399 research outputs found

    A Methodology for Extracting Human Bodies from Still Images

    Get PDF
    Monitoring and surveillance of humans is one of the most prominent applications of today and it is expected to be part of many future aspects of our life, for safety reasons, assisted living and many others. Many efforts have been made towards automatic and robust solutions, but the general problem is very challenging and remains still open. In this PhD dissertation we examine the problem from many perspectives. First, we study the performance of a hardware architecture designed for large-scale surveillance systems. Then, we focus on the general problem of human activity recognition, present an extensive survey of methodologies that deal with this subject and propose a maturity metric to evaluate them. One of the numerous and most popular algorithms for image processing found in the field is image segmentation and we propose a blind metric to evaluate their results regarding the activity at local regions. Finally, we propose a fully automatic system for segmenting and extracting human bodies from challenging single images, which is the main contribution of the dissertation. Our methodology is a novel bottom-up approach relying mostly on anthropometric constraints and is facilitated by our research in the fields of face, skin and hands detection. Experimental results and comparison with state-of-the-art methodologies demonstrate the success of our approach

    Machine Learning Approaches to Human Body Shape Analysis

    Get PDF
    Soft biometrics, biomedical sciences, and many other fields of study pay particular attention to the study of the geometric description of the human body, and its variations. Although multiple contributions, the interest is particularly high given the non-rigid nature of the human body, capable of assuming different poses, and numerous shapes due to variable body composition. Unfortunately, a well-known costly requirement in data-driven machine learning, and particularly in the human-based analysis, is the availability of data, in the form of geometric information (body measurements) with related vision information (natural images, 3D mesh, etc.). We introduce a computer graphics framework able to generate thousands of synthetic human body meshes, representing a population of individuals with stratified information: gender, Body Fat Percentage (BFP), anthropometric measurements, and pose. This contribution permits an extensive analysis of different bodies in different poses, avoiding the demanding, and expensive acquisition process. We design a virtual environment able to take advantage of the generated bodies, to infer the body surface area (BSA) from a single view. The framework permits to simulate the acquisition process of newly introduced RGB-D devices disentangling different noise components (sensor noise, optical distortion, body part occlusions). Common geometric descriptors in soft biometric, as well as in biomedical sciences, are based on body measurements. Unfortunately, as we prove, these descriptors are not pose invariant, constraining the usability in controlled scenarios. We introduce a differential geometry approach assuming body pose variations as isometric transformations of the body surface, and body composition changes covariant to the body surface area. This setting permits the use of the Laplace-Beltrami operator on the 2D body manifold, describing the body with a compact, efficient, and pose invariant representation. We design a neural network architecture able to infer important body semantics from spectral descriptors, closing the gap between abstract spectral features, and traditional measurement-based indices. Studying the manifold of body shapes, we propose an innovative generative adversarial model able to learn the body shapes. The method permits to generate new bodies with unseen geometries as a walk on the latent space, constituting a significant advantage over traditional generative methods

    Detecting Deception in Movement: The Case of the Side-Step in Rugby

    Get PDF
    Although coordinated patterns of body movement can be used to communicate action intention, they can also be used to deceive. Often known as deceptive movements, these unpredictable patterns of body movement can give a competitive advantage to an attacker when trying to outwit a defender. In this particular study, we immersed novice and expert rugby players in an interactive virtual rugby environment to understand how the dynamics of deceptive body movement influence a defending player’s decisions about how and when to act. When asked to judge final running direction, expert players who were found to tune into prospective tau-based information specified in the dynamics of ‘honest’ movement signals (Centre of Mass), performed significantly better than novices who tuned into the dynamics of ‘deceptive’ movement signals (upper trunk yaw and out-foot placement) (p<.001). These findings were further corroborated in a second experiment where players were able to move as if to intercept or ‘tackle’ the virtual attacker. An analysis of action responses showed that experts waited significantly longer before initiating movement (p<.001). By waiting longer and picking up more information that would inform about future running direction these experts made significantly fewer errors (p<.05). In this paper we not only present a mathematical model that describes how deception in body-based movement is detected, but we also show how perceptual expertise is manifested in action expertise. We conclude that being able to tune into the ‘honest’ information specifying true running action intention gives a strong competitive advantage

