36 research outputs found

    Biologically motivated keypoint detection for RGB-D data

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    With the emerging interest in active vision, computer vision researchers have been increasingly concerned with the mechanisms of attention. Therefore, several visual attention computational models inspired by the human visual system, have been developed, aiming at the detection of regions of interest in images. This thesis is focused on selective visual attention, which provides a mechanism for the brain to focus computational resources on an object at a time, guided by low-level image properties (Bottom-Up attention). The task of recognizing objects in different locations is achieved by focusing on different locations, one at a time. Given the computational requirements of the models proposed, the research in this area has been mainly of theoretical interest. More recently, psychologists, neurobiologists and engineers have developed cooperation's and this has resulted in considerable benefits. The first objective of this doctoral work is to bring together concepts and ideas from these different research areas, providing a study of the biological research on human visual system and a discussion of the interdisciplinary knowledge in this area, as well as the state-of-art on computational models of visual attention (bottom-up). Normally, the visual attention is referred by engineers as saliency: when people fix their look in a particular region of the image, that's because that region is salient. In this research work, saliency methods are presented based on their classification (biological plausible, computational or hybrid) and in a chronological order. A few salient structures can be used for applications like object registration, retrieval or data simplification, being possible to consider these few salient structures as keypoints when aiming at performing object recognition. Generally, object recognition algorithms use a large number of descriptors extracted in a dense set of points, which comes along with very high computational cost, preventing real-time processing. To avoid the problem of the computational complexity required, the features have to be extracted from a small set of points, usually called keypoints. The use of keypoint-based detectors allows the reduction of the processing time and the redundancy in the data. Local descriptors extracted from images have been extensively reported in the computer vision literature. Since there is a large set of keypoint detectors, this suggests the need of a comparative evaluation between them. In this way, we propose to do a description of 2D and 3D keypoint detectors, 3D descriptors and an evaluation of existing 3D keypoint detectors in a public available point cloud library with 3D real objects. The invariance of the 3D keypoint detectors was evaluated according to rotations, scale changes and translations. This evaluation reports the robustness of a particular detector for changes of point-of-view and the criteria used are the absolute and the relative repeatability rate. In our experiments, the method that achieved better repeatability rate was the ISS3D method. The analysis of the human visual system and saliency maps detectors with biological inspiration led to the idea of making an extension for a keypoint detector based on the color information in the retina. Such proposal produced a 2D keypoint detector inspired by the behavior of the early visual system. Our method is a color extension of the BIMP keypoint detector, where we include both color and intensity channels of an image: color information is included in a biological plausible way and multi-scale image features are combined into a single keypoints map. This detector is compared against state-of-art detectors and found particularly well-suited for tasks such as category and object recognition. The recognition process is performed by comparing the extracted 3D descriptors in the locations indicated by the keypoints after mapping the 2D keypoints locations to the 3D space. The evaluation allowed us to obtain the best pair keypoint detector/descriptor on a RGB-D object dataset. Using our keypoint detector and the SHOTCOLOR descriptor a good category recognition rate and object recognition rate were obtained, and it is with the PFHRGB descriptor that we obtain the best results. A 3D recognition system involves the choice of keypoint detector and descriptor. A new method for the detection of 3D keypoints on point clouds is presented and a benchmarking is performed between each pair of 3D keypoint detector and 3D descriptor to evaluate their performance on object and category recognition. These evaluations are done in a public database of real 3D objects. Our keypoint detector is inspired by the behavior and neural architecture of the primate visual system: the 3D keypoints are extracted based on a bottom-up 3D saliency map, which is a map that encodes the saliency of objects in the visual environment. The saliency map is determined by computing conspicuity maps (a combination across different modalities) of the orientation, intensity and color information, in a bottom-up and in a purely stimulusdriven manner. These three