45 research outputs found

    Robust Visual Tracking Revisited: From Correlation Filter to Template Matching

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    In this paper, we propose a novel matching based tracker by investigating the relationship between template matching and the recent popular correlation filter based trackers (CFTs). Compared to the correlation operation in CFTs, a sophisticated similarity metric termed "mutual buddies similarity" (MBS) is proposed to exploit the relationship of multiple reciprocal nearest neighbors for target matching. By doing so, our tracker obtains powerful discriminative ability on distinguishing target and background as demonstrated by both empirical and theoretical analyses. Besides, instead of utilizing single template with the improper updating scheme in CFTs, we design a novel online template updating strategy named "memory filtering" (MF), which aims to select a certain amount of representative and reliable tracking results in history to construct the current stable and expressive template set. This scheme is beneficial for the proposed tracker to comprehensively "understand" the target appearance variations, "recall" some stable results. Both qualitative and quantitative evaluations on two benchmarks suggest that the proposed tracking method performs favorably against some recently developed CFTs and other competitive trackers.Comment: has been published on IEEE TI

    Product recognition in store shelves as a sub-graph isomorphism problem

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    The arrangement of products in store shelves is carefully planned to maximize sales and keep customers happy. However, verifying compliance of real shelves to the ideal layout is a costly task routinely performed by the store personnel. In this paper, we propose a computer vision pipeline to recognize products on shelves and verify compliance to the planned layout. We deploy local invariant features together with a novel formulation of the product recognition problem as a sub-graph isomorphism between the items appearing in the given image and the ideal layout. This allows for auto-localizing the given image within the aisle or store and improving recognition dramatically.Comment: Slightly extended version of the paper accepted at ICIAP 2017. More information @project_page --> http://vision.disi.unibo.it/index.php?option=com_content&view=article&id=111&catid=7

    Report on shape analysis and matching and on semantic matching

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    In GRAVITATE, two disparate specialities will come together in one working platform for the archaeologist: the fields of shape analysis, and of metadata search. These fields are relatively disjoint at the moment, and the research and development challenge of GRAVITATE is precisely to merge them for our chosen tasks. As shown in chapter 7 the small amount of literature that already attempts join 3D geometry and semantics is not related to the cultural heritage domain. Therefore, after the project is done, there should be a clear ‘before-GRAVITATE’ and ‘after-GRAVITATE’ split in how these two aspects of a cultural heritage artefact are treated.This state of the art report (SOTA) is ‘before-GRAVITATE’. Shape analysis and metadata description are described separately, as currently in the literature and we end the report with common recommendations in chapter 8 on possible or plausible cross-connections that suggest themselves. These considerations will be refined for the Roadmap for Research deliverable.Within the project, a jargon is developing in which ‘geometry’ stands for the physical properties of an artefact (not only its shape, but also its colour and material) and ‘metadata’ is used as a general shorthand for the semantic description of the provenance, location, ownership, classification, use etc. of the artefact. As we proceed in the project, we will find a need to refine those broad divisions, and find intermediate classes (such as a semantic description of certain colour patterns), but for now the terminology is convenient – not least because it highlights the interesting area where both aspects meet.On the ‘geometry’ side, the GRAVITATE partners are UVA, Technion, CNR/IMATI; on the metadata side, IT Innovation, British Museum and Cyprus Institute; the latter two of course also playing the role of internal users, and representatives of the Cultural Heritage (CH) data and target user’s group. CNR/IMATI’s experience in shape analysis and similarity will be an important bridge between the two worlds for geometry and metadata. The authorship and styles of this SOTA reflect these specialisms: the first part (chapters 3 and 4) purely by the geometry partners (mostly IMATI and UVA), the second part (chapters 5 and 6) by the metadata partners, especially IT Innovation while the joint overview on 3D geometry and semantics is mainly by IT Innovation and IMATI. The common section on Perspectives was written with the contribution of all

    Computer Vision and Deep Learning for retail store management

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    The management of a supermarket or retail store is a quite complex process that requires the coordinated execution of many different tasks (\eg, shelves management, inventory, surveillance, customer support\dots). Thanks to recent advancements of technology, many of those repetitive tasks can be completely or partially automated. One key technology requirement is the ability to understand a scene based only on information acquired by a camera, for this reason, we will focus on computer vision techniques to solve management problems inside a grocery retail store. We will address two main problems: (a) how to detect and recognize automatically products exposed on store shelves and (b) how to obtain a reliable 3D reconstruction of an environment using only information coming from a camera. We will tackle (a) both in a constrained version where the objective is to verify the compliance of observed items to a planned disposition, as well as an unconstrained one where no assumption on the observed scenes are considered. As for (b), a good solution represents one of the first crucial steps for the development and deployment of low-cost autonomous agents able to safely navigate inside the store either to carry out management jobs or to help customers (\eg, autonomous cart or shopping assistant). We believe that algorithms for depth prediction from stereo or mono camera are good candidates for the solution of this problem. The current state of the art algorithms, however, rely heavily on machine learning and can be hardly applied in the retail environment due to problems arising from the domain shift between data used to train them (usually synthetic images) and the deployment scenario (real indoor images). We will introduce techniques to adapt those algorithms to unseen environments without the need of costly ground truth data and in real time

    Exploiting Spatio-Temporal Coherence for Video Object Detection in Robotics

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    This paper proposes a method to enhance video object detection for indoor environments in robotics. Concretely, it exploits knowledge about the camera motion between frames to propagate previously detected objects to successive frames. The proposal is rooted in the concepts of planar homography to propose regions of interest where to find objects, and recursive Bayesian filtering to integrate observations over time. The proposal is evaluated on six virtual, indoor environments, accounting for the detection of nine object classes over a total of ∼ 7k frames. Results show that our proposal improves the recall and the F1-score by a factor of 1.41 and 1.27, respectively, as well as it achieves a significant reduction of the object categorization entropy (58.8%) when compared to a two-stage video object detection method used as baseline, at the cost of small time overheads (120 ms) and precision loss (0.92).</p

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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