    Multi-scale techniques for multi-dimensional data analysis

    Get PDF
    Large datasets of geometric data of various nature are becoming more and more available as sensors become cheaper and more widely used. Due to both their size and their noisy nature, special techniques must be employed to deal with them correctly. In order to efficiently handle this amount of data and to tackle the technical challenges they pose, we propose techniques that analyze a scalar signal by means of its critical points (i.e. maxima and minima), ranking them on a scale of importance, by which we can extrapolate important information of the input signal separating it from noise, thus dramatically reducing the complexity of the problem. In order to obtain a ranking of critical points we employ multi-scale techniques. The standard scale-space approach, however, is not sufficient when trying to track critical points across various scales. We start from an implementation of the scale-space which computes a linear interpolation between scales in order to make tracking of critical points easier. The linear interpolation of a process which is not itself linear, though, does not fulfill some theoretical properties of scale-space, thus making the tracking of critical points much harder. We propose an extension of this piecewiselinear scale-space implementation, which recovers the theoretical properties (e.g., to avoid the generation of new critical points as the scale increases) and keeps the tracking consistent. Next we combine the scale-space with another technique that comes from the topology theory: the classification of critical points based on their persistence value. While the scale-space applies a filtering in the frequency domain, by progressively smoothing the input signal with low-pass filters of increasing size, the computation of the persistence can be seen as a filtering applied in the amplitude domain, which progressively removes pairs of critical points based on their difference in amplitude. The two techniques, while being both relevant to the concept of scale, express different qualities of the critical points of the input signal; depending on the application domain we can use either of them, or, since they both have non-zero values only at critical points, they can be used together with a linear combination. The thesis will be structured as follows: In Chapter 1 we will present an overview on the problem of analyzing huge geometric datasets, focusing on the problem of dealing with their size and noise, and of reducing the problem to a subset of relevant samples. The Chapter 2 will contain a study of the state of the art in scale-space algorithms, followed by a more in-depth analysis of the virtually continuous framework used as base technique will be presented. In its last part, we will propose methods to extend these techniques in order to satisfy the axioms present in the continuous version of the scale-space and to have a stronger and more reliable tracking of critical points across scales, and the extraction of the persistence of critical points of a signal as a variant to the standard scale-space approach; we will show the differences between the two and discuss how to combine them. The Chapter 3 will introduce an ever growing source of data, the motion capture systems; we will motivate its importance by discussing the many applications in which it has been used for the past two decades. We will briefly summarize the different systems existing and then we will focus on a particular one, discussing its peculiarities and its output data. In Chapter 4, we will discuss the problem of studying intra-personal synchronization computed on data coming from such motion-capture systems. We will show how multi-scale approaches can be used to identify relevant instants in the motion and how these instants can be used to precisely study synchronization between the different parts of the body from which they are extracted. We will apply these techniques to the problem of generating a classifier to discriminate between martial artists of different skills who have been recorded doing karate\u2019s movements. In Chapter 5 will present a work on the automatic detection of relevant points of the human face from 3D data. We will show that the Gaussian curvature of the 3D surface is a good feature to distinguish the so-called fiducial points, but also that multi-scale techniques must be used to extract only relevant points and get rid of the noise. In closing, Chapter 6 will discuss an ongoing work about motion segmentation; after an introduction about the meaning and different possibilities of motion segmentation we will present the data we work with, the approach used to identify segments and some preliminary tools and results

    Multiple Action Recognition for Video Games (MARViG)

