithms, and these models are shown to be applicable to different types of books. Models are induced automatically with accuracies ranging between 51.4% and 90.4%, depending on the category. We show that models are refined if further examples are provided, and this supports a boot-strapping process for training the learning mechanism. The task of interpreting annotated fiction text and populating 3D virtual environments is successfully automated using our described techniques. Detailed scene descriptions are created accurately, where between 83% and 96% of the automatically generated descriptions require no manual modification (depending on the type of description). The interval-based quantified constraint optimizer fully automates the behaviour specification process. Sample animated multi-modal 3D films are created using extracts from fiction books that are unrestricted in terms of complexity or subject matter (unlike existing text-to-graphics systems). These examples demonstrate that: behaviour is visualized that corresponds to the descriptions in the original text; appropriate geometry is selected (or created) for visualizing entities in each scene; sequences of scenes are created for a film-like presentation of the story; and that multiple modalities are combined to create a coherent multi-modal representation of the fiction text. This research demonstrates that visual descriptions in fiction text can be automatically identified, and that these descriptions can be converted into corresponding animated virtual environments. Unlike existing text-to-graphics systems, we describe techniques that function over unrestricted natural language text and perform the conversion process without the need for manually constructed repositories of world knowledge. This enables the rapid production of animated 3D virtual environments, allowing the human designer to focus on creative aspects

    Automating the conversion of natural language fiction to multi-modal 3D animated virtual environments

    Get PDF
    Popular fiction books describe rich visual environments that contain characters, objects, and behaviour. This research develops automated processes for converting text sourced from fiction books into animated virtual environments and multi-modal films. This involves the analysis of unrestricted natural language fiction to identify appropriate visual descriptions, and the interpretation of the identified descriptions for constructing animated 3D virtual environments. The goal of the text analysis stage is the creation of annotated fiction text, which identifies visual descriptions in a structured manner. A hierarchical rule-based learning system is created that induces patterns from example annotations provided by a human, and uses these for the creation of additional annotations. Patterns are expressed as tree structures that abstract the input text on different levels according to structural (token, sentence) and syntactic (parts-of-speech, syntactic function) categories. Patterns are generalized using pair-wise merging, where dissimilar sub-trees are replaced with wild-cards. The result is a small set of generalized patterns that are able to create correct annotations. A set of generalized patterns represents a model of an annotator's mental process regarding a particular annotation category. Annotated text is interpreted automatically for constructing detailed scene descriptions. This includes identifying which scenes to visualize, and identifying the contents and behaviour in each scene. Entity behaviour in a 3D virtual environment is formulated using time-based constraints that are automatically derived from annotations. Constraints are expressed as non-linear symbolic functions that restrict the trajectories of a pair of entities over a continuous interval of time. Solutions to these constraints specify precise behaviour. We create an innovative quantified constraint optimizer for locating sound solutions, which uses interval arithmetic for treating time and space as contiguous quantities. This optimization method uses a technique of constraint relaxation and tightening that allows solution approximations to be located where constraint systems are inconsistent (an ability not previously explored in interval-based quantified constraint solving). 3D virtual environments are populated by automatically selecting geometric models or procedural geometry-creation methods from a library. 3D models are animated according to trajectories derived from constraint solutions. The final animated film is sequenced using a range of modalities including animated 3D graphics, textual subtitles, audio narrations, and foleys. Hierarchical rule-based learning is evaluated over a range of annotation categories. Models are induced for different categories of annotation without modifying the core learning algorithms, and these models are shown to be applicable to different types of books. Models are induced automatically with accuracies ranging between 51.4% and 90.4%, depending on the category. We show that models are refined if further examples are provided, and this supports a boot-strapping process for training the learning mechanism. The task of interpreting annotated fiction text and populating 3D virtual environments is successfully automated using our described techniques. Detailed scene descriptions are created accurately, where between 83% and 96% of the automatically generated descriptions require no manual modification (depending on the type of description). The interval-based quantified constraint optimizer fully automates the behaviour specification process. Sample animated multi-modal 3D films are created using extracts from fiction books that are unrestricted in terms of complexity or subject matter (unlike existing text-to-graphics systems). These examples demonstrate that: behaviour is visualized that corresponds to the descriptions in the original text; appropriate geometry is selected (or created) for visualizing entities in each scene; sequences of scenes are created for a film-like presentation of the story; and that multiple modalities are combined to create a coherent multi-modal representation of the fiction text. This research demonstrates that visual descriptions in fiction text can be automatically identified, and that these descriptions can be converted into corresponding animated virtual environments. Unlike existing text-to-graphics systems, we describe techniques that function over unrestricted natural language text and perform the conversion process without the need for manually constructed repositories of world knowledge. This enables the rapid production of animated 3D virtual environments, allowing the human designer to focus on creative aspects
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