1,507 research outputs found

    PlaNet - Photo Geolocation with Convolutional Neural Networks

    Full text link
    Is it possible to build a system to determine the location where a photo was taken using just its pixels? In general, the problem seems exceptionally difficult: it is trivial to construct situations where no location can be inferred. Yet images often contain informative cues such as landmarks, weather patterns, vegetation, road markings, and architectural details, which in combination may allow one to determine an approximate location and occasionally an exact location. Websites such as GeoGuessr and View from your Window suggest that humans are relatively good at integrating these cues to geolocate images, especially en-masse. In computer vision, the photo geolocation problem is usually approached using image retrieval methods. In contrast, we pose the problem as one of classification by subdividing the surface of the earth into thousands of multi-scale geographic cells, and train a deep network using millions of geotagged images. While previous approaches only recognize landmarks or perform approximate matching using global image descriptors, our model is able to use and integrate multiple visible cues. We show that the resulting model, called PlaNet, outperforms previous approaches and even attains superhuman levels of accuracy in some cases. Moreover, we extend our model to photo albums by combining it with a long short-term memory (LSTM) architecture. By learning to exploit temporal coherence to geolocate uncertain photos, we demonstrate that this model achieves a 50% performance improvement over the single-image model

    Multimodal game bot detection using user behavioral characteristics

    Get PDF

    Computer models of saliency alone fail to predict subjective visual attention to landmarks during observed navigation

    Get PDF
    This study aimed to understand whether or not computer models of saliency could explain landmark saliency. An online survey was conducted and participants were asked to watch videos from a spatial navigation video game (Sea Hero Quest). Participants were asked to pay attention to the environments within which the boat was moving and to rate the perceived saliency of each landmark. In addition, state-of-the-art computer saliency models were used to objectively quantify landmark saliency. No significant relationship was found between objective and subjective saliency measures. This indicates that during passive observation of an environment while being navigated, current automated models of saliency fail to predict subjective reports of visual attention to landmarks

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

    Get PDF

    Identification and Classification of Player Types in Massive Multiplayer Online Games using Avatar Behavior

    Get PDF
    The purpose of our research is to develop an improved methodology for classifying players (identifying deviant players such as terrorists) through multivariate analysis of data from avatar characteristics and behaviors in massive multiplayer online games (MMOGs). To build our classification models, we developed three significant enhancements to the standard Generalized Regression Neural Networks (GRNN) modeling method. The first enhancement is a feature selection technique based on GRNNs, allowing us to tailor our feature set to be best modeled by GRNNs. The second enhancement is a hybrid GRNN which allows each feature to be modeled by a GRNN tailored to its data type. The third enhancement is a spread estimation technique for large data sets that is faster than exhaustive searches, yet more accurate than a standard heuristic. We applied our new techniques to a set of data from the MMOG, Everquest II, to identify deviant players (\u27gold farmers\u27). The identification of gold farmers is similar to labeling terrorists in that the ratio of gold farmer to standard player is extremely small, and the in-game behaviors for a gold farmer have detectable differences from a standard player. Our results were promising given the difficulty of the classification process, primarily the extremely unbalanced data set with a small number of observations from the class of interest. As a screening tool our method identifies a significantly reduced set of avatars and associated players with a much improved probability of containing a number of players displaying deviant behaviors. With further efforts at improving computing efficiencies to allow inclusion of additional features and observations with our framework, we expect even better results
    • …
    corecore