10,134 research outputs found

    Attention Allocation Aid for Visual Search

    Full text link
    This paper outlines the development and testing of a novel, feedback-enabled attention allocation aid (AAAD), which uses real-time physiological data to improve human performance in a realistic sequential visual search task. Indeed, by optimizing over search duration, the aid improves efficiency, while preserving decision accuracy, as the operator identifies and classifies targets within simulated aerial imagery. Specifically, using experimental eye-tracking data and measurements about target detectability across the human visual field, we develop functional models of detection accuracy as a function of search time, number of eye movements, scan path, and image clutter. These models are then used by the AAAD in conjunction with real time eye position data to make probabilistic estimations of attained search accuracy and to recommend that the observer either move on to the next image or continue exploring the present image. An experimental evaluation in a scenario motivated from human supervisory control in surveillance missions confirms the benefits of the AAAD.Comment: To be presented at the ACM CHI conference in Denver, Colorado in May 201

    ViZDoom Competitions: Playing Doom from Pixels

    Full text link
    This paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multi-player deathmatch in a first-person shooter (FPS) game, Doom. The bots had to make their decisions based solely on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multi-agent aspect of the game, make the competition a unique platform for evaluating the state of the art reinforcement learning algorithms. The paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best-performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. The paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient 3D platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom

    Handgun detection using combined human pose and weapon appearance

    Get PDF
    Closed-circuit television (CCTV) systems are essential nowadays to prevent security threats or dangerous situations, in which early detection is crucial. Novel deep learning-based methods have allowed to develop automatic weapon detectors with promising results. However, these approaches are mainly based on visual weapon appearance only. For handguns, body pose may be a useful cue, especially in cases where the gun is barely visible. In this work, a novel method is proposed to combine, in a single architecture, both weapon appearance and human pose information. First, pose keypoints are estimated to extract hand regions and generate binary pose images, which are the model inputs. Then, each input is processed in different subnetworks and combined to produce the handgun bounding box. Results obtained show that the combined model improves the handgun detection state of the art, achieving from 4.23 to 18.9 AP points more than the best previous approach.Comment: 17 pages, 18 figure

    Weak Supervision for Label Efficient Visual Bug Detection

    Full text link
    As video games evolve into expansive, detailed worlds, visual quality becomes essential, yet increasingly challenging. Traditional testing methods, limited by resources, face difficulties in addressing the plethora of potential bugs. Machine learning offers scalable solutions; however, heavy reliance on large labeled datasets remains a constraint. Addressing this challenge, we propose a novel method, utilizing unlabeled gameplay and domain-specific augmentations to generate datasets & self-supervised objectives used during pre-training or multi-task settings for downstream visual bug detection. Our methodology uses weak-supervision to scale datasets for the crafted objectives and facilitates both autonomous and interactive weak-supervision, incorporating unsupervised clustering and/or an interactive approach based on text and geometric prompts. We demonstrate on first-person player clipping/collision bugs (FPPC) within the expansive Giantmap game world, that our approach is very effective, improving over a strong supervised baseline in a practical, very low-prevalence, low data regime (0.336 \rightarrow 0.550 F1 score). With just 5 labeled "good" exemplars (i.e., 0 bugs), our self-supervised objective alone captures enough signal to outperform the low-labeled supervised settings. Building on large-pretrained vision models, our approach is adaptable across various visual bugs. Our results suggest applicability in curating datasets for broader image and video tasks within video games beyond visual bugs.Comment: Accepted to BMVC 2023: Workshop on Computer Vision for Games and Games for Computer Vision (CVG). 9 page

    Real-time gun detection in CCTV: An open problem

    Get PDF
    Object detectors have improved in recent years, obtaining better results and faster inference time. However, small object detection is still a problem that has not yet a definitive solution. The autonomous weapons detection on Closed-circuit television (CCTV) has been studied recently, being extremely useful in the field of security, counter-terrorism, and risk mitigation. This article presents a new dataset obtained from a real CCTV installed in a university and the generation of synthetic images, to which Faster R-CNN was applied using Feature Pyramid Network with ResNet-50 resulting in a weapon detection model able to be used in quasi real-time CCTV (90 ms of inference time with an NVIDIA GeForce GTX-1080Ti card) improving the state of the art on weapon detection in a two stages training. In this work, an exhaustive experimental study of the detector with these datasets was performed, showing the impact of synthetic datasets on the training of weapons detection systems, as well as the main limitations that these systems present nowadays. The generated synthetic dataset and the real CCTV dataset are available to the whole research community.Ministerio de Economía y Competitividad TIN2017-82113-C2-1-
    corecore