230 research outputs found

    Learning visual representations of style

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    Learning Visual Representations of Style Door Nanne van Noord De stijl van een kunstenaar is zichtbaar in zijn/haar werk, onafhankelijk van de vorm of het onderwerp van een kunstwerk kunnen kunstexperts deze stijl herkennen. Of het nu om een landschap of een portret gaat, het connaisseurschap van kunstexperts stelt hen in staat om de stijl van de kunstenaar te herkennen. Het vertalen van dit vermogen tot connaisseurschap naar een computer, zodat de computer in staat is om de stijl van een kunstenaar te herkennen, en om kunstwerken te (re)produceren in de stijl van de kunstenaar, staat centraal in dit onderzoek. Voor visuele analyseren van kunstwerken maken computers gebruik van beeldverwerkingstechnieken. Traditioneel gesproken bestaan deze technieken uit door computerwetenschappers ontwikkelde algoritmes die vooraf gedefinieerde visuele kernmerken kunnen herkennen. Omdat deze kenmerken zijn ontwikkelt voor de analyse van de inhoud van foto’s zijn ze beperkt toepasbaar voor de analyse van de stijl van visuele kunst. Daarnaast is er ook geen definitief antwoord welke visuele kenmerken indicatief zijn voor stijl. Om deze beperkingen te overkomen maken we in dit onderzoek gebruik van Deep Learning, een methodologie die het beeldverwerking onderzoeksveld in de laatste jaren enorm heeft gerevolutionaliseerd. De kracht van Deep Learning komt voort uit het zelflerende vermogen, in plaats van dat we afhankelijk zijn van vooraf gedefinieerde kenmerken, kan de computer zelf leren wat de juiste kenmerken zijn. In dit onderzoek hebben we algoritmes ontwikkelt met het doel om het voor de computer mogelijk te maken om 1) zelf te leren om de stijl van een kunstenaar te herkennen, en 2) nieuwe afbeeldingen te genereren in de stijl van een kunstenaar. Op basis van het in het proefschrift gepresenteerde werk kunnen we concluderen dat de computer inderdaad in staat is om te leren om de stijl van een kunstenaar te herkennen, ook in een uitdagende setting met duizenden kunstwerken en enkele honderden kunstenaars. Daarnaast kunnen we concluderen dat het mogelijk is om, op basis van bestaande kunstwerken, nieuwe kunstwerken te generen in de stijl van de kunstenaar. Namelijk, een kleurloze afbeeldingen van een kunstwerk kan ingekleurd worden in de stijl van de kunstenaar, en wanneer er delen missen uit een kunstwerk is het mogelijk om deze missende stukken in te vullen (te retoucheren). Alhoewel we nog niet in staat zijn om volledig nieuwe kunstwerken te generen, is dit onderzoek een grote stap in die richting. Bovendien zijn de in dit onderzoek ontwikkelde technieken en methodes veelbelovend als digitale middelen ter ondersteuning van kunstexperts en restauratoren

    HyperLearn: A Distributed Approach for Representation Learning in Datasets With Many Modalities

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    Multimodal datasets contain an enormous amount of relational information, which grows exponentially with the introduction of new modalities. Learning representations in such a scenario is inherently complex due to the presence of multiple heterogeneous information channels. These channels can encode both (a) inter-relations between the items of different modalities and (b) intra-relations between the items of the same modality. Encoding multimedia items into a continuous low-dimensional semantic space such that both types of relations are captured and preserved is extremely challenging, especially if the goal is a unified end-to-end learning framework. The two key challenges that need to be addressed are: 1) the framework must be able to merge complex intra and inter relations without losing any valuable information and 2) the learning model should be invariant to the addition of new and potentially very different modalities. In this paper, we propose a flexible framework which can scale to data streams from many modalities. To that end we introduce a hypergraph-based model for data representation and deploy Graph Convolutional Networks to fuse relational information within and across modalities. Our approach provides an efficient solution for distributing otherwise extremely computationally expensive or even unfeasible training processes across multiple-GPUs, without any sacrifices in accuracy. Moreover, adding new modalities to our model requires only an additional GPU unit keeping the computational time unchanged, which brings representation learning to truly multimodal datasets. We demonstrate the feasibility of our approach in the experiments on multimedia datasets featuring second, third and fourth order relations

