36,192 research outputs found

    Finding Time Together:Detection and Classification of Focused Interaction in Egocentric Video

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    Focused interaction occurs when co-present individuals, having mutual focus of attention, interact by establishing face-to-face engagement and direct conversation. Face-to-face engagement is often not maintained throughout the entirety of a focused interaction. In this paper, we present an online method for automatic classification of unconstrained egocentric (first-person perspective) videos into segments having no focused interaction, focused interaction when the camera wearer is stationary and focused interaction when the camera wearer is moving. We extract features from both audio and video data streams and perform temporal segmentation by using support vector machines with linear and non-linear kernels. We provide empirical evidence that fusion of visual face track scores, camera motion profile and audio voice activity scores is an effective combination for focused interaction classification

    Human gesture classification by brute-force machine learning for exergaming in physiotherapy

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    In this paper, a novel approach for human gesture classification on skeletal data is proposed for the application of exergaming in physiotherapy. Unlike existing methods, we propose to use a general classifier like Random Forests to recognize dynamic gestures. The temporal dimension is handled afterwards by majority voting in a sliding window over the consecutive predictions of the classifier. The gestures can have partially similar postures, such that the classifier will decide on the dissimilar postures. This brute-force classification strategy is permitted, because dynamic human gestures show sufficient dissimilar postures. Online continuous human gesture recognition can classify dynamic gestures in an early stage, which is a crucial advantage when controlling a game by automatic gesture recognition. Also, ground truth can be easily obtained, since all postures in a gesture get the same label, without any discretization into consecutive postures. This way, new gestures can be easily added, which is advantageous in adaptive game development. We evaluate our strategy by a leave-one-subject-out cross-validation on a self-captured stealth game gesture dataset and the publicly available Microsoft Research Cambridge-12 Kinect (MSRC-12) dataset. On the first dataset we achieve an excellent accuracy rate of 96.72%. Furthermore, we show that Random Forests perform better than Support Vector Machines. On the second dataset we achieve an accuracy rate of 98.37%, which is on average 3.57% better then existing methods

    Online Robot Introspection via Wrench-based Action Grammars

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    Robotic failure is all too common in unstructured robot tasks. Despite well-designed controllers, robots often fail due to unexpected events. How do robots measure unexpected events? Many do not. Most robots are driven by the sense-plan act paradigm, however more recently robots are undergoing a sense-plan-act-verify paradigm. In this work, we present a principled methodology to bootstrap online robot introspection for contact tasks. In effect, we are trying to enable the robot to answer the question: what did I do? Is my behavior as expected or not? To this end, we analyze noisy wrench data and postulate that the latter inherently contains patterns that can be effectively represented by a vocabulary. The vocabulary is generated by segmenting and encoding the data. When the wrench information represents a sequence of sub-tasks, we can think of the vocabulary forming a sentence (set of words with grammar rules) for a given sub-task; allowing the latter to be uniquely represented. The grammar, which can also include unexpected events, was classified in offline and online scenarios as well as for simulated and real robot experiments. Multiclass Support Vector Machines (SVMs) were used offline, while online probabilistic SVMs were are used to give temporal confidence to the introspection result. The contribution of our work is the presentation of a generalizable online semantic scheme that enables a robot to understand its high-level state whether nominal or abnormal. It is shown to work in offline and online scenarios for a particularly challenging contact task: snap assemblies. We perform the snap assembly in one-arm simulated and real one-arm experiments and a simulated two-arm experiment. This verification mechanism can be used by high-level planners or reasoning systems to enable intelligent failure recovery or determine the next most optima manipulation skill to be used.Comment: arXiv admin note: substantial text overlap with arXiv:1609.0494

    Micro-expression Recognition using Spatiotemporal Texture Map and Motion Magnification

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    Micro-expressions are short-lived, rapid facial expressions that are exhibited by individuals when they are in high stakes situations. Studying these micro-expressions is important as these cannot be modified by an individual and hence offer us a peek into what the individual is actually feeling and thinking as opposed to what he/she is trying to portray. The spotting and recognition of micro-expressions has applications in the fields of criminal investigation, psychotherapy, education etc. However due to micro-expressions’ short-lived and rapid nature; spotting, recognizing and classifying them is a major challenge. In this paper, we design a hybrid approach for spotting and recognizing micro-expressions by utilizing motion magnification using Eulerian Video Magnification and Spatiotemporal Texture Map (STTM). The validation of this approach was done on the spontaneous micro-expression dataset, CASMEII in comparison with the baseline. This approach achieved an accuracy of 80% viz. an increase by 5% as compared to the existing baseline by utilizing 10-fold cross validation using Support Vector Machines (SVM) with a linear kernel

    Reliable camera motion estimation from compressed MPEG videos using machine learning approach

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    As an important feature in characterizing video content, camera motion has been widely applied in various multimedia and computer vision applications. A novel method for fast and reliable estimation of camera motion from MPEG videos is proposed, using support vector machine for estimation in a regression model trained on a synthesized sequence. Experiments conducted on real sequences show that the proposed method yields much improved results in estimating camera motions while the difficulty in selecting valid macroblocks and motion vectors is skipped
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