2,532 research outputs found

    Action Recognition Using Particle Flow Fields

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    In recent years, research in human action recognition has advanced on multiple fronts to address various types of actions including simple, isolated actions in staged data (e.g., KTH dataset), complex actions (e.g., Hollywood dataset), and naturally occurring actions in surveillance videos (e.g, VIRAT dataset). Several techniques including those based on gradient, flow, and interest-points, have been developed for their recognition. Most perform very well in standard action recognition datasets, but fail to produce similar results in more complex, large-scale datasets. Action recognition on large categories of unconstrained videos taken from the web is a very challenging problem compared to datasets like KTH (six actions), IXMAS (thirteen actions), and Weizmann (ten actions). Challenges such as camera motion, different viewpoints, huge interclass variations, cluttered background, occlusions, bad illumination conditions, and poor quality of web videos cause the majority of the state-of-the-art action recognition approaches to fail. An increasing number of categories and the inclusion of actions with high confusion also increase the difficulty of the problem. The approach taken to solve this action recognition problem depends primarily on the dataset and the possibility of detecting and tracking the object of interest. In this dissertation, a new method for video representation is proposed and three new approaches to perform action recognition in different scenarios using varying prerequisites are presented. The prerequisites have decreasing levels of difficulty to obtain: 1) Scenario requires human detection and trackiii ing to perform action recognition; 2) Scenario requires background and foreground separation to perform action recognition; and 3) No pre-processing is required for action recognition. First, we propose a new video representation using optical flow and particle advection. The proposed “Particle Flow Field” (PFF) representation has been used to generate motion descriptors and tested in a Bag of Video Words (BoVW) framework on the KTH dataset. We show that particle flow fields has better performance than other low-level video representations, such as 2D-Gradients, 3D-Gradients and optical flow. Second, we analyze the performance of the state-of-the-art technique based on the histogram of oriented 3D-Gradients in spatio temporal volumes, where human detection and tracking are required. We use the proposed particle flow field and show superior results compared to the histogram of oriented 3D-Gradients in spatio temporal volumes. The proposed method, when used for human action recognition, just needs human detection and does not necessarily require human tracking and figure centric bounding boxes. It has been tested on KTH (six actions), Weizmann (ten actions), and IXMAS (thirteen actions, 4 different views) action recognition datasets. Third, we propose using the scene context information obtained from moving and stationary pixels in the key frames, in conjunction with motion descriptors obtained using Bag of Words framework, to solve the action recognition problem on a large (50 actions) dataset with videos from the web. We perform a combination of early and late fusion on multiple features to handle the huge number of categories. We demonstrate that scene context is a very important feature for performing action recognition on huge datasets. iv The proposed method needs separation of moving and stationary pixels, and does not require any kind of video stabilization, person detection, or tracking and pruning of features. Our approach obtains good performance on a huge number of action categories. It has been tested on the UCF50 dataset with 50 action categories, which is an extension of the UCF YouTube Action (UCF11) Dataset containing 11 action categories. We also tested our approach on the KTH and HMDB51 datasets for comparison. Finally, we focus on solving practice problems in representing actions by bag of spatio temporal features (i.e. cuboids), which has proven valuable for action recognition in recent literature. We observed that the visual vocabulary based (bag of video words) method suffers from many drawbacks in practice, such as: (i) It requires an intensive training stage to obtain good performance; (ii) it is sensitive to the vocabulary size; (iii) it is unable to cope with incremental recognition problems; (iv) it is unable to recognize simultaneous multiple actions; (v) it is unable to perform recognition frame by frame. In order to overcome these drawbacks, we propose a framework to index large scale motion features using Sphere/Rectangle-tree (SR-tree) for incremental action detection and recognition. The recognition comprises of the following two steps: 1) recognizing the local features by non-parametric nearest neighbor (NN), and 2) using a simple voting strategy to label the action. It can also provide localization of the action. Since it does not require feature quantization it can efficiently grow the feature-tree by adding features from new training actions or categories. Our method provides an effective way for practical incremental action recognition. Furthermore, it can handle large scale datasets because the SR-tree is a disk-based v data structure. We tested our approach on two publicly available datasets, the KTH dataset and the IXMAS multi-view dataset, and achieved promising results