    Pose estimation system based on monocular cameras

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    Our world is full of wonders. It is filled with mysteries and challenges, which through the ages inspired and called for the human civilization to grow itself, either philosophically or sociologically. In time, humans reached their own physical limitations; nevertheless, we created technology to help us overcome it. Like the ancient uncovered land, we are pulled into the discovery and innovation of our time. All of this is possible due to a very human characteristic - our imagination. The world that surrounds us is mostly already discovered, but with the power of computer vision (CV) and augmented reality (AR), we are able to live in multiple hidden universes alongside our own. With the increasing performance and capabilities of the current mobile devices, AR is what we dream it can be. There are still many obstacles, but this future is already our reality, and with the evolving technologies closing the gap between the real and the virtual world, soon it will be possible for us to surround ourselves into other dimensions, or fuse them with our own. This thesis focuses on the development of a system to predict the camera’s pose estimation in the real-world regarding to the virtual world axis. The work was developed as a sub-module integrated on the M5SAR project: Mobile Five Senses Augmented Reality System for Museums, aiming to a more immerse experience with the total or partial replacement of the environments’ surroundings. It is based mainly on man-made buildings indoors and their typical rectangular cuboid shape. With the possibility of knowing the user’s camera direction, we can then superimpose dynamic AR content, inviting the user to explore the hidden worlds. The M5SAR project introduced a new way to explore the existent historical museums by exploring the human’s five senses: hearing, smell, taste, touch, vision. With this innovative technology, the user is able to enhance their visitation and immerse themselves into a virtual world blended with our reality. A mobile device application was built containing an innovating framework: MIRAR - Mobile Image Recognition based Augmented Reality - containing object recognition, navigation, and additional AR information projection in order to enrich the users’ visit, providing an intuitive and compelling information regarding the available artworks, exploring the hearing and vision senses. A device specially designed was built to explore the additional three senses: smell, taste and touch which, when attached to a mobile device, either smartphone or tablet, would pair with it and automatically react in with the offered narrative related to the artwork, immersing the user with a sensorial experience. As mentioned above, the work presented on this thesis is relative to a sub-module of the MIRAR regarding environment detection and the superimposition of AR content. With the main goal being the full replacement of the walls’ contents, and with the possibility of keeping the artwork visible or not, it presented an additional challenge with the limitation of using only monocular cameras. Without the depth information, any 2D image of an environment, to a computer doesn’t represent the tridimensional layout of the real-world dimensions. Nevertheless, man-based building tends to follow a rectangular approach to divisions’ constructions, which allows for a prediction to where the vanishing point on any environment image may point, allowing the reconstruction of an environment’s layout from a 2D image. Furthermore, combining this information with an initial localization through an improved image recognition to retrieve the camera’s spatial position regarding to the real-world coordinates and the virtual-world, alas, pose estimation, allowed for the possibility of superimposing specific localized AR content over the user’s mobile device frame, in order to immerse, i.e., a museum’s visitor into another era correlated to the present artworks’ historical period. Through the work developed for this thesis, it was also presented a better planar surface in space rectification and retrieval, a hybrid and scalable multiple images matching system, a more stabilized outlier filtration applied to the camera’s axis, and a continuous tracking system that works with uncalibrated cameras and is able to achieve particularly obtuse angles and still maintain the surface superimposition. Furthermore, a novelty method using deep learning models for semantic segmentation was introduced for indoor layout estimation based on monocular images. Contrary to the previous developed methods, there is no need to perform geometric calculations to achieve a near state of the art performance with a fraction of the parameters required by similar methods. Contrary to the previous work presented on this thesis, this method performs well even in unseen and cluttered rooms if they follow the Manhattan assumption. An additional lightweight application to retrieve the camera pose estimation is presented using the proposed method.O nosso mundo está repleto de maravilhas. Está cheio de mistérios e desafios, os quais, ao longo das eras, inspiraram e impulsionaram a civilização humana a evoluir, seja filosófica ou sociologicamente. Eventualmente, os humanos foram confrontados com os seus limites físicos; desta forma, criaram tecnologias que permitiram superá-los. Assim como as terras antigas por descobrir, somos impulsionados à descoberta e inovação da nossa era, e tudo isso é possível graças a uma característica marcadamente humana: a nossa imaginação. O mundo que nos rodeia está praticamente todo descoberto, mas com o poder da visão computacional (VC) e da realidade aumentada (RA), podemos viver em múltiplos universos ocultos dentro do nosso. Com o aumento da