1,278 research outputs found
The Evolution of First Person Vision Methods: A Survey
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
Machine Analysis of Facial Expressions
No abstract
Robust and real-time hand detection and tracking in monocular video
In recent years, personal computing devices such as laptops, tablets and smartphones have become ubiquitous. Moreover, intelligent sensors are being integrated into many consumer devices such as eyeglasses, wristwatches and smart televisions. With the advent of touchscreen technology, a new human-computer interaction (HCI) paradigm arose that allows users to interface with their device in an intuitive manner. Using simple gestures, such as swipe or pinch movements, a touchscreen can be used to directly interact with a virtual environment. Nevertheless, touchscreens still form a physical barrier between the virtual interface and the real world.
An increasingly popular field of research that tries to overcome this limitation, is video based gesture recognition, hand detection and hand tracking. Gesture based interaction allows the user to directly interact with the computer in a natural manner by exploring a virtual reality using nothing but his own body language.
In this dissertation, we investigate how robust hand detection and tracking can be accomplished under real-time constraints. In the context of human-computer interaction, real-time is defined as both low latency and low complexity, such that a complete video frame can be processed before the next one becomes available. Furthermore, for practical applications, the algorithms should be robust to illumination changes, camera motion, and cluttered backgrounds in the scene. Finally, the system should be able to initialize automatically, and to detect and recover from tracking failure. We study a wide variety of existing algorithms, and propose significant improvements and novel methods to build a complete detection and tracking system that meets these requirements.
Hand detection, hand tracking and hand segmentation are related yet technically different challenges. Whereas detection deals with finding an object in a static image, tracking considers temporal information and is used to track the position of an object over time, throughout a video sequence. Hand segmentation is the task of estimating the hand contour, thereby separating the object from its background.
Detection of hands in individual video frames allows us to automatically initialize our tracking algorithm, and to detect and recover from tracking failure. Human hands are highly articulated objects, consisting of finger parts that are connected with joints. As a result, the appearance of a hand can vary greatly, depending on the assumed hand pose. Traditional detection algorithms often assume that the appearance of the object of interest can be described using a rigid model and therefore can not be used to robustly detect human hands. Therefore, we developed an algorithm that detects hands by exploiting their articulated nature. Instead of resorting to a template based approach, we probabilistically model the spatial relations between different hand parts, and the centroid of the hand. Detecting hand parts, such as fingertips, is much easier than detecting a complete hand. Based on our model of the spatial configuration of hand parts, the detected parts can be used to obtain an estimate of the complete hand's position. To comply with the real-time constraints, we developed techniques to speed-up the process by efficiently discarding unimportant information in the image. Experimental results show that our method is competitive with the state-of-the-art in object detection while providing a reduction in computational complexity with a factor 1 000. Furthermore, we showed that our algorithm can also be used to detect other articulated objects such as persons or animals and is therefore not restricted to the task of hand detection.
Once a hand has been detected, a tracking algorithm can be used to continuously track its position in time. We developed a probabilistic tracking method that can cope with uncertainty caused by image noise, incorrect detections, changing illumination, and camera motion. Furthermore, our tracking system automatically determines the number of hands in the scene, and can cope with hands entering or leaving the video canvas. We introduced several novel techniques that greatly increase tracking robustness, and that can also be applied in other domains than hand tracking. To achieve real-time processing, we investigated several techniques to reduce the search space of the problem, and deliberately employ methods that are easily parallelized on modern hardware. Experimental results indicate that our methods outperform the state-of-the-art in hand tracking, while providing a much lower computational complexity.
One of the methods used by our probabilistic tracking algorithm, is optical flow estimation. Optical flow is defined as a 2D vector field describing the apparent velocities of objects in a 3D scene, projected onto the image plane. Optical flow is known to be used by many insects and birds to visually track objects and to estimate their ego-motion. However, most optical flow estimation methods described in literature are either too slow to be used in real-time applications, or are not robust to illumination changes and fast motion. We therefore developed an optical flow algorithm that can cope with large displacements, and that is illumination independent.
Furthermore, we introduce a regularization technique that ensures a smooth flow-field. This regularization scheme effectively reduces the number of noisy and incorrect flow-vector estimates, while maintaining the ability to handle motion discontinuities caused by object boundaries in the scene.
The above methods are combined into a hand tracking framework which can be used for interactive applications in unconstrained environments. To demonstrate the possibilities of gesture based human-computer interaction, we developed a new type of computer display. This display is completely transparent, allowing multiple users to perform collaborative tasks while maintaining eye contact. Furthermore, our display produces an image that seems to float in thin air, such that users can touch the virtual image with their hands. This floating imaging display has been showcased on several national and international events and tradeshows.