    A Short Report: Word-Level Phonological and Lexical Characteristics Interact to Influence Phoneme Awareness

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    In this study, we examined the influence of word-level phonological and lexical characteristics on early phoneme awareness. Typically-developing children, ages 61-78 months, completed a phoneme-based, odd-one-out task that included consonant-vowel-consonant word sets (e.g., “chair-chain-ship”) that varied orthogonally by a phonological characteristic, sound-contrast similarity (similar vs. dissimilar), and a lexical characteristic, neighborhood density (dense vs. sparse). In a subsample of the participants – those with the highest vocabularies – results were in line with a predicted interactive effect of phonological and lexical characteristics on phoneme awareness performance: word sets contrasting similar sounds were less likely to yield correct responses in words from sparse neighborhoods than words from dense neighborhoods. Word sets contrasting dissimilar sounds were most likely to yield correct responses regardless of the words’ neighborhood density. Based on these findings, theories of early phoneme awareness development should consider both word-level (e.g., phonological and lexical characteristics) and child-level (e.g., vocabulary knowledge) influences on phoneme awareness performance. Attention to these word-level item influences is predicted to result in more sensitive and specific measures of reading risk

    Similarity Reasoning over Semantic Context-Graphs

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    Similarity is a central cognitive mechanism for humans which enables a broad range of perceptual and abstraction processes, including recognizing and categorizing objects, drawing parallelism, and predicting outcomes. It has been studied computationally through models designed to replicate human judgment. The work presented in this dissertation leverages general purpose semantic networks to derive similarity measures in a problem-independent manner. We model both general and relational similarity using connectivity between concepts within semantic networks. Our first contribution is to model general similarity using concept connectivity, which we use to partition vocabularies into topics without the need of document corpora. We apply this model to derive topics from unstructured dialog, specifically enabling an early literacy primer application to support parents in having better conversations with their young children, as they are using the primer together. Second, we model relational similarity in proportional analogies. To do so, we derive relational parallelism by searching in semantic networks for similar path pairs that connect either side of this analogy statement. We then derive human readable explanations from the resulting similar path pair. We show that our model can answer broad-vocabulary analogy questions designed for human test takers with high confidence. The third contribution is to enable symbolic plan repair in robot planning through object substitution. When a failure occurs due to unforeseen changes in the environment, such as missing objects, we enable the planning domain to be extended with a number of alternative objects such that the plan can be repaired and execution to continue. To evaluate this type of similarity, we use both general and relational similarity. We demonstrate that the task context is essential in establishing which objects are interchangeable

