1,804 research outputs found

    Feature-based Lucas-Kanade and Active Appearance Models

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    Lucas-Kanade and Active Appearance Models are among the most commonly used methods for image alignment and facial fitting, respectively. They both utilize non-linear gradient descent, which is usually applied on intensity values. In this paper, we propose the employment of highly-descriptive, densely-sampled image features for both problems. We show that the strategy of warping the multi-channel dense feature image at each iteration is more beneficial than extracting features after warping the intensity image at each iteration. Motivated by this observation, we demonstrate robust and accurate alignment and fitting performance using a variety of powerful feature descriptors. Especially with the employment of HOG and SIFT features, our method significantly outperforms the current state-of-the-art results on in-the-wild databases

    Classifying Human Leg Motions with Uniaxial Piezoelectric Gyroscopes

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    This paper provides a comparative study on the different techniques of classifying human leg motions that are performed using two low-cost uniaxial piezoelectric gyroscopes worn on the leg. A number of feature sets, extracted from the raw inertial sensor data in different ways, are used in the classification process. The classification techniques implemented and compared in this study are: Bayesian decision making (BDM), a rule-based algorithm (RBA) or decision tree, least-squares method (LSM), k-nearest neighbor algorithm (k-NN), dynamic time warping (DTW), support vector machines (SVM), and artificial neural networks (ANN). A performance comparison of these classification techniques is provided in terms of their correct differentiation rates, confusion matrices, computational cost, and training and storage requirements. Three different cross-validation techniques are employed to validate the classifiers. The results indicate that BDM, in general, results in the highest correct classification rate with relatively small computational cost

    Human Motion Trajectory Prediction: A Survey

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    With growing numbers of intelligent autonomous systems in human environments, the ability of such systems to perceive, understand and anticipate human behavior becomes increasingly important. Specifically, predicting future positions of dynamic agents and planning considering such predictions are key tasks for self-driving vehicles, service robots and advanced surveillance systems. This paper provides a survey of human motion trajectory prediction. We review, analyze and structure a large selection of work from different communities and propose a taxonomy that categorizes existing methods based on the motion modeling approach and level of contextual information used. We provide an overview of the existing datasets and performance metrics. We discuss limitations of the state of the art and outline directions for further research.Comment: Submitted to the International Journal of Robotics Research (IJRR), 37 page

    Parametric Human Movements:Learning, Synthesis, Recognition, and Tracking

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    SEGMENTATION, RECOGNITION, AND ALIGNMENT OF COLLABORATIVE GROUP MOTION

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    Modeling and recognition of human motion in videos has broad applications in behavioral biometrics, content-based visual data analysis, security and surveillance, as well as designing interactive environments. Significant progress has been made in the past two decades by way of new models, methods, and implementations. In this dissertation, we focus our attention on a relatively less investigated sub-area called collaborative group motion analysis. Collaborative group motions are those that typically involve multiple objects, wherein the motion patterns of individual objects may vary significantly in both space and time, but the collective motion pattern of the ensemble allows characterization in terms of geometry and statistics. Therefore, the motions or activities of an individual object constitute local information. A framework to synthesize all local information into a holistic view, and to explicitly characterize interactions among objects, involves large scale global reasoning, and is of significant complexity. In this dissertation, we first review relevant previous contributions on human motion/activity modeling and recognition, and then propose several approaches to answer a sequence of traditional vision questions including 1) which of the motion elements among all are the ones relevant to a group motion pattern of interest (Segmentation); 2) what is the underlying motion pattern (Recognition); and 3) how two motion ensembles are similar and how we can 'optimally' transform one to match the other (Alignment). Our primary practical scenario is American football play, where the corresponding problems are 1) who are offensive players; 2) what are the offensive strategy they are using; and 3) whether two plays are using the same strategy and how we can remove the spatio-temporal misalignment between them due to internal or external factors. The proposed approaches discard traditional modeling paradigm but explore either concise descriptors, hierarchies, stochastic mechanism, or compact generative model to achieve both effectiveness and efficiency. In particular, the intrinsic geometry of the spaces of the involved features/descriptors/quantities is exploited and statistical tools are established on these nonlinear manifolds. These initial attempts have identified new challenging problems in complex motion analysis, as well as in more general tasks in video dynamics. The insights gained from nonlinear geometric modeling and analysis in this dissertation may hopefully be useful toward a broader class of computer vision applications

    Systemic approach to architectural performance: The media mix in the creative design process

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    First-hand experiences in several design projects that were based on media richness and collaboration are described in this article. Although complex design processes are merely considered as socio-technical systems, they are deeply involved with natural systems. My collaborative research in the field of performance-oriented design combines digital and physical conceptual sketches, simulations and prototyping. GIGA-mapping - is applied to organise the data. The design process uses the most suitable tools, for the subtasks at hand, and the use of media is mixed according to particular requirements. These tools include digital and physical GIGA-mapping, parametric computer aided design (CAD), digital simulation of analyses, as well as sampling and 1:1 prototyping. Also discussed in this article are the methodologies used in several design projects to strategize these tools and the developments and trends in the tools employed. The paper argues that the digital tools tend to produce similar results through given pre-sets that often do not correspond to real needs. Thus, there is a significant need for mixed methods including prototyping in the creative design process. Media mixing and cooperation across disciplines is unavoidable in the holistic approach to contemporary design. This includes the consideration of diverse biotic and abiotic agents. I argue that physical and digital GIGA-mapping is a crucial tool to use in coping with this complexity. Furthermore, I propose the integration of physical and digital outputs in one GIGA-map and the participation and co-design of biotic and abiotic agents into one rich design research space, which is resulting in an ever-evolving research-design process-result time-based design

    Creation of Large Scale Face Dataset Using Single Training Image

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    Face recognition (FR) has become one of the most successful applications of image analysis and understanding in computer vision. The learning-based model in FR is considered as one of the most favorable problem-solving methods to this issue, which leads to the requirement of large training data sets in order to achieve higher recognition accuracy. However, the availability of only a limited number of face images for training a FR system is always a common problem in practical applications. A new framework to create a face database from a single input image for training purposes is proposed in this dissertation research. The proposed method employs the integration of 3D Morphable Model (3DMM) and Differential Evolution (DE) algorithms. Benefitting from DE\u27s successful performance, 3D face models can be created based on a single 2D image with respect to various illumination and pose contexts. An image deformation technique is also introduced to enhance the quality of synthesized images. The experimental results demonstrate that the proposed method is able to automatically create a virtual 3D face dataset from a single 2D image with high performance. Moreover the new dataset is capable of providing large number of face images equipped with abundant variations. The validation process shows that there is only an insignificant difference between the input image and the 2D face image projected by the 3D model. Research work is progressing to consider a nonlinear manifold learning methodology to embed the synthetically created dataset of an individual so that a test image of the person will be attracted to the respective manifold for accurate recognition
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