252 research outputs found

    "Mental Rotation" by Optimizing Transforming Distance

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    The human visual system is able to recognize objects despite transformations that can drastically alter their appearance. To this end, much effort has been devoted to the invariance properties of recognition systems. Invariance can be engineered (e.g. convolutional nets), or learned from data explicitly (e.g. temporal coherence) or implicitly (e.g. by data augmentation). One idea that has not, to date, been explored is the integration of latent variables which permit a search over a learned space of transformations. Motivated by evidence that people mentally simulate transformations in space while comparing examples, so-called "mental rotation", we propose a transforming distance. Here, a trained relational model actively transforms pairs of examples so that they are maximally similar in some feature space yet respect the learned transformational constraints. We apply our method to nearest-neighbour problems on the Toronto Face Database and NORB

    Visual scene recognition with biologically relevant generative models

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    This research focuses on developing visual object categorization methodologies that are based on machine learning techniques and biologically inspired generative models of visual scene recognition. Modelling the statistical variability in visual patterns, in the space of features extracted from them by an appropriate low level signal processing technique, is an important matter of investigation for both humans and machines. To study this problem, we have examined in detail two recent probabilistic models of vision: a simple multivariate Gaussian model as suggested by (Karklin & Lewicki, 2009) and a restricted Boltzmann machine (RBM) proposed by (Hinton, 2002). Both the models have been widely used for visual object classification and scene analysis tasks before. This research highlights that these models on their own are not plausible enough to perform the classification task, and suggests Fisher kernel as a means of inducing discrimination into these models for classification power. Our empirical results on standard benchmark data sets reveal that the classification performance of these generative models could be significantly boosted near to the state of the art performance, by drawing a Fisher kernel from compact generative models that computes the data labels in a fraction of total computation time. We compare the proposed technique with other distance based and kernel based classifiers to show how computationally efficient the Fisher kernels are. To the best of our knowledge, Fisher kernel has not been drawn from the RBM before, so the work presented in the thesis is novel in terms of its idea and application to vision problem

    Expressive movement generation with machine learning

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    Movement is an essential aspect of our lives. Not only do we move to interact with our physical environment, but we also express ourselves and communicate with others through our movements. In an increasingly computerized world where various technologies and devices surround us, our movements are essential parts of our interaction with and consumption of computational devices and artifacts. In this context, incorporating an understanding of our movements within the design of the technologies surrounding us can significantly improve our daily experiences. This need has given rise to the field of movement computing – developing computational models of movement that can perceive, manipulate, and generate movements. In this thesis, we contribute to the field of movement computing by building machine-learning-based solutions for automatic movement generation. In particular, we focus on using machine learning techniques and motion capture data to create controllable, generative movement models. We also contribute to the field by creating datasets, tools, and libraries that we have developed during our research. We start our research by reviewing the works on building automatic movement generation systems using machine learning techniques and motion capture data. Our review covers background topics such as high-level movement characterization, training data, features representation, machine learning models, and evaluation methods. Building on our literature review, we present WalkNet, an interactive agent walking movement controller based on neural networks. The expressivity of virtual, animated agents plays an essential role in their believability. Therefore, WalkNet integrates controlling the expressive qualities of movement with the goal-oriented behaviour of an animated virtual agent. It allows us to control the generation based on the valence and arousal levels of affect, the movement’s walking direction, and the mover’s movement signature in real-time. Following WalkNet, we look at controlling movement generation using more complex stimuli such as music represented by audio signals (i.e., non-symbolic music). Music-driven dance generation involves a highly non-linear mapping between temporally dense stimuli (i.e., the audio signal) and movements, which renders a more challenging modelling movement problem. To this end, we present GrooveNet, a real-time machine learning model for music-driven dance generation
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