6,511 research outputs found

    Latent Fisher Discriminant Analysis

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    Linear Discriminant Analysis (LDA) is a well-known method for dimensionality reduction and classification. Previous studies have also extended the binary-class case into multi-classes. However, many applications, such as object detection and keyframe extraction cannot provide consistent instance-label pairs, while LDA requires labels on instance level for training. Thus it cannot be directly applied for semi-supervised classification problem. In this paper, we overcome this limitation and propose a latent variable Fisher discriminant analysis model. We relax the instance-level labeling into bag-level, is a kind of semi-supervised (video-level labels of event type are required for semantic frame extraction) and incorporates a data-driven prior over the latent variables. Hence, our method combines the latent variable inference and dimension reduction in an unified bayesian framework. We test our method on MUSK and Corel data sets and yield competitive results compared to the baseline approach. We also demonstrate its capacity on the challenging TRECVID MED11 dataset for semantic keyframe extraction and conduct a human-factors ranking-based experimental evaluation, which clearly demonstrates our proposed method consistently extracts more semantically meaningful keyframes than challenging baselines.Comment: 12 page

    Feature and Region Selection for Visual Learning

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    Visual learning problems such as object classification and action recognition are typically approached using extensions of the popular bag-of-words (BoW) model. Despite its great success, it is unclear what visual features the BoW model is learning: Which regions in the image or video are used to discriminate among classes? Which are the most discriminative visual words? Answering these questions is fundamental for understanding existing BoW models and inspiring better models for visual recognition. To answer these questions, this paper presents a method for feature selection and region selection in the visual BoW model. This allows for an intermediate visualization of the features and regions that are important for visual learning. The main idea is to assign latent weights to the features or regions, and jointly optimize these latent variables with the parameters of a classifier (e.g., support vector machine). There are four main benefits of our approach: (1) Our approach accommodates non-linear additive kernels such as the popular χ2\chi^2 and intersection kernel; (2) our approach is able to handle both regions in images and spatio-temporal regions in videos in a unified way; (3) the feature selection problem is convex, and both problems can be solved using a scalable reduced gradient method; (4) we point out strong connections with multiple kernel learning and multiple instance learning approaches. Experimental results in the PASCAL VOC 2007, MSR Action Dataset II and YouTube illustrate the benefits of our approach

    Performance and optimization of support vector machines in high-energy physics classification problems

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    In this paper we promote the use of Support Vector Machines (SVM) as a machine learning tool for searches in high-energy physics. As an example for a new- physics search we discuss the popular case of Supersymmetry at the Large Hadron Collider. We demonstrate that the SVM is a valuable tool and show that an automated discovery- significance based optimization of the SVM hyper-parameters is a highly efficient way to prepare an SVM for such applications. A new C++ LIBSVM interface called SVM-HINT is developed and available on Github.Comment: 20 pages, 6 figure

    A SVM bases AI design for interactive gaming

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    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the players: (i) winner selection and control by one parameter, which can be pre-designed and adjusted according to the game design needs, i.e. level of difficulties: Experiments on numerical simulation support that the proposed design is robust to random noise, accurate in picking up winning data, and convenient for all interactive gaming design
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