9,939 research outputs found
SALSA: A Novel Dataset for Multimodal Group Behavior Analysis
Studying free-standing conversational groups (FCGs) in unstructured social
settings (e.g., cocktail party ) is gratifying due to the wealth of information
available at the group (mining social networks) and individual (recognizing
native behavioral and personality traits) levels. However, analyzing social
scenes involving FCGs is also highly challenging due to the difficulty in
extracting behavioral cues such as target locations, their speaking activity
and head/body pose due to crowdedness and presence of extreme occlusions. To
this end, we propose SALSA, a novel dataset facilitating multimodal and
Synergetic sociAL Scene Analysis, and make two main contributions to research
on automated social interaction analysis: (1) SALSA records social interactions
among 18 participants in a natural, indoor environment for over 60 minutes,
under the poster presentation and cocktail party contexts presenting
difficulties in the form of low-resolution images, lighting variations,
numerous occlusions, reverberations and interfering sound sources; (2) To
alleviate these problems we facilitate multimodal analysis by recording the
social interplay using four static surveillance cameras and sociometric badges
worn by each participant, comprising the microphone, accelerometer, bluetooth
and infrared sensors. In addition to raw data, we also provide annotations
concerning individuals' personality as well as their position, head, body
orientation and F-formation information over the entire event duration. Through
extensive experiments with state-of-the-art approaches, we show (a) the
limitations of current methods and (b) how the recorded multiple cues
synergetically aid automatic analysis of social interactions. SALSA is
available at http://tev.fbk.eu/salsa.Comment: 14 pages, 11 figure
F-formation Detection: Individuating Free-standing Conversational Groups in Images
Detection of groups of interacting people is a very interesting and useful
task in many modern technologies, with application fields spanning from
video-surveillance to social robotics. In this paper we first furnish a
rigorous definition of group considering the background of the social sciences:
this allows us to specify many kinds of group, so far neglected in the Computer
Vision literature. On top of this taxonomy, we present a detailed state of the
art on the group detection algorithms. Then, as a main contribution, we present
a brand new method for the automatic detection of groups in still images, which
is based on a graph-cuts framework for clustering individuals; in particular we
are able to codify in a computational sense the sociological definition of
F-formation, that is very useful to encode a group having only proxemic
information: position and orientation of people. We call the proposed method
Graph-Cuts for F-formation (GCFF). We show how GCFF definitely outperforms all
the state of the art methods in terms of different accuracy measures (some of
them are brand new), demonstrating also a strong robustness to noise and
versatility in recognizing groups of various cardinality.Comment: 32 pages, submitted to PLOS On
Human robot interaction in a crowded environment
Human Robot Interaction (HRI) is the primary means of establishing natural and affective communication between humans and robots. HRI enables robots to act in a way similar to humans in order to assist in activities that are considered to be laborious, unsafe, or repetitive. Vision based human robot interaction is a major component of HRI, with which visual information is used to interpret how human interaction takes place. Common tasks of HRI include finding pre-trained static or dynamic gestures in an image, which involves localising different key parts of the human body such as the face and hands. This information is subsequently used to extract different gestures. After the initial detection process, the robot is required to comprehend the underlying meaning of these gestures [3].
Thus far, most gesture recognition systems can only detect gestures and identify a person in relatively static environments. This is not realistic for practical applications as difficulties may arise from people‟s movements and changing illumination conditions. Another issue to consider is that of identifying the commanding person in a crowded scene, which is important for interpreting the navigation commands. To this end, it is necessary to associate the gesture to the correct person and automatic reasoning is required to extract the most probable location of the person who has initiated the gesture. In this thesis, we have proposed a practical framework for addressing the above issues. It attempts to achieve a coarse level understanding about a given environment before engaging in active communication. This includes recognizing human robot interaction, where a person has the intention to communicate with the robot. In this regard, it is necessary to differentiate if people present are engaged with each other or their surrounding environment. The basic task is to detect and reason about the environmental context and different interactions so as to respond accordingly. For example, if individuals are engaged in conversation, the robot should realize it is best not to disturb or, if an individual is receptive to the robot‟s interaction, it may approach the person.
Finally, if the user is moving in the environment, it can analyse further to understand if any help can be offered in assisting this user. The method proposed in this thesis combines multiple visual cues in a Bayesian framework to identify people in a scene and determine potential intentions. For improving system performance, contextual feedback is used, which allows the Bayesian network to evolve and adjust itself according to the surrounding environment. The results achieved demonstrate the effectiveness of the technique in dealing with human-robot interaction in a relatively crowded environment [7]
Change blindness: eradication of gestalt strategies
Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task
Measuring and modeling the perception of natural and unconstrained gaze in humans and machines
Humans are remarkably adept at interpreting the gaze direction of other individuals in their surroundings. This skill is at the core of the ability to engage in joint visual attention, which is essential for establishing social interactions. How accurate are humans in determining the gaze direction of others in lifelike scenes, when they can move their heads and eyes freely, and what are the sources of information for the underlying perceptual processes? These questions pose a challenge from both empirical and computational perspectives, due to the complexity of the visual input in real-life situations. Here we measure empirically human accuracy in perceiving the gaze direction of others in lifelike scenes, and study computationally the sources of information and representations underlying this cognitive capacity. We show that humans perform better in face-to-face conditions compared with recorded conditions, and that this advantage is not due to the availability of input dynamics. We further show that humans are still performing well when only the eyes-region is visible, rather than the whole face. We develop a computational model, which replicates the pattern of human performance, including the finding that the eyes-region contains on its own, the required information for estimating both head orientation and direction of gaze. Consistent with neurophysiological findings on task-specific face regions in the brain, the learned computational representations reproduce perceptual effects such as the Wollaston illusion, when trained to estimate direction of gaze, but not when trained to recognize objects or faces.This work was supported by the Center for Brains, Minds and Machines (CBMM), funded by NSF STC award CCF – 1231216
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