576 research outputs found

    Hand2Face: Automatic Synthesis and Recognition of Hand Over Face Occlusions

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    A person's face discloses important information about their affective state. Although there has been extensive research on recognition of facial expressions, the performance of existing approaches is challenged by facial occlusions. Facial occlusions are often treated as noise and discarded in recognition of affective states. However, hand over face occlusions can provide additional information for recognition of some affective states such as curiosity, frustration and boredom. One of the reasons that this problem has not gained attention is the lack of naturalistic occluded faces that contain hand over face occlusions as well as other types of occlusions. Traditional approaches for obtaining affective data are time demanding and expensive, which limits researchers in affective computing to work on small datasets. This limitation affects the generalizability of models and deprives researchers from taking advantage of recent advances in deep learning that have shown great success in many fields but require large volumes of data. In this paper, we first introduce a novel framework for synthesizing naturalistic facial occlusions from an initial dataset of non-occluded faces and separate images of hands, reducing the costly process of data collection and annotation. We then propose a model for facial occlusion type recognition to differentiate between hand over face occlusions and other types of occlusions such as scarves, hair, glasses and objects. Finally, we present a model to localize hand over face occlusions and identify the occluded regions of the face.Comment: Accepted to International Conference on Affective Computing and Intelligent Interaction (ACII), 201

    RGBD Datasets: Past, Present and Future

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    Since the launch of the Microsoft Kinect, scores of RGBD datasets have been released. These have propelled advances in areas from reconstruction to gesture recognition. In this paper we explore the field, reviewing datasets across eight categories: semantics, object pose estimation, camera tracking, scene reconstruction, object tracking, human actions, faces and identification. By extracting relevant information in each category we help researchers to find appropriate data for their needs, and we consider which datasets have succeeded in driving computer vision forward and why. Finally, we examine the future of RGBD datasets. We identify key areas which are currently underexplored, and suggest that future directions may include synthetic data and dense reconstructions of static and dynamic scenes.Comment: 8 pages excluding references (CVPR style

    A short survey on modern virtual environments that utilize AI and synthetic data

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    Within a rather abstract computational framework Artificial Intelligence (AI) may be defined as intelligence exhibited by machines. In computer science, though, the field of AI research defines itself as the study of “intelligent agents.” In this context, interaction with popular virtual environments, as for instance in virtual game playing, has gained a lot of focus recently in the sense that it provides innovative aspects of AI perception that did not occur to researchers until now. Such aspects are typically formed by the computational intelligent behavior captured through interaction with the virtual environment, as well as the study of graphic models and biologically inspired learning techniques, like, for instance, evolutionary computation, neural networks, and reinforcement learning. In this short survey paper, we attempt to provide an overview of the most recent research works on such novel, yet quite interesting, research domains. We feel that this topic forms an attractive candidate for fellow researchers that came into sight over the last years. Thus, we initiate our study by presenting a brief overview of our motivation and continue with some basic information on recent virtual graphic models utilization and the state-of-the-art on virtual environments, which constitutes two clearly identifiable components of the herein attempted summarization. We then continue, by briefly reviewing the interesting video games territory, and by discerning and discriminating its useful types, thus envisioning possible further utilization scenarios for the collected information. A short discussion on the identified trends and a couple of future research directions conclude the paper

    A large, crowdsourced evaluation of gesture generation systems on common data : the GENEA Challenge 2020

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    Co-speech gestures, gestures that accompany speech, play an important role in human communication. Automatic co-speech gesture generation is thus a key enabling technology for embodied conversational agents (ECAs), since humans expect ECAs to be capable of multi-modal communication. Research into gesture generation is rapidly gravitating towards data-driven methods. Unfortunately, individual research efforts in the field are difficult to compare: there are no established benchmarks, and each study tends to use its own dataset, motion visualisation, and evaluation methodology. To address this situation, we launched the GENEA Challenge, a gesture-generation challenge wherein participating teams built automatic gesture-generation systems on a common dataset, and the resulting systems were evaluated in parallel in a large, crowdsourced user study using the same motion-rendering pipeline. Since differences in evaluation outcomes between systems now are solely attributable to differences between the motion-generation methods, this enables benchmarking recent approaches against one another in order to get a better impression of the state of the art in the field. This paper reports on the purpose, design, results, and implications of our challenge.Part of Proceedings: ISBN 978-145038017-1QC 20210607</p

    RGB-D datasets using microsoft kinect or similar sensors: a survey

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    RGB-D data has turned out to be a very useful representation of an indoor scene for solving fundamental computer vision problems. It takes the advantages of the color image that provides appearance information of an object and also the depth image that is immune to the variations in color, illumination, rotation angle and scale. With the invention of the low-cost Microsoft Kinect sensor, which was initially used for gaming and later became a popular device for computer vision, high quality RGB-D data can be acquired easily. In recent years, more and more RGB-D image/video datasets dedicated to various applications have become available, which are of great importance to benchmark the state-of-the-art. In this paper, we systematically survey popular RGB-D datasets for different applications including object recognition, scene classification, hand gesture recognition, 3D-simultaneous localization and mapping, and pose estimation. We provide the insights into the characteristics of each important dataset, and compare the popularity and the difficulty of those datasets. Overall, the main goal of this survey is to give a comprehensive description about the available RGB-D datasets and thus to guide researchers in the selection of suitable datasets for evaluating their algorithms

    Contributions to hand gesture recognition on the basis of range data

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    Tesis doctoral inédita, leída en la Universidad Autónoma de Madrid, Escuela Politécnica Superior. Fecha de lectura: octubre de 2012

