3 research outputs found
Maximum Margin Learning Under Uncertainty
PhDIn this thesis we study the problem of learning under uncertainty using the statistical
learning paradigm. We rst propose a linear maximum margin classi er that deals
with uncertainty in data input. More speci cally, we reformulate the standard Support
Vector Machine (SVM) framework such that each training example can be modeled
by a multi-dimensional Gaussian distribution described by its mean vector and its
covariance matrix { the latter modeling the uncertainty. We address the classi cation
problem and de ne a cost function that is the expected value of the classical SVM
cost when data samples are drawn from the multi-dimensional Gaussian distributions
that form the set of the training examples. Our formulation approximates the classical
SVM formulation when the training examples are isotropic Gaussians with variance
tending to zero. We arrive at a convex optimization problem, which we solve e -
ciently in the primal form using a stochastic gradient descent approach. The resulting
classi er, which we name SVM with Gaussian Sample Uncertainty (SVM-GSU), is
tested on synthetic data and ve publicly available and popular datasets; namely, the
MNIST, WDBC, DEAP, TV News Channel Commercial Detection, and TRECVID
MED datasets. Experimental results verify the e ectiveness of the proposed method.
Next, we extended the aforementioned linear classi er so as to lead to non-linear decision
boundaries, using the RBF kernel. This extension, where we use isotropic input
uncertainty and we name Kernel SVM with Isotropic Gaussian Sample Uncertainty
(KSVM-iGSU), is used in the problems of video event detection and video aesthetic
quality assessment. The experimental results show that exploiting input uncertainty,
especially in problems where only a limited number of positive training examples are
provided, can lead to better classi cation, detection, or retrieval performance. Finally,
we present a preliminary study on how the above ideas can be used under the deep
convolutional neural networks learning paradigm so as to exploit inherent sources of
uncertainty, such as spatial pooling operations, that are usually used in deep networks
COMPUTATIONAL MODELLING OF HUMAN AESTHETIC PREFERENCES IN THE VISUAL DOMAIN: A BRAIN-INSPIRED APPROACH
Following the rise of neuroaesthetics as a research domain, computational aesthetics has also known a regain in popularity over the past decade with many works using novel computer vision and machine learning techniques to evaluate the aesthetic value of visual information. This thesis presents a new approach where low-level features inspired from the human visual system are extracted from images to train a machine learning-based system to classify visual information depending on its aesthetics, regardless of the type of visual media. Extensive tests are developed to highlight strengths and weaknesses of such low-level features while establishing good practices in the domain of study of computational aesthetics. The aesthetic classification system is not only tested on the most widely used dataset of photographs, called AVA, on which it is trained initially, but also on other photographic datasets to evaluate the robustness of the learnt aesthetic preferences over other rating communities.
The system is then assessed in terms of aesthetic classification on other types of visual media to investigate whether the learnt aesthetic preferences represent photography rules or more general aesthetic rules. The skill transfer from aesthetic classification of photos to videos demonstrates a satisfying correct classification rate of videos without any prior training on the test set created by Tzelepis et al. Moreover, the initial photograph classifier can also be used on feature films to investigate the classifier’s learnt visual preferences, due to films providing a large number of frames easily labellable. The study on aesthetic classification of videos concludes with a case study on the work by an online content creator. The classifier recognised a significantly greater percentage of aesthetically high frames in videos filmed in studios than on-the-go. The results obtained across datasets containing videos of diverse natures manifest the extent of the system’s aesthetic knowledge.
To conclude, the evolution of low-level visual features is studied in popular culture such as in paintings and brand logos. The work attempts to link aesthetic preferences during contemplation tasks such as aesthetic rating of photographs with preferred low-level visual features in art creation. It questions whether favoured visual features usage varies over the life of a painter, implicitly showing a relationship with artistic expertise. Findings display significant changes in use of universally preferred features over influential
vi
abstract painters’ careers such an increase in cardinal lines and the colour blue; changes that were not observed in landscape painters. Regarding brand logos, only a few features evolved in a significant manner, most of them being colour-related features.
Despite the incredible amount of data available online, phenomena developing over an entire life are still complicated to study. These computational experiments show that simple approaches focusing on the fundamentals instead of high-level measures allow to analyse artists’ visual preferences, as well as extract a community’s visual preferences from photos or videos while limiting impact from cultural and personal experiences
VIDEO AESTHETIC QUALITY ASSESSMENT USING KERNEL SUPPORT VECTOR MACHINE WITH ISOTROPIC GAUSSIAN SAMPLE UNCERTAINTY (KSVM-IGSU)
In this paper we propose a video aesthetic quality assessment method that combines the representation of each video according to a set of photographic and cinematographic rules, with the use of a learning method that takes the video representation's uncertainty into consideration. Specifically, our method exploits the information derived from both low- and high-level analysis of video layout, leading to a photo- and motion-based video representation scheme. Subsequently, a kernel Support Vector Machine (SVM) extension, the KSVM-iGSU, is trained to classify the videos and retrieve those of high aesthetic value. Experimental results on our large dataset verify the effectiveness of the proposed method. We also make publicly available our dataset, in order to facilitate research in the area of video aesthetic quality assessment