conspicuity maps are fused into a 3D saliency map and, finally, the focus of attention (or "keypoint location") is sequentially directed to the most salient points in this map. Inhibiting this location automatically allows the system to attend to the next most salient location. The main conclusions are: with a similar average number of keypoints, our 3D keypoint detector outperforms the other eight 3D keypoint detectors evaluated by achiving the best result in 32 of the evaluated metrics in the category and object recognition experiments, when the second best detector only obtained the best result in 8 of these metrics. The unique drawback is the computational time, since BIK-BUS is slower than the other detectors. Given that differences are big in terms of recognition performance, size and time requirements, the selection of the keypoint detector and descriptor has to be matched to the desired task and we give some directions to facilitate this choice. After proposing the 3D keypoint detector, the research focused on a robust detection and tracking method for 3D objects by using keypoint information in a particle filter. This method consists of three distinct steps: Segmentation, Tracking Initialization and Tracking. The segmentation is made to remove all the background information, reducing the number of points for further processing. In the initialization, we use a keypoint detector with biological inspiration. The information of the object that we want to follow is given by the extracted keypoints. The particle filter does the tracking of the keypoints, so with that we can predict where the keypoints will be in the next frame. In a recognition system, one of the problems is the computational cost of keypoint detectors with this we intend to solve this problem. The experiments with PFBIKTracking method are done indoors in an office/home environment, where personal robots are expected to operate. The Tracking Error evaluates the stability of the general tracking method. We also quantitatively evaluate this method using a "Tracking Error". Our evaluation is done by the computation of the keypoint and particle centroid. Comparing our system that the tracking method which exists in the Point Cloud Library, we archive better results, with a much smaller number of points and computational time. Our method is faster and more robust to occlusion when compared to the OpenniTracker.Com o interesse emergente na visão ativa, os investigadores de visão computacional têm estado cada vez mais preocupados com os mecanismos de atenção. Por isso, uma série de modelos computacionais de atenção visual, inspirado no sistema visual humano, têm sido desenvolvidos. Esses modelos têm como objetivo detetar regiões de interesse nas imagens. Esta tese está focada na atenção visual seletiva, que fornece um mecanismo para que o cérebro concentre os recursos computacionais num objeto de cada vez, guiado pelas propriedades de baixo nível da imagem (atenção Bottom-Up). A tarefa de reconhecimento de objetos em diferentes locais é conseguida através da concentração em diferentes locais, um de cada vez. Dados os requisitos computacionais dos modelos propostos, a investigação nesta área tem sido principalmente de interesse teórico. Mais recentemente, psicólogos, neurobiólogos e engenheiros desenvolveram cooperações e isso resultou em benefícios consideráveis. No início deste trabalho, o objetivo é reunir os conceitos e ideias a partir dessas diferentes áreas de investigação. Desta forma, é fornecido o estudo sobre a investigação da biologia do sistema visual humano e uma discussão sobre o conhecimento interdisciplinar da matéria, bem como um estado de arte dos modelos computacionais de atenção visual (bottom-up). Normalmente, a atenção visual é denominada pelos engenheiros como saliência, se as pessoas fixam o olhar numa determinada região da imagem é porque esta região é saliente. Neste trabalho de investigação, os métodos saliência são apresentados em função da sua classificação (biologicamente plausível, computacional ou híbrido) e numa ordem cronológica. Algumas estruturas salientes podem ser usadas, em vez do objeto todo, em aplicações tais como registo de objetos, recuperação ou simplificação de dados. É possível considerar estas poucas estruturas salientes como pontos-chave, com o objetivo de executar o reconhecimento de objetos. De um modo geral, os algoritmos de reconhecimento de objetos utilizam um grande número de descritores extraídos num denso conjunto de pontos. Com isso, estes têm um custo computacional muito elevado, impedindo que o processamento seja realizado em tempo real. A fim de evitar o problema da complexidade computacional requerido, as características devem ser extraídas a partir de um pequeno conjunto de pontos, geralmente chamados pontoschave. O uso de detetores de pontos-chave permite a redução do tempo de processamento e a quantidade de redundância dos dados. Os descritores locais extraídos a partir das imagens têm sido amplamente reportados na literatura de visão por computador. Uma vez que existe um grande conjunto de detetores de pontos-chave, sugere a necessidade de uma avaliação comparativa entre eles. Desta forma, propomos a fazer uma descrição dos detetores de pontos-chave 2D e 