    Real-time motion-based hand gestures recognition from time-of-flight video

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    The final publication is available at Springer via http://dx.doi.org/10.1007/s11265-015-1090-5This paper presents an innovative solution based on Time-Of-Flight (TOF) video technology to motion patterns detection for real-time dynamic hand gesture recognition. The resulting system is able to detect motion-based hand gestures getting as input depth images. The recognizable motion patterns are modeled on the basis of the human arm anatomy and its degrees of freedom, generating a collection of synthetic motion patterns that is compared with the captured input patterns in order to finally classify the input gesture. For the evaluation of our system a significant collection of gestures has been compiled, getting results for 3D pattern classification as well as a comparison with the results using only 2D informatio

    A Review of Verbal and Non-Verbal Human-Robot Interactive Communication

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    In this paper, an overview of human-robot interactive communication is presented, covering verbal as well as non-verbal aspects of human-robot interaction. Following a historical introduction, and motivation towards fluid human-robot communication, ten desiderata are proposed, which provide an organizational axis both of recent as well as of future research on human-robot communication. Then, the ten desiderata are examined in detail, culminating to a unifying discussion, and a forward-looking conclusion

    Automatic Sign Language Recognition from Image Data

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    Tato práce se zabývá problematikou automatického rozpoznávání znakového jazyka z obrazových dat. Práce představuje pět hlavních přínosů v oblasti tvorby systému pro rozpoznávání, tvorby korpusů, extrakci příznaků z rukou a obličeje s využitím metod pro sledování pozice a pohybu rukou (tracking) a modelování znaků s využitím menších fonetických jednotek (sub-units). Metody využité v rozpoznávacím systému byly využity i k tvorbě vyhledávacího nástroje "search by example", který dokáže vyhledávat ve videozáznamech podle obrázku ruky. Navržený systém pro automatické rozpoznávání znakového jazyka je založen na statistickém přístupu s využitím skrytých Markovových modelů, obsahuje moduly pro analýzu video dat, modelování znaků a dekódování. Systém je schopen rozpoznávat jak izolované, tak spojité promluvy. Veškeré experimenty a vyhodnocení byly provedeny s vlastními korpusy UWB-06-SLR-A a UWB-07-SLR-P, první z nich obsahuje 25 znaků, druhý 378. Základní extrakce příznaků z video dat byla provedena na nízkoúrovňových popisech obrazu. Lepších výsledků bylo dosaženo s příznaky získaných z popisů vyšší úrovně porozumění obsahu v obraze, které využívají sledování pozice rukou a metodu pro segmentaci rukou v době překryvu s obličejem. Navíc, využitá metoda dokáže interpolovat obrazy s obličejem v době překryvu a umožňuje tak využít metody pro extrakci příznaků z obličeje, které by během překryvu nefungovaly, jako např. metoda active appearance models (AAM). Bylo porovnáno několik různých metod pro extrakci příznaků z rukou, jako např. local binary patterns (LBP), histogram of oriented gradients (HOG), vysokoúrovnové lingvistické příznaky a nové navržená metoda hand shape radial distance function (hRDF). Bylo také zkoumáno využití menších fonetických jednotek, než jsou celé znaky, tzv. sub-units. Pro první krok tvorby těchto jednotek byl navržen iterativní algoritmus, který tyto jednotky automaticky vytváří analýzou existujících dat. Bylo ukázáno, že tento koncept je vhodný pro modelování a rozpoznávání znaků. Kromě systému pro rozpoznávání je v práci navržen a představen systém "search by example", který funguje jako vyhledávací systém pro videa se záznamy znakového jazyka a může být využit například v online slovnících znakového jazyka, kde je v současné době složité či nemožné v takovýchto datech vyhledávat. Tento nástroj využívá metody, které byly použity v rozpoznávacím systému. Výstupem tohoto vyhledávacího nástroje je seřazený seznam videí, které obsahují stejný nebo podobný tvar ruky, které zadal uživatel, např. přes webkameru.Katedra kybernetikyObhájenoThis thesis addresses several issues of automatic sign language recognition, namely the creation of vision based sign language recognition framework, sign language corpora creation, feature extraction, making use of novel hand tracking with face occlusion handling, data-driven creation of sub-units and "search by example" tool for searching in sign language corpora using hand images as a search query. The proposed sign language recognition framework, based on statistical approach incorporating hidden Markov models (HMM), consists of video analysis, sign modeling and decoding modules. The framework is able to recognize both isolated signs and continuous utterances from video data. All experiments and evaluations were performed on two own corpora, UWB-06-SLR-A and UWB-07-SLR-P, the first containing 25 signs and second 378. As a baseline feature descriptors, low level image features are used. It is shown that better performance is gained by higher level features that employ hand tracking, which resolve occlusions of hands and face. As a side effect, the occlusion handling method interpolates face area in the frames during the occlusion and allows to use face feature descriptors that fail in such a case, for instance features extracted from active appearance models (AAM) tracker. Several state-of-the-art appearance-based feature descriptors were compared for tracked hands, such as local binary patterns (LBP), histogram of oriented gradients (HOG), high-level linguistic features or newly proposed hand shape radial distance function (denoted as hRDF) that enhances the feature description of hand-shape like concave regions. The concept of sub-units, that uses HMM models based on linguistic units smaller than whole sign and covers inner structures of the signs, was investigated in the proposed iterative method that is a first required step for data-driven construction of sub-units, and shows that such a concept is suitable for sign modeling and recognition tasks. Except of experiments in the sign language recognition, additional tool \textit{search by example} was created and evaluated. This tool is a search engine for sign language videos. Such a system can be incorporated into an online sign language dictionary where it is difficult to search in the sign language data. This proposed tool employs several methods which were examined in the sign language recognition task and allows to search in the video corpora based on an user-given query that consists of one or multiple images of hands. As a result, an ordered list of videos that contain the same or similar hand configurations is returned
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