68,582 research outputs found

    Learning an Interactive Segmentation System

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    Many successful applications of computer vision to image or video manipulation are interactive by nature. However, parameters of such systems are often trained neglecting the user. Traditionally, interactive systems have been treated in the same manner as their fully automatic counterparts. Their performance is evaluated by computing the accuracy of their solutions under some fixed set of user interactions. This paper proposes a new evaluation and learning method which brings the user in the loop. It is based on the use of an active robot user - a simulated model of a human user. We show how this approach can be used to evaluate and learn parameters of state-of-the-art interactive segmentation systems. We also show how simulated user models can be integrated into the popular max-margin method for parameter learning and propose an algorithm to solve the resulting optimisation problem.Comment: 11 pages, 7 figures, 4 table

    A study of search intermediary working notes: implications for IR system design

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    This paper reports findings from an exploratory study investigating working notes created during encoding and external storage (EES) processes, by human search intermediates using a Boolean information retrieval (JR) system. EES processes have been an important area of research in educational contexts where students create and use notes to facilitate learning. In the context of interactive IR, encoding can be conceptualized as the process of creating working notes to help in the understanding and translating a user's information problem into a search strategy suitable for use with an IR system. External storage is the process of using working notes to facilitate interaction with IR systems. Analysis of 221 sets of working notes created by human search intermediaries revealed extensive use of EES processes and the creation of working notes of textual, numerical and graphical entities. Nearly 70% of recorded working notes were textual/numerical entities, nearly 30% were graphical entities and 0.73% were indiscernible. Segmentation devices were also used in 48% of the working notes. The creation of working notes during EES processes was a fundamental element within the mediated, interactive IR process. Implications for the design of IR interfaces to support users' EES processes and further research is discussed

    IMPROVING EFFICIENCY AND SCALABILITY IN VISUAL SURVEILLANCE APPLICATIONS

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    We present four contributions to visual surveillance: (a) an action recognition method based on the characteristics of human motion in image space; (b) a study of the strengths of five regression techniques for monocular pose estimation that highlights the advantages of kernel PLS; (c) a learning-based method for detecting objects carried by humans requiring minimal annotation; (d) an interactive video segmentation system that reduces supervision by using occlusion and long term spatio-temporal structure information. We propose a representation for human actions that is based solely on motion information and that leverages the characteristics of human movement in the image space. The representation is best suited to visual surveillance settings in which the actions of interest are highly constrained, but also works on more general problems if the actions are ballistic in nature. Our computationally efficient representation achieves good recognition performance on both a commonly used action recognition dataset and on a dataset we collected to simulate a checkout counter. We study discriminative methods for 3D human pose estimation from single images, which build a map from image features to pose. The main difficulty with these methods is the insufficiency of training data due to the high dimensionality of the pose space. However, real datasets can be augmented with data from character animation software, so the scalability of existing approaches becomes important. We argue that Kernel Partial Least Squares approximates Gaussian Process regression robustly, enabling the use of larger datasets, and we show in experiments that kPLS outperforms two state-of-the-art methods based on GP. The high variability in the appearance of carried objects suggests using their relation to the human silhouette to detect them. We adopt a generate-and-test approach that produces candidate regions from protrusion, color contrast and occlusion boundary cues and then filters them with a kernel SVM classifier on context features. Our method exceeds state of the art accuracy and has good generalization capability. We also propose a Multiple Instance Learning framework for the classifier that reduces annotation effort by two orders of magnitude while maintaining comparable accuracy. Finally, we present an interactive video segmentation system that trades off a small amount of segmentation quality for significantly less supervision than necessary in systems in the literature. While applications like video editing could not directly use the output of our system, reasoning about the trajectories of objects in a scene or learning coarse appearance models is still possible. The unsupervised segmentation component at the base of our system effectively employs occlusion boundary cues and achieves competitive results on an unsupervised segmentation dataset. On videos used to evaluate interactive methods, our system requires less interaction time than others, does not rely on appearance information and can extract multiple objects at the same time

    Crowdsourcing in Computer Vision

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    Computer vision systems require large amounts of manually annotated data to properly learn challenging visual concepts. Crowdsourcing platforms offer an inexpensive method to capture human knowledge and understanding, for a vast number of visual perception tasks. In this survey, we describe the types of annotations computer vision researchers have collected using crowdsourcing, and how they have ensured that this data is of high quality while annotation effort is minimized. We begin by discussing data collection on both classic (e.g., object recognition) and recent (e.g., visual story-telling) vision tasks. We then summarize key design decisions for creating effective data collection interfaces and workflows, and present strategies for intelligently selecting the most important data instances to annotate. Finally, we conclude with some thoughts on the future of crowdsourcing in computer vision.Comment: A 69-page meta review of the field, Foundations and Trends in Computer Graphics and Vision, 201
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