3D, dos descritores 3D e uma avaliação dos detetores de pontos-chave 3D existentes numa biblioteca de pública disponível e com objetos 3D reais. A invariância dos detetores de pontoschave 3D foi avaliada de acordo com variações nas rotações, mudanças de escala e translações. Essa avaliação retrata a robustez de um determinado detetor no que diz respeito às mudanças de ponto-de-vista e os critérios utilizados são as taxas de repetibilidade absoluta e relativa. Nas experiências realizadas, o método que apresentou melhor taxa de repetibilidade foi o método ISS3D. Com a análise do sistema visual humano e dos detetores de mapas de saliência com inspiração biológica, surgiu a ideia de se fazer uma extensão para um detetor de ponto-chave com base na informação de cor na retina. A proposta produziu um detetor de ponto-chave 2D inspirado pelo comportamento do sistema visual. O nosso método é uma extensão com base na cor do detetor de ponto-chave BIMP, onde se incluem os canais de cor e de intensidade de uma imagem. A informação de cor é incluída de forma biológica plausível e as características multi-escala da imagem são combinadas num único mapas de pontos-chave. Este detetor é comparado com os detetores de estado-da-arte e é particularmente adequado para tarefas como o reconhecimento de categorias e de objetos. O processo de reconhecimento é realizado comparando os descritores 3D extraídos nos locais indicados pelos pontos-chave. Para isso, as localizações do pontos-chave 2D têm de ser convertido para o espaço 3D. Isto foi possível porque o conjunto de dados usado contém a localização de cada ponto de no espaço 2D e 3D. A avaliação permitiu-nos obter o melhor par detetor de ponto-chave/descritor num RGB-D object dataset. Usando o nosso detetor de ponto-chave e o descritor SHOTCOLOR, obtemos uma noa taxa de reconhecimento de categorias e para o reconhecimento de objetos é com o descritor PFHRGB que obtemos os melhores resultados. Um sistema de reconhecimento 3D envolve a escolha de detetor de ponto-chave e descritor, por isso é apresentado um novo método para a deteção de pontos-chave em nuvens de pontos 3D e uma análise comparativa é realizada entre cada par de detetor de ponto-chave 3D e descritor 3D para avaliar o desempenho no reconhecimento de categorias e de objetos. Estas avaliações são feitas numa base de dados pública de objetos 3D reais. O nosso detetor de ponto-chave é inspirado no comportamento e na arquitetura neural do sistema visual dos primatas. Os pontos-chave 3D são extraídas com base num mapa de saliências 3D bottom-up, ou seja, um mapa que codifica a saliência dos objetos no ambiente visual. O mapa de saliência é determinada pelo cálculo dos mapas de conspicuidade (uma combinação entre diferentes modalidades) da orientação, intensidade e informações de cor de forma bottom-up e puramente orientada para o estímulo. Estes três mapas de conspicuidade são fundidos num mapa de saliência 3D e, finalmente, o foco de atenção (ou "localização do ponto-chave") está sequencialmente direcionado para os pontos mais salientes deste mapa. Inibir este local permite que o sistema automaticamente orientado para próximo local mais saliente. As principais conclusões são: com um número médio similar de pontos-chave, o nosso detetor de ponto-chave 3D supera os outros oito detetores de pontos-chave 3D avaliados, obtendo o melhor resultado em 32 das métricas avaliadas nas experiências do reconhecimento das categorias e dos objetos, quando o segundo melhor detetor obteve apenas o melhor resultado em 8 dessas métricas. A única desvantagem é o tempo computacional, uma vez que BIK-BUS é mais lento do que os outros detetores. Dado que existem grandes diferenças em termos de desempenho no reconhecimento, de tamanho e de tempo, a seleção do detetor de ponto-chave e descritor tem de ser interligada com a tarefa desejada e nós damos algumas orientações para facilitar esta escolha neste trabalho de investigação. Depois de propor um detetor de ponto-chave 3D, a investigação incidiu sobre um método robusto de deteção e tracking de objetos 3D usando as informações dos pontos-chave num filtro de partículas. Este método consiste em três etapas distintas: Segmentação, Inicialização do Tracking e Tracking. A segmentação é feita de modo a remover toda a informação de fundo, a fim de reduzir o número de pontos para processamento futuro. Na inicialização, usamos um detetor de ponto-chave com inspiração biológica. A informação do objeto que queremos seguir é dada pelos pontos-chave extraídos. O filtro de partículas faz o acompanhamento dos pontoschave, de modo a se poder prever onde os pontos-chave estarão no próximo frame. As experiências com método PFBIK-Tracking são feitas no interior, num ambiente de escritório/casa, onde se espera que robôs pessoais possam operar. Também avaliado quantitativamente este método utilizando um "Tracking Error". A avaliação passa pelo cálculo das centróides dos pontos-chave e das partículas. Comparando o nosso sistema com o método de tracking que existe na biblioteca usada no desenvolvimento, nós obtemos melhores resultados, com um número muito menor de pontos e custo computacional. O nosso método é mais rápido e mais robusto em termos de oclusão, quando comparado com o OpenniTracker