The research that is described in this dissertation has been evaluated thoroughly by comparing detection and tracking results with those obtained by state-of-the-art algorithms. These comparisons show that the proposed methods outperform most algorithms in terms of accuracy, while achieving a much lower computational complexity, resulting in a real-time implementation. Results are discussed in depth at the end of each chapter. This research further resulted in an international journal publication; a second journal paper that has been submitted and is under review at the time of writing this dissertation; nine international conference publications; a national conference publication; a commercial license agreement concerning the research results; two hardware prototypes of a new type of computer display; and a software demonstrator
Facial Expression Analysis under Partial Occlusion: A Survey
Automatic machine-based Facial Expression Analysis (FEA) has made substantial
progress in the past few decades driven by its importance for applications in
psychology, security, health, entertainment and human computer interaction. The
vast majority of completed FEA studies are based on non-occluded faces
collected in a controlled laboratory environment. Automatic expression
recognition tolerant to partial occlusion remains less understood, particularly
in real-world scenarios. In recent years, efforts investigating techniques to
handle partial occlusion for FEA have seen an increase. The context is right
for a comprehensive perspective of these developments and the state of the art
from this perspective. This survey provides such a comprehensive review of
recent advances in dataset creation, algorithm development, and investigations
of the effects of occlusion critical for robust performance in FEA systems. It
outlines existing challenges in overcoming partial occlusion and discusses
possible opportunities in advancing the technology. To the best of our
knowledge, it is the first FEA survey dedicated to occlusion and aimed at
promoting better informed and benchmarked future work.Comment: Authors pre-print of the article accepted for publication in ACM
Computing Surveys (accepted on 02-Nov-2017
A Fuzzy-Logic Approach to Dynamic Bayesian Severity Level Classification of Driver Distraction Using Image Recognition
open access articleDetecting and classifying driver distractions is crucial in the prevention of road accidents. These distractions impact both driver behavior and vehicle dynamics. Knowing the degree of driver distraction can aid in accident prevention techniques, including transitioning of control to a level 4 semi- autonomous vehicle, when a high distraction severity level is reached. Thus, enhancement of Advanced Driving Assistance Systems (ADAS) is a critical component in the safety of vehicle drivers and other road users. In this paper, a new methodology is introduced, using an expert knowledge rule system to predict the severity of distraction in a contiguous set of video frames using the Naturalistic Driving American University of Cairo (AUC) Distraction Dataset. A multi-class distraction system comprises the face orientation, drivers’ activities, hands and previous driver distraction, a severity classification model is developed as a discrete dynamic Bayesian (DDB). Furthermore, a Mamdani-based fuzzy system was implemented to detect multi- class of distractions into a severity level of safe, careless or dangerous driving. Thus, if a high level of severity is reached the semi-autonomous vehicle will take control. The result further shows that some instances of driver’s distraction may quickly transition from a careless to dangerous driving in a multi-class distraction context
Unsupervised Understanding of Location and Illumination Changes in Egocentric Videos
Wearable cameras stand out as one of the most promising devices for the
upcoming years, and as a consequence, the demand of computer algorithms to
automatically understand the videos recorded with them is increasing quickly.
An automatic understanding of these videos is not an easy task, and its mobile
nature implies important challenges to be faced, such as the changing light
conditions and the unrestricted locations recorded. This paper proposes an
unsupervised strategy based on global features and manifold learning to endow
wearable cameras with contextual information regarding the light conditions and
the location captured. Results show that non-linear manifold methods can
capture contextual patterns from global features without compromising large
computational resources. The proposed strategy is used, as an application case,
as a switching mechanism to improve the hand-detection problem in egocentric
videos.Comment: Submitted for publicatio
QUEST Hierarchy for Hyperspectral Face Recognition
Face recognition is an attractive biometric due to the ease in which photographs of the human face can be acquired and processed. The non-intrusive ability of many surveillance systems permits face recognition applications to be used in a myriad of environments. Despite decades of impressive research in this area, face recognition still struggles with variations in illumination, pose and expression not to mention the larger challenge of willful circumvention. The integration of supporting contextual information in a fusion hierarchy known as QUalia Exploitation of Sensor Technology (QUEST) is a novel approach for hyperspectral face recognition that results in performance advantages and a robustness not seen in leading face recognition methodologies. This research demonstrates a method for the exploitation of hyperspectral imagery and the intelligent processing of contextual layers of spatial, spectral, and temporal information. This approach illustrates the benefit of integrating spatial and spectral domains of imagery for the automatic extraction and integration of novel soft features (biometric). The establishment of the QUEST methodology for face recognition results in an engineering advantage in both performance and efficiency compared to leading and classical face recognition techniques. An interactive environment for the testing and expansion of this recognition framework is also provided
Audio-coupled video content understanding of unconstrained video sequences
Unconstrained video understanding is a difficult task. The main aim of this thesis is to
recognise the nature of objects, activities and environment in a given video clip using
both audio and video information. Traditionally, audio and video information has not
been applied together for solving such complex task, and for the first time we propose,
develop, implement and test a new framework of multi-modal (audio and video) data
analysis for context understanding and labelling of unconstrained videos.
The framework relies on feature selection techniques and introduces a novel algorithm
(PCFS) that is faster than the well-established SFFS algorithm. We use the framework for
studying the benefits of combining audio and video information in a number of different
problems. We begin by developing two independent content recognition modules. The
first one is based on image sequence analysis alone, and uses a range of colour, shape,
texture and statistical features from image regions with a trained classifier to recognise
the identity of objects, activities and environment present. The second module uses audio
information only, and recognises activities and environment. Both of these approaches
are preceded by detailed pre-processing to ensure that correct video segments containing
both audio and video content are present, and that the developed system can be made
robust to changes in camera movement, illumination, random object behaviour etc. For
both audio and video analysis, we use a hierarchical approach of multi-stage
classification such that difficult classification tasks can be decomposed into simpler and
smaller tasks.
When combining both modalities, we compare fusion techniques at different levels of
integration and propose a novel algorithm that combines advantages of both feature and
decision-level fusion. The analysis is evaluated on a large amount of test data comprising
unconstrained videos collected for this work. We finally, propose a decision correction
algorithm which shows that further steps towards combining multi-modal classification
information effectively with semantic knowledge generates the best possible results
- …