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Hannes Mueller, Andre Groeger, Jonathan Hersh, Andrea Matranga, & Joan Serrat. (2021). Monitoring war destruction from space using machine learning. PNAS - Proceedings of the National Academy of Sciences of the United States of America, 118(23), e2025400118.
Abstract: Existing data on building destruction in conflict zones rely on eyewitness reports or manual detection, which makes it generally scarce, incomplete, and potentially biased. This lack of reliable data imposes severe limitations for media reporting, humanitarian relief efforts, human-rights monitoring, reconstruction initiatives, and academic studies of violent conflict. This article introduces an automated method of measuring destruction in high-resolution satellite images using deep-learning techniques combined with label augmentation and spatial and temporal smoothing, which exploit the underlying spatial and temporal structure of destruction. As a proof of concept, we apply this method to the Syrian civil war and reconstruct the evolution of damage in major cities across the country. Our approach allows generating destruction data with unprecedented scope, resolution, and frequency—and makes use of the ever-higher frequency at which satellite imagery becomes available.
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Meysam Madadi, Sergio Escalera, Jordi Gonzalez, Xavier Roca, & Felipe Lumbreras. (2015). Multi-part body segmentation based on depth maps for soft biometry analysis. PRL - Pattern Recognition Letters, 56, 14–21.
Abstract: This paper presents a novel method extracting biometric measures using depth sensors. Given a multi-part labeled training data, a new subject is aligned to the best model of the dataset, and soft biometrics such as lengths or circumference sizes of limbs and body are computed. The process is performed by training relevant pose clusters, defining a representative model, and fitting a 3D shape context descriptor within an iterative matching procedure. We show robust measures by applying orthogonal plates to body hull. We test our approach in a novel full-body RGB-Depth data set, showing accurate estimation of soft biometrics and better segmentation accuracy in comparison with random forest approach without requiring large training data.
Keywords: 3D shape context; 3D point cloud alignment; Depth maps; Human body segmentation; Soft biometry analysis
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T. Mouats, N. Aouf, Angel Sappa, Cristhian A. Aguilera-Carrasco, & Ricardo Toledo. (2015). Multi-Spectral Stereo Odometry. TITS - IEEE Transactions on Intelligent Transportation Systems, 16(3), 1210–1224.
Abstract: In this paper, we investigate the problem of visual odometry for ground vehicles based on the simultaneous utilization of multispectral cameras. It encompasses a stereo rig composed of an optical (visible) and thermal sensors. The novelty resides in the localization of the cameras as a stereo setup rather
than two monocular cameras of different spectrums. To the best of our knowledge, this is the first time such task is attempted. Log-Gabor wavelets at different orientations and scales are used to extract interest points from both images. These are then described using a combination of frequency and spatial information within the local neighborhood. Matches between the pairs of multimodal images are computed using the cosine similarity function based
on the descriptors. Pyramidal Lucas–Kanade tracker is also introduced to tackle temporal feature matching within challenging sequences of the data sets. The vehicle egomotion is computed from the triangulated 3-D points corresponding to the matched features. A windowed version of bundle adjustment incorporating
Gauss–Newton optimization is utilized for motion estimation. An outlier removal scheme is also included within the framework to deal with outliers. Multispectral data sets were generated and used as test bed. They correspond to real outdoor scenarios captured using our multimodal setup. Finally, detailed results validating the proposed strategy are illustrated.
Keywords: Egomotion estimation; feature matching; multispectral odometry (MO); optical flow; stereo odometry; thermal imagery
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Antonio Lopez, Gabriel Villalonga, Laura Sellart, German Ros, David Vazquez, Jiaolong Xu, et al. (2017). Training my car to see using virtual worlds. IMAVIS - Image and Vision Computing, 38, 102–118.
Abstract: Computer vision technologies are at the core of different advanced driver assistance systems (ADAS) and will play a key role in oncoming autonomous vehicles too. One of the main challenges for such technologies is to perceive the driving environment, i.e. to detect and track relevant driving information in a reliable manner (e.g. pedestrians in the vehicle route, free space to drive through). Nowadays it is clear that machine learning techniques are essential for developing such a visual perception for driving. In particular, the standard working pipeline consists of collecting data (i.e. on-board images), manually annotating the data (e.g. drawing bounding boxes around pedestrians), learning a discriminative data representation taking advantage of such annotations (e.g. a deformable part-based model, a deep convolutional neural network), and then assessing the reliability of such representation with the acquired data. In the last two decades most of the research efforts focused on representation learning (first, designing descriptors and learning classifiers; later doing it end-to-end). Hence, collecting data and, especially, annotating it, is essential for learning good representations. While this has been the case from the very beginning, only after the disruptive appearance of deep convolutional neural networks that it became a serious issue due to their data hungry nature. In this context, the problem is that manual data annotation is a tiresome work prone to errors. Accordingly, in the late 00’s we initiated a research line consisting of training visual models using photo-realistic computer graphics, especially focusing on assisted and autonomous driving. In this paper, we summarize such a work and show how it has become a new tendency with increasing acceptance.
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Joan Marc Llargues Asensio, Juan Peralta, Raul Arrabales, Manuel Gonzalez Bedia, Paulo Cortez, & Antonio Lopez. (2014). Artificial Intelligence Approaches for the Generation and Assessment of Believable Human-Like Behaviour in Virtual Characters. EXSY - Expert Systems With Applications, 41(16), 7281–7290.
Abstract: Having artificial agents to autonomously produce human-like behaviour is one of the most ambitious original goals of Artificial Intelligence (AI) and remains an open problem nowadays. The imitation game originally proposed by Turing constitute a very effective method to prove the indistinguishability of an artificial agent. The behaviour of an agent is said to be indistinguishable from that of a human when observers (the so-called judges in the Turing test) cannot tell apart humans and non-human agents. Different environments, testing protocols, scopes and problem domains can be established to develop limited versions or variants of the original Turing test. In this paper we use a specific version of the Turing test, based on the international BotPrize competition, built in a First-Person Shooter video game, where both human players and non-player characters interact in complex virtual environments. Based on our past experience both in the BotPrize competition and other robotics and computer game AI applications we have developed three new more advanced controllers for believable agents: two based on a combination of the CERA–CRANIUM and SOAR cognitive architectures and other based on ADANN, a system for the automatic evolution and adaptation of artificial neural networks. These two new agents have been put to the test jointly with CCBot3, the winner of BotPrize 2010 competition (Arrabales et al., 2012), and have showed a significant improvement in the humanness ratio. Additionally, we have confronted all these bots to both First-person believability assessment (BotPrize original judging protocol) and Third-person believability assessment, demonstrating that the active involvement of the judge has a great impact in the recognition of human-like behaviour.
Keywords: Turing test; Human-like behaviour; Believability; Non-player characters; Cognitive architectures; Genetic algorithm; Artificial neural networks
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