    Contributions in computational intelligence with results in functional neuroimaging

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    This thesis applies computational intelligence methodologies to study functional brain images. It is a state-of-the-art application relative to unsupervised learning domain to functional neuroimaging. There are also contributions related to computational intelligence on topics relative to clustering validation and spatio-temporal clustering analysis. Speci_cally, there are the presentation of a new separation measure based on fuzzy sets theory to establish the validity of the fuzzy clustering outcomes and the presentation of a framework to approach the parcellation of functional neuroimages taking in account both spatial and temporal patterns. These contributions have been applied to neuroimages obtained with functional Magnetic Resonance Imaging, using both active and passive paradigm and using both in-house data and fMRI repository. The results obtained shown, globally, an improvement on the quality of the neuroimaging analysis using the methodological contributions proposed

    Assisting the training of deep neural networks with applications to computer vision

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    [eng] Deep learning has recently been enjoying an increasing popularity due to its success in solving challenging tasks. In particular, deep learning has proven to be effective in a large variety of computer vision tasks, such as image classification, object recognition and image parsing. Contrary to previous research, which required engineered feature representations, designed by experts, in order to succeed, deep learning attempts to learn representation hierarchies automatically from data. More recently, the trend has been to go deeper with representation hierarchies. Learning (very) deep representation hierarchies is a challenging task, which involves the optimization of highly non- convex functions. Therefore, the search for algorithms to ease the learning of (very) deep representation hierarchies from data is extensive and ongoing. In this thesis, we tackle the challenging problem of easing the learning of (very) deep representation hierarchies. We present a hyper-parameter free, off-the-shelf, simple and fast unsupervised algorithm to discover hidden structure from the input data by enforcing a very strong form of sparsity. We study the applicability and potential of the algorithm to learn representations of varying depth in a handful of applications and domains, highlighting the ability of the algorithm to provide discriminative feature representations that are able to achieve top performance. Yet, while emphasizing the great value of unsupervised learning methods when labeled data is scarce, the recent industrial success of deep learning has revolved around supervised learning. Supervised learning is currently the focus of many recent research advances, which have shown to excel at many computer vision tasks. Top performing systems often involve very large and deep models, which are not well suited for applications with time or memory limitations. More in line with the current trends, we engage in making top performing models more efficient, by designing very deep and thin models. Since training such very deep models still appears to be a challenging task, we introduce a novel algorithm that guides the training of very thin and deep models by hinting their intermediate representations. Very deep and thin models trained by the proposed algorithm end up extracting feature representations that are comparable or even better performing than the ones extracted by large state-of-the-art models, while compellingly reducing the time and memory consumption of the model

    Computational intelligence approaches to robotics, automation, and control [Volume guest editors]

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    The 1990 Goddard Conference on Space Applications of Artificial Intelligence

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    The papers presented at the 1990 Goddard Conference on Space Applications of Artificial Intelligence are given. The purpose of this annual conference is to provide a forum in which current research and development directed at space applications of artificial intelligence can be presented and discussed. The proceedings fall into the following areas: Planning and Scheduling, Fault Monitoring/Diagnosis, Image Processing and Machine Vision, Robotics/Intelligent Control, Development Methodologies, Information Management, and Knowledge Acquisition

    Merging chrominance and luminance in early, medium, and late fusion using Convolutional Neural Networks