    Get PDF
    Action recognition research historically has focused on increasing accuracy on datasets in highly controlled environments. Perfect or near perfect offline action recognition accuracy on scripted datasets has been achieved. The aim of this thesis is to deal with the more complex problem of online action recognition with low latency in real world scenarios. To fulfil this aim two new multi-modal gaming datasets were captured and three novel algorithms for online action recognition were proposed. Two new gaming datasets, G3D and G3Di for real-time action recognition with multiple actions and multi-modal data were captured and publicly released. Furthermore, G3Di was captured using a novel game-sourcing method so the actions are realistic. Three novel algorithms for online action recognition with low latency were proposed. Firstly, Dynamic Feature Selection, which combines the discriminative power of Random Forests for feature selection with an ensemble of AdaBoost classifiers for dynamic classification. Secondly, Clustered Spatio-Temporal Manifolds, which modelled the dynamics of human actions with style invariant action templates that were combined with Dynamic Time Warping for execution rate invariance. Finally, a Hierarchical Transfer Learning framework, comprised of a novel transfer learning algorithm to detect compound actions in addition to hierarchical interaction detection to recognise the actions and interactions of multiple subjects. The proposed algorithms run in real-time with low latency ensuring they are suitable for a wide range of natural user interface applications including gaming. State-of-the art results were achieved for online action recognition. Experimental results indicate higher complexity of the G3Di dataset in comparison to the existing gaming datasets, highlighting the importance of this dataset for designing algorithms suitable for realistic interactive applications. This thesis has advanced the study of realistic action recognition and is expected to serve as a basis for further study within the research community

    Activity related biometrics for person authentication

    No full text
    One of the major challenges in human-machine interaction has always been the development of such techniques that are able to provide accurate human recognition, so as to other either personalized services or to protect critical infrastructures from unauthorized access. To this direction, a series of well stated and efficient methods have been proposed mainly based on biometric characteristics of the user. Despite the significant progress that has been achieved recently, there are still many open issues in the area, concerning not only the performance of the systems but also the intrusiveness of the collecting methods. The current thesis deals with the investigation of novel, activity-related biometric traits and their potential for multiple and unobtrusive authentication based on the spatiotemporal analysis of human activities. In particular, it starts with an extensive bibliography review regarding the most important works in the area of biometrics, exhibiting and justifying in parallel the transition that is performed from the classic biometrics to the new concept of behavioural biometrics. Based on previous works related to the human physiology and human motion and motivated by the intuitive assumption that different body types and different characters would produce distinguishable, and thus, valuable for biometric verification, activity-related traits, a new type of biometrics, the so-called prehension biometrics (i.e. the combined movement of reaching, grasping activities), is introduced and thoroughly studied herein. The analysis is performed via the so-called Activity hyper-Surfaces that form a dynamic movement-related manifold for the extraction of a series of behavioural features. Thereafter, the focus is laid on the extraction of continuous soft biometric features and their efficient combination with state-of-the-art biometric approaches towards increased authentication performance and enhanced security in template storage via Soft biometric Keys. In this context, a novel and generic probabilistic framework is proposed that produces an enhanced matching probability based on the modelling of the systematic error induced during the estimation of the aforementioned soft biometrics and the efficient clustering of the soft biometric feature space. Next, an extensive experimental evaluation of the proposed methodologies follows that effectively illustrates the increased authentication potential of the prehension-related biometrics and the significant advances in the recognition performance by the probabilistic framework. In particular, the prehension biometrics related biometrics is applied on several databases of ~100 different subjects in total performing a great variety of movements. The carried out experiments simulate both episodic and multiple authentication scenarios, while contextual parameters, (i.e. the ergonomic-based quality factors of the human body) are also taken into account. Furthermore, the probabilistic framework for augmenting biometric recognition via soft biometrics is applied on top of two state-of-art biometric systems, i.e. a gait recognition (> 100 subjects)- and a 3D face recognition-based one (~55 subjects), exhibiting significant advances to their performance. The thesis is concluded with an in-depth discussion summarizing the major achievements of the current work, as well as some possible drawbacks and other open issues of the proposed approaches that could be addressed in future works.Open Acces

    New directions in the analysis of movement patterns in space and time

    Get PDF
    • …
    corecore