606 research outputs found

    Identifying First-person Camera Wearers in Third-person Videos

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    We consider scenarios in which we wish to perform joint scene understanding, object tracking, activity recognition, and other tasks in environments in which multiple people are wearing body-worn cameras while a third-person static camera also captures the scene. To do this, we need to establish person-level correspondences across first- and third-person videos, which is challenging because the camera wearer is not visible from his/her own egocentric video, preventing the use of direct feature matching. In this paper, we propose a new semi-Siamese Convolutional Neural Network architecture to address this novel challenge. We formulate the problem as learning a joint embedding space for first- and third-person videos that considers both spatial- and motion-domain cues. A new triplet loss function is designed to minimize the distance between correct first- and third-person matches while maximizing the distance between incorrect ones. This end-to-end approach performs significantly better than several baselines, in part by learning the first- and third-person features optimized for matching jointly with the distance measure itself

    Going Deeper into First-Person Activity Recognition

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    We bring together ideas from recent work on feature design for egocentric action recognition under one framework by exploring the use of deep convolutional neural networks (CNN). Recent work has shown that features such as hand appearance, object attributes, local hand motion and camera ego-motion are important for characterizing first-person actions. To integrate these ideas under one framework, we propose a twin stream network architecture, where one stream analyzes appearance information and the other stream analyzes motion information. Our appearance stream encodes prior knowledge of the egocentric paradigm by explicitly training the network to segment hands and localize objects. By visualizing certain neuron activation of our network, we show that our proposed architecture naturally learns features that capture object attributes and hand-object configurations. Our extensive experiments on benchmark egocentric action datasets show that our deep architecture enables recognition rates that significantly outperform state-of-the-art techniques -- an average 6.6%6.6\% increase in accuracy over all datasets. Furthermore, by learning to recognize objects, actions and activities jointly, the performance of individual recognition tasks also increase by 30%30\% (actions) and 14%14\% (objects). We also include the results of extensive ablative analysis to highlight the importance of network design decisions.

    Future Person Localization in First-Person Videos

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    We present a new task that predicts future locations of people observed in first-person videos. Consider a first-person video stream continuously recorded by a wearable camera. Given a short clip of a person that is extracted from the complete stream, we aim to predict that person's location in future frames. To facilitate this future person localization ability, we make the following three key observations: a) First-person videos typically involve significant ego-motion which greatly affects the location of the target person in future frames; b) Scales of the target person act as a salient cue to estimate a perspective effect in first-person videos; c) First-person videos often capture people up-close, making it easier to leverage target poses (e.g., where they look) for predicting their future locations. We incorporate these three observations into a prediction framework with a multi-stream convolution-deconvolution architecture. Experimental results reveal our method to be effective on our new dataset as well as on a public social interaction dataset.Comment: Accepted to CVPR 201

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    ECO: Egocentric Cognitive Mapping

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    We present a new method to localize a camera within a previously unseen environment perceived from an egocentric point of view. Although this is, in general, an ill-posed problem, humans can effortlessly and efficiently determine their relative location and orientation and navigate into a previously unseen environments, e.g., finding a specific item in a new grocery store. To enable such a capability, we design a new egocentric representation, which we call ECO (Egocentric COgnitive map). ECO is biologically inspired, by the cognitive map that allows human navigation, and it encodes the surrounding visual semantics with respect to both distance and orientation. ECO possesses three main properties: (1) reconfigurability: complex semantics and geometry is captured via the synthesis of atomic visual representations (e.g., image patch); (2) robustness: the visual semantics are registered in a geometrically consistent way (e.g., aligning with respect to the gravity vector, frontalizing, and rescaling to canonical depth), thus enabling us to learn meaningful atomic representations; (3) adaptability: a domain adaptation framework is designed to generalize the learned representation without manual calibration. As a proof-of-concept, we use ECO to localize a camera within real-world scenes---various grocery stores---and demonstrate performance improvements when compared to existing semantic localization approaches
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