performance e das capacidades dos dispositivos móveis da atualidade, a RA pode ser exatamente aquilo que sonhamos. Continuam a existir muitos obstáculos, mas este futuro já é o nosso presente, e com a evolução das tecnologias a fechar o fosso entre o mundo real e o mundo virtual, em breve será possível cercarmo-nos de outras dimensões, ou fundi-las dentro da nossa. Esta tese foca-se no desenvolvimento de um sistema de predição para a estimação da pose da câmara no mundo real em relação ao eixo virtual do mundo. Este trabalho foi desenvolvido como um sub-módulo integrado no projeto M5SAR: Mobile Five Senses Augmented Reality System for Museums, com o objetivo de alcançar uma experiência mais imersiva com a substituição total ou parcial dos limites do ambiente. Dedica-se ao interior de edifícios de arquitetura humana e a sua típica forma de retângulo cuboide. Com a possibilidade de saber a direção da câmara do dispositivo, podemos então sobrepor conteúdo dinâmico de RA, num convite ao utilizador para explorar os mundos ocultos. O projeto M5SAR introduziu uma nova forma de explorar os museus históricos existentes através da exploração dos cinco sentidos humanos: a audição, o cheiro, o paladar, o toque e a visão. Com essa tecnologia inovadora, o utilizador pode engrandecer a sua visita e mergulhar num mundo virtual mesclado com a nossa realidade. Uma aplicação para dispositivo móvel foi criada, contendo uma estrutura inovadora: MIRAR - Mobile Image Recognition based Augmented Reality - a possuir o reconhecimento de objetos, navegação e projeção de informação de RA adicional, de forma a enriquecer a visita do utilizador, a fornecer informação intuitiva e interessante em relação às obras de arte disponíveis, a explorar os sentidos da audição e da visão. Foi também desenhado um dispositivo para exploração em particular dos três outros sentidos adicionais: o cheiro, o toque e o sabor. Este dispositivo, quando afixado a um dispositivo móvel, como um smartphone ou tablet, emparelha e reage com este automaticamente com a narrativa relacionada à obra de arte, a imergir o utilizador numa experiência sensorial. Como já referido, o trabalho apresentado nesta tese é relativo a um sub-módulo do MIRAR, relativamente à deteção do ambiente e a sobreposição de conteúdo de RA. Sendo o objetivo principal a substituição completa dos conteúdos das paredes, e com a possibilidade de manter as obras de arte visíveis ou não, foi apresentado um desafio adicional com a limitação do uso de apenas câmaras monoculares. Sem a informação relativa à profundidade, qualquer imagem bidimensional de um ambiente, para um computador isso não se traduz na dimensão tridimensional das dimensões do mundo real. No entanto, as construções de origem humana tendem a seguir uma abordagem retangular às divisões dos edifícios, o que permite uma predição de onde poderá apontar o ponto de fuga de qualquer ambiente, a permitir a reconstrução da disposição de uma divisão através de uma imagem bidimensional. Adicionalmente, ao combinar esta informação com uma localização inicial através de um reconhecimento por imagem refinado, para obter a posição espacial da câmara em relação às coordenadas do mundo real e do mundo virtual, ou seja, uma estimativa da pose, foi possível alcançar a possibilidade de sobrepor conteúdo de RA especificamente localizado sobre a moldura do dispositivo móvel, de maneira a imergir, ou seja, colocar o visitante do museu dentro de outra era, relativa ao período histórico da obra de arte em questão. Ao longo do trabalho desenvolvido para esta tese, também foi apresentada uma melhor superfície planar na recolha e retificação espacial, um sistema de comparação de múltiplas imagens híbrido e escalável, um filtro de outliers mais estabilizado, aplicado ao eixo da câmara, e um sistema de tracking contínuo que funciona com câmaras não calibradas e que consegue obter ângulos particularmente obtusos, continuando a manter a sobreposição da superfície. Adicionalmente, um algoritmo inovador baseado num modelo de deep learning para a segmentação semântica foi introduzido na estimativa do traçado com base em imagens monoculares. Ao contrário de métodos previamente desenvolvidos, não é necessário realizar cálculos geométricos para obter um desempenho próximo ao state of the art e ao mesmo tempo usar uma fração dos parâmetros requeridos para métodos semelhantes. Inversamente ao trabalho previamente apresentado nesta tese, este método apresenta um bom desempenho mesmo em divisões sem vista ou obstruídas, caso sigam a mesma premissa Manhattan. Uma leve aplicação adicional para obter a posição da câmara é apresentada usando o método proposto

    Accessible Cultural Heritage through Explainable Artificial Intelligence

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    International audienceEthics Guidelines for Trustworthy AI advocate for AI technology that is, among other things, more inclusive. Explainable AI (XAI) aims at making state of the art opaque models more transparent, and defends AI-based outcomes endorsed with a rationale explanation, i.e., an explanation that has as target the non-technical users. XAI and Responsible AI principles defend the fact that the audience expertise should be included in the evaluation of explainable AI systems. However, AI has not yet reached all public and audiences , some of which may need it the most. One example of domain where accessibility has not much been influenced by the latest AI advances is cultural heritage. We propose including minorities as special user and evaluator of the latest XAI techniques. In order to define catalytic scenarios for collaboration and improved user experience, we pose some challenges and research questions yet to address by the latest AI models likely to be involved in such synergy
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