1,797 research outputs found

    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

    Unsupervised routine discovery in egocentric photo-streams

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    The routine of a person is defined by the occurrence of activities throughout different days, and can directly affect the person's health. In this work, we address the recognition of routine related days. To do so, we rely on egocentric images, which are recorded by a wearable camera and allow to monitor the life of the user from a first-person view perspective. We propose an unsupervised model that identifies routine related days, following an outlier detection approach. We test the proposed framework over a total of 72 days in the form of photo-streams covering around 2 weeks of the life of 5 different camera wearers. Our model achieves an average of 76% Accuracy and 68% Weighted F-Score for all the users. Thus, we show that our framework is able to recognise routine related days and opens the door to the understanding of the behaviour of people

    Egocentric Vision-based Future Vehicle Localization for Intelligent Driving Assistance Systems

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    Predicting the future location of vehicles is essential for safety-critical applications such as advanced driver assistance systems (ADAS) and autonomous driving. This paper introduces a novel approach to simultaneously predict both the location and scale of target vehicles in the first-person (egocentric) view of an ego-vehicle. We present a multi-stream recurrent neural network (RNN) encoder-decoder model that separately captures both object location and scale and pixel-level observations for future vehicle localization. We show that incorporating dense optical flow improves prediction results significantly since it captures information about motion as well as appearance change. We also find that explicitly modeling future motion of the ego-vehicle improves the prediction accuracy, which could be especially beneficial in intelligent and automated vehicles that have motion planning capability. To evaluate the performance of our approach, we present a new dataset of first-person videos collected from a variety of scenarios at road intersections, which are particularly challenging moments for prediction because vehicle trajectories are diverse and dynamic.Comment: To appear on ICRA 201

    An Outlook into the Future of Egocentric Vision

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    What will the future be? We wonder! In this survey, we explore the gap between current research in egocentric vision and the ever-anticipated future, where wearable computing, with outward facing cameras and digital overlays, is expected to be integrated in our every day lives. To understand this gap, the article starts by envisaging the future through character-based stories, showcasing through examples the limitations of current technology. We then provide a mapping between this future and previously defined research tasks. For each task, we survey its seminal works, current state-of-the-art methodologies and available datasets, then reflect on shortcomings that limit its applicability to future research. Note that this survey focuses on software models for egocentric vision, independent of any specific hardware. The paper concludes with recommendations for areas of immediate explorations so as to unlock our path to the future always-on, personalised and life-enhancing egocentric vision.Comment: We invite comments, suggestions and corrections here: https://openreview.net/forum?id=V3974SUk1

    Analysis of the hands in egocentric vision: A survey

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    Egocentric vision (a.k.a. first-person vision - FPV) applications have thrived over the past few years, thanks to the availability of affordable wearable cameras and large annotated datasets. The position of the wearable camera (usually mounted on the head) allows recording exactly what the camera wearers have in front of them, in particular hands and manipulated objects. This intrinsic advantage enables the study of the hands from multiple perspectives: localizing hands and their parts within the images; understanding what actions and activities the hands are involved in; and developing human-computer interfaces that rely on hand gestures. In this survey, we review the literature that focuses on the hands using egocentric vision, categorizing the existing approaches into: localization (where are the hands or parts of them?); interpretation (what are the hands doing?); and application (e.g., systems that used egocentric hand cues for solving a specific problem). Moreover, a list of the most prominent datasets with hand-based annotations is provided

    Multitask Learning to Improve Egocentric Action Recognition

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    In this work we employ multitask learning to capitalize on the structure that exists in related supervised tasks to train complex neural networks. It allows training a network for multiple objectives in parallel, in order to improve performance on at least one of them by capitalizing on a shared representation that is developed to accommodate more information than it otherwise would for a single task. We employ this idea to tackle action recognition in egocentric videos by introducing additional supervised tasks. We consider learning the verbs and nouns from which action labels consist of and predict coordinates that capture the hand locations and the gaze-based visual saliency for all the frames of the input video segments. This forces the network to explicitly focus on cues from secondary tasks that it might otherwise have missed resulting in improved inference. Our experiments on EPIC-Kitchens and EGTEA Gaze+ show consistent improvements when training with multiple tasks over the single-task baseline. Furthermore, in EGTEA Gaze+ we outperform the state-of-the-art in action recognition by 3.84%. Apart from actions, our method produces accurate hand and gaze estimations as side tasks, without requiring any additional input at test time other than the RGB video clips.Comment: 10 pages, 3 figures, accepted at the 5th Egocentric Perception, Interaction and Computing (EPIC) workshop at ICCV 2019, code repository: https://github.com/georkap/hand_track_classificatio

    Understanding First-Person and Third-Person Videos in Computer Vision

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    Due to advancements in technology and social media, a large amount of visual information is created. There is a lot of interesting research going on in Computer Vision that takes into consideration either visual information generated by first-person (egocentric) or third-person(exocentric) cameras. Video data generated by YouTubers, Surveillance cameras, and Drones which is referred to as third-person or exocentric video data. Whereas first-person or egocentric is the one which is generated by GoPro cameras and Google Glass. Exocentric view capture wide and global views whereas egocentric view capture activities an actor is involved in w.r.t. objects. These two perspectives seem to be independent yet related. In Computer Vision, these two perspectives have been studied by various domains like Activity Recognition, Object Detection, Action Recognition, and Summarization independently. Their relationship and comparison are less discussed in the literature. This paper tries to bridge this gap by presenting a systematic study of first-person and third-person videos. Further, we implemented an algorithm to classify videos as first-person/third-person with the validation accuracy of 88.4% and an F1-score of 86.10% using the Charades dataset.
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