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    The field of Machine Learning has received extensive attention in recent years. More particularly, computer vision problems have got abundant consideration as the use of images and pictures in our daily routines is growing. The classification of images is one of the most important tasks that can be used to organize, store, retrieve, and explain pictures. In order to do that, researchers have been designing algorithms that automatically detect objects in images. During last decades, the common approach has been to create sets of features -- manually designed -- that could be exploited by image classification algorithms. More recently, researchers designed algorithms that automatically learn these sets of features, surpassing state-of-the-art performances. However, learning optimal sets of features is computationally expensive and it can be relaxed by adding prior knowledge about the task, improving and accelerating the learning phase. Furthermore, with problems with a large feature space the complexity of the models need to be reduced to make it computationally tractable (e.g. the recognition of human actions in videos). Consequently, we propose to use multimodal learning techniques to reduce the complexity of the learning phase in Artificial Neural Networks by incorporating prior knowledge about the connectivity of the network. Furthermore, we analyze state-of-the-art models for image classification and propose new architectures that can learn a locally optimal set of features in an easier and faster manner. In this thesis, we demonstrate that merging the luminance and the chrominance part of the images using multimodal learning techniques can improve the acquisition of good visual set of features. We compare the validation accuracy of several models and we demonstrate that our approach outperforms the basic model with statistically significant results

    Emotion, motivation, decision-making, the orbitofrontal cortex, anterior cingulate cortex, and the amygdala

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    The orbitofrontal cortex and amygdala are involved in emotion and in motivation, but the relationship between these functions performed by these brain structures is not clear. To address this, a unified theory of emotion and motivation is described in which motivational states are states in which instrumental goal-directed actions are performed to obtain rewards or avoid punishers, and emotional states are states that are elicited when the reward or punisher is or is not received. This greatly simplifies our understanding of emotion and motivation, for the same set of genes and associated brain systems can define the primary or unlearned rewards and punishers such as sweet taste or pain. Recent evidence on the connectivity of human brain systems involved in emotion and motivation indicates that the orbitofrontal cortex is involved in reward value and experienced emotion with outputs to cortical regions including those involved in language, and is a key brain region involved in depression and the associated changes in motivation. The amygdala has weak effective connectivity back to the cortex in humans, and is implicated in brainstem-mediated responses to stimuli such as freezing and autonomic activity, rather than in declarative emotion. The anterior cingulate cortex is involved in learning actions to obtain rewards, and with the orbitofrontal cortex and ventromedial prefrontal cortex in providing the goals for navigation and in reward-related effects on memory consolidation mediated partly via the cholinergic system

    Change blindness: eradication of gestalt strategies

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    Arrays of eight, texture-defined rectangles were used as stimuli in a one-shot change blindness (CB) task where there was a 50% chance that one rectangle would change orientation between two successive presentations separated by an interval. CB was eliminated by cueing the target rectangle in the first stimulus, reduced by cueing in the interval and unaffected by cueing in the second presentation. This supports the idea that a representation was formed that persisted through the interval before being 'overwritten' by the second presentation (Landman et al, 2003 Vision Research 43149–164]. Another possibility is that participants used some kind of grouping or Gestalt strategy. To test this we changed the spatial position of the rectangles in the second presentation by shifting them along imaginary spokes (by ±1 degree) emanating from the central fixation point. There was no significant difference seen in performance between this and the standard task [F(1,4)=2.565, p=0.185]. This may suggest two things: (i) Gestalt grouping is not used as a strategy in these tasks, and (ii) it gives further weight to the argument that objects may be stored and retrieved from a pre-attentional store during this task

    How does rumination impact cognition? A first mechanistic model.

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    Rumination is a process of uncontrolled, narrowly-foused neg- ative thinking that is often self-referential, and that is a hall- mark of depression. Despite its importance, little is known about its cognitive mechanisms. Rumination can be thought of as a specific, constrained form of mind-wandering. Here, we introduce a cognitive model of rumination that we devel- oped on the basis of our existing model of mind-wandering. The rumination model implements the hypothesis that rumina- tion is caused by maladaptive habits of thought. These habits of thought are modelled by adjusting the number of memory chunks and their associative structure, which changes the se- quence of memories that are retrieved during mind-wandering, such that during rumination the same set of negative memo- ries is retrieved repeatedly. The implementation of habits of thought was guided by empirical data from an experience sam- pling study in healthy and depressed participants. On the ba- sis of this empirically-derived memory structure, our model naturally predicts the declines in cognitive task performance that are typically observed in depressed patients. This study demonstrates how we can use cognitive models to better un- derstand the cognitive mechanisms underlying rumination and depression
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