    Place and Object Recognition for Real-time Visual Mapping

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    Este trabajo aborda dos de las principales dificultades presentes en los sistemas actuales de localización y creación de mapas de forma simultánea (del inglés Simultaneous Localization And Mapping, SLAM): el reconocimiento de lugares ya visitados para cerrar bucles en la trajectoria y crear mapas precisos, y el reconocimiento de objetos para enriquecer los mapas con estructuras de alto nivel y mejorar la interación entre robots y personas. En SLAM visual, las características que se extraen de las imágenes de una secuencia de vídeo se van acumulando con el tiempo, haciendo más laboriosos dos de los aspectos de la detección de bucles: la eliminación de los bucles incorrectos que se detectan entre lugares que tienen una apariencia muy similar, y conseguir un tiempo de ejecución bajo y factible en trayectorias largas. En este trabajo proponemos una técnica basada en vocabularios visuales y en bolsas de palabras para detectar bucles de manera robusta y eficiente, centrándonos en dos ideas principales: 1) aprovechar el origen secuencial de las imágenes de vídeo, y 2) hacer que todo el proceso pueda funcionar a frecuencia de vídeo. Para beneficiarnos del origen secuencial de las imágenes, presentamos una métrica de similaridad normalizada para medir el parecido entre imágenes e incrementar la distintividad de las detecciones correctas. A su vez, agrupamos los emparejamientos de imágenes candidatas a ser bucle para evitar que éstas compitan cuando realmente fueron tomadas desde el mismo lugar. Finalmente, incorporamos una restricción temporal para comprobar la coherencia entre detecciones consecutivas. La eficiencia se logra utilizando índices inversos y directos y características binarias. Un índice inverso acelera la comparación entre imágenes de lugares, y un índice directo, el cálculo de correspondencias de puntos entre éstas. Por primera vez, en este trabajo se han utilizado características binarias para detectar bucles, dando lugar a una solución viable incluso hasta para decenas de miles de imágenes. Los bucles se verifican comprobando la coherencia de la geometría de las escenas emparejadas. Para ello utilizamos varios métodos robustos que funcionan tanto con una como con múltiples cámaras. Presentamos resultados competitivos y sin falsos positivos en distintas secuencias, con imágenes adquiridas tanto a alta como a baja frecuencia, con cámaras frontales y laterales, y utilizando el mismo vocabulario y la misma configuración. Con descriptores binarios, el sistema completo requiere 22 milisegundos por imagen en una secuencia de 26.300 imágenes, resultando un orden de magnitud más rápido que otras técnicas actuales. Se puede utilizar un algoritmo similar al de reconocimiento de lugares para resolver el reconocimiento de objetos en SLAM visual. Detectar objetos en este contexto es particularmente complicado debido a que las distintas ubicaciones, posiciones y tamaños en los que se puede ver un objeto en una imagen son potencialmente infinitos, por lo que suelen ser difíciles de distinguir. Además, esta complejidad se multiplica cuando la comparación ha de hacerse contra varios objetos 3D. Nuestro esfuerzo en este trabajo está orientado a: 1) construir el primer sistema de SLAM visual que puede colocar objectos 3D reales en el mapa, y 2) abordar los problemas de escalabilidad resultantes al tratar con múltiples objetos y vistas de éstos. En este trabajo, presentamos el primer sistema de SLAM monocular que reconoce objetos 3D, los inserta en el mapa y refina su posición en el espacio 3D a medida que el mapa se va construyendo, incluso cuando los objetos dejan de estar en el campo de visión de la cámara. Esto se logra en tiempo real con modelos de objetos compuestos por información tridimensional y múltiples imágenes representando varios puntos de vista del objeto. Después nos centramos en la escalabilidad de la etapa del reconocimiento de los objetos 3D. Presentamos una técnica rápida para segmentar imágenes en regiones de interés para detectar objetos pequeños o lejanos. Tras ello, proponemos sustituir el modelo de objetos de vistas independientes por un modelado con una única bolsa de palabras de características binarias asociadas a puntos 3D. Creamos también una base de datos que incorpora índices inversos y directos para aprovechar sus ventajas a la hora de recuperar rápidamente tanto objetos candidatos a ser detectados como correspondencias de puntos, tal y como hacían en el caso de la detección de bucles. Los resultados experimentales muestran que nuestro sistema funciona en tiempo real en un entorno de escritorio con cámara en mano y en una habitación con una cámara montada sobre un robot autónomo. Las mejoras en el proceso de reconocimiento obtienen resultados satisfactorios, sin detecciones erróneas y con un tiempo de ejecución medio de 28 milisegundos por imagen con una base de datos de 20 objetos 3D

    A 3D descriptor to detect task-oriented grasping points in clothing

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    © 2016. This manuscript version is made available under the CC-BY-NC-ND 4.0 license http://creativecommons.org/licenses/by-nc-nd/4.0/Manipulating textile objects with a robot is a challenging task, especially because the garment perception is difficult due to the endless configurations it can adopt, coupled with a large variety of colors and designs. Most current approaches follow a multiple re-grasp strategy, in which clothes are sequentially grasped from different points until one of them yields a recognizable configuration. In this work we propose a method that combines 3D and appearance information to directly select a suitable grasping point for the task at hand, which in our case consists of hanging a shirt or a polo shirt from a hook. Our method follows a coarse-to-fine approach in which, first, the collar of the garment is detected and, next, a grasping point on the lapel is chosen using a novel 3D descriptor. In contrast to current 3D descriptors, ours can run in real time, even when it needs to be densely computed over the input image. Our central idea is to take advantage of the structured nature of range images that most depth sensors provide and, by exploiting integral imaging, achieve speed-ups of two orders of magnitude with respect to competing approaches, while maintaining performance. This makes it especially adequate for robotic applications as we thoroughly demonstrate in the experimental section.Peer ReviewedPostprint